Subject Description Form Subject Code ISE4013 Subject Title Product Innovation and Intellectual Property Credit Value 3 Level 4 Pre-requisite/Corequisite/Exclusion Nil Objectives This subject aims to provide students with the knowledge to use systematic inventive thinking, creative problem-solving methodology, and intellectual property basics to develop product design solutions with patent protection for real-life applications. Intended Learning Outcomes Upon completion of the subject, students will be able to Subject Synopsis/ Indicative Syllabus a. consider various aspects that affect the development of a new product using innovative approaches; b. solve product development problems using a systematic approach. c. comprehend the intellectual property basics and patent application procedures 1. Creative Thinking Techniques Conceptual Blending, Mind Mapping, SCAMPER, Brutethink (Random stimulation), Whole Brain Thinking, Improvisation, Creative Problem Solving, Visual Thinking 2. Idea Generation and Evaluation Techniques Brainstorming, 6-3-5 method, Brainwriting pool, SIL method, Gallery method, Decision matrix 3. Theory of Inventive Problem Solving (TRIZ) Background, Ideal solution generation, S-curves, Stages of product/technology evolution, Contradictions, Forty inventive principles and systems thinking 4. Intellectual Property Basics Patent search, Documentation of invention, Provisional vs. traditional patent applications, Patent application procedures, Patent Cooperation Treaty (PCT), Application time lines, Patent claims, Prior art, Patent, infringement, Patent due diligence, Inventors, Licensing. 18.3.2014 Teaching/Learning Methodology This subject is conducted using an integrated problem-based learning approach. First, students are introduced to the basics of innovation and patents. Hands-on exercises are used to guide students in grasping techniques. Industrial practitioners are invited to give seminars on innovative product design and students are required to report their reflection on the seminars. Students are then divided into groups and each group is given a real life product. The students are required to go through 2 major tasks to improve and conceptually innovate the design functions. Student groups are required to conduct presentations at the end of each task to demonstrate the learning outcome. Learning activities are carried out in the Digital Factory laboratory, which provides a self-learning, interactive, flexible, and graphic-based digital simulation environment for students to model, develop, experiment, analyze, and optimize product design. Design Exercises Practice exercises on various creative thinking techniques, and invention disclosure and how they can be applied in product design, development, and idea protection are conducted either in-class or as homework. Example Final Projects 1. Improvement suggestion of existing consumer product. 2. Redesign and innovatively engineer the analyzed consumer product. Assessment Methods in Alignment with Intended Learning Outcomes Specific assessment methods/tasks % weighting Intended subject learning outcomes to be assessed a b c 1. In-class Assignments 35% 2. Assignments 20% 3. Final project 30% 4. Test 15% Total 100% The in-class assignments are designed to assess students’ ability to apply learned knowledge periodically throughout the class. The assignments are designed to assess students’ individual performance toward achieving intended learning outcomes. In addition to assessing students’ ability, the integrated application-oriented final project is also used to facilitate students in acquiring knowledge on different innovation techniques through team work with patent application. Tests are used to assess the skills of students using innovative techniques to solve problems and also understanding in intellectual property. 18.3.2014 Student Study Effort Expected Class contact: Lecture 3 hours/week for 4 weeks 12 Hrs. Tutorial/Laboratory 3 hours/week for 9 weeks 27 Hrs. Other student study effort: Preparation for assignments 33 Hrs. Preparation for final project 40 Hrs. Preparation for test 10 Hrs. Total student study effort Reading List and References 122 Hrs. 1. Hitchcock, David 2013, Patent Searching Made Easy : How to do Patent Searches on the Internet & in the Library, Nolo, 6th edn 2. Durham, Alan L. 2009, Patent Law Essentials: A Concise Guide, Praeger, 3rd edn 3. Knight, H. Jackson 2013, Patent Strategy for Researchers and Research Managers, Wiley, 3rd edn 4. Thomas T. Gordon, Arthur S. Cookfair 2013, Patent Fundamentals for Scientists and Engineers, CRC Lewis, 3rd edn 5. Altshuller, G.S.; et al. 2005, 40 Principles: TRIZ Keys to Technical Innovation, Technical Innovation Center, extended edn 6. Altshuller, G.S. 2000, The Innovation Algorithm: TRIZ, Systematic Innovation and Technical Creativity, Technical Innovation Center 7. Silva, Arlindo; Simoes, Ricardo 2011, Handbook of Research on Trends in Product Design and Development : Technological and Organizational Perspectives, Business Science Reference 8. Benyus, J.M. 2002, Biomimicry: Innovation Inspired by Nature, Perennial 9. McDonald, Kim Chandler 2013, Innovation How World-class Innovators Rock Their Roles, Kogan Page 10. Higgins, James M. 2006, 101 Creative Problem Solving Technique: the Handbook of New Ideas for Business, New Management Pub. Co., rev. edn 11. Cross, Nigel 2008, Engineering design methods : strategies for product design, 4th edn, J. Wiley & Sons 12. Fogler, H. Scott 2014, Strategies for creative problem solving, 3rd edn, Prentice Hall 18.3.2014 13. Mann, D. 2002, Hands-On Systematic Innovation, CREAX Press 14. Pahl, Gerhard; Beitz, Wolfgang and Wallace, Ken., 2007, Engineering Design: a Systematic Approach, Springer, 3rd edn. 15. Rantanen, K. and Domb, E. 2008, Simplified TRIZ, Saint Lucie Press, 2/e 16. Savransky, S. D. 2000, Engineering of Creativity: Introduction to TRIZ Methodology of Inventive Problem Solving, CRC Press 17. Ekekwe, Ndubuisi; Islam, Nazrul; IGI Global, 2012, Disruptive Technologies, Innovation and Global Redesign Emerging Implications, Information Science Reference 18. Gadd, Karen, 2011, TRIZ for Engineers : Enabling Inventive Problem Solving, Wiley 19. Timokhov, V.I. 2002, Natural Innovation: Examples of Creative Problem-Solving in Biology, Ecology and TRIZ, Creax, University of Bath 20. Van der Ryn, S. 2007, Ecological Design, Washington, D.C., Island Press, 10th anniversary edn. 21. http://www.creax.com 18.3.2014