esade

Internship Innovation Project (2235.YR.005531.1)

General information

Type:

PRA

Curs:

1

Period:

S semester

ECTS Credits:

5 ECTS

Teaching Staff:

Group Teacher Department Language
Year 1 Alvaro Rodriguez Moya Dirección General y Estrategia ENG

Course Learning Objectives

INTRODUCTION TO THE COURSE



The capacity to develop and move ideas forward in an uncertain environment, with limited resources, and with a diverse team is central to innovative and entrepreneurial behavior. Nowadays in this VUCA world, if we aim to create something novel, we need an efficient and effective methodology to validate our hypothesis, remove uncertainty and find an answer to the many questions we will have.

The problem for non-technical entrepreneurs and innovators in today's software-ruled world is that they cannot go from idea to solution. Given that only 0.3% of the population knows how to code, they are limited to make their innovative ideas a reality.

I2P is an immersive learning experience that aims to change that. We want to empower you!

The goal is to deliver a fully-functional, validated prototype at the end of the program, and present it on the Demo Day along with the learnings and challenges.

The core of the course is building functional solutions for real challenges launched by different organizations. During 7-8 weeks you will:
Collaborate in multidisciplinary teams in order to solve a challenge for an organization. Every team will work on one challenge throughout the course.


You will work as if you were a team in the organization, gaining context from key contact people within the organization, and collaborating with them regularly.

As a team, you will be required to produce fully functional solutions to the given challenge, test these ideas in real context, iterate the solution, and present a final proposal to the organization at the end of the course.


LEARNING OBJECTIVES



The objectives of the course are:
To solve an innovation challenge through teamwork, the application of different techniques and methodologies, and the usage of different tools.
To experiment your way forward in a hands-on learning experience.
To apply techniques that you have learnt in other courses and to leverage the experience and expertise of your team members in order to solve your project challenge.
To learn to work in a real environment, using real business tools, distributing the work effectively, and collaborating with other team members and 3rd parties.
This is a practical course. We assume that you have learnt methodologies and tools in other courses that you can apply in I2P. We will share theory and practical capsules which will allow you to build on the base that you already have. It is up to you and your team to decide which methodologies and tools make sense in solving your challenge.
The course helps you to develop the following competencies:
Know how to apply previously acquired knowledge in practice (e.g. design thinking, innovation management, lean startup).
Select the right no-code tools to develop a fully or partially working product
To lead your own work in an independent, proactive manner. Develop your own innovation toolkit with methodologies that work for your team.
To experiment your way forward. This is an explorative project requiring constant reflection and adaptation to new information acquired, dead ends, and failures, as much as a software engineer's job.
Ability to work and efficiently collaborate in a multidisciplinary team, understanding where you and others can contribute to creating a product from scratch: customer interviews, design, workflows, research, implementation?
Manage the key relationships with the organization.



By the end of this course you will be able to design and build fully functional products using no-code tools. You will gain the confidence to test and build your own product without dependency on anyone else, specifically software engineers!

Methodology

To meet the objectives of the course, the methodology is based on the idea of hands-on, experiential learning. This will be combined with lectures, that provide the framework and specific technical inputs for the work.

However, the main emphasis is (and most time is spent) on learning through solving a real-life challenge and applying previously learned concepts and methods to this challenge through teamwork. The methodological approach is designed to foster active learning and the implementation of the knowledge you have gained from previous courses of the degree, as well as the lectures of this course. You are expected to connect and utilize concepts and insights from previous courses in your studies, such as creative thinking, opportunity exploration, business models, and innovation management, among others.

You will work on the challenge on a weekly basis, following a continuously revised project plan you prepare during the kick-off week (with the help of the course faculty). Autonomous team work is the cornerstone of the entire course. However, this does not mean you work alone: you will have the course faculty and your own mentor to support you at any time, and you will have 3 bi-weekly milestones to keep on track. The process will finish with the presentation of your work in the Demo Day, where every team will show off the results, and reflect on the main challenges and learnings of this hands-on experience.

Assessment criteria

The Final grades are calculated as follows:


Project evaluation (80%)

- Project process: 30%
- Final Outcome: 30%
- Final Project Presentation: 20%

Individual evaluation (20%)
- Participation in class: 10%
- Participation in the intensive week: 10%
- Team Lead or not (up to +5%)

Bibliography


- Adkin, D. (2021) The Future is No Code. https://www.adalo.com/the-future-is-no-code/intro
- Trivedi, V. (2014) How to Speak Tech: The Non-Techie's Guide to Technology Basics in Business, Apress.
- Croll, A. & Yoskovitz, B. (2013) Lean Analytics: Use Data to Build a Better Startup Faster, O'Reilly.
- Furr, N. & Dyer, J. (2014) The Innovator's Method. Bringing the Lean Startup into your Organization, Harvard Business Review Press.
- Kelley, T. (2001) Prototyping is the shorthand of innovation, Design Management Journal, 12, 3.
- Liedtka, J. (2011) Learning to use design thinking tools for successful innovation, Strategy & Leadership, 39, 5.

Timetable and sections

Group Teacher Department
Year 1 Alvaro Rodriguez Moya Dirección General y Estrategia

Timetable Year 1

From 2024/2/19 to 2024/2/23:
Each Tuesday from 15:30 to 17:00.
Each Tuesday from 17:15 to 19:45.
From Monday to Friday from 10:30 to 12:00.
Monday, Wednesday and Friday from 14:15 to 15:45.
Monday, Wednesday and Friday from 16:00 to 18:30.
From Monday to Friday from 8:45 to 10:15.

From 2024/3/4 to 2024/3/19:
Each Tuesday from 15:30 to 17:00. (Except: 2024/3/5 and 2024/3/12)
Each Monday from 14:15 to 15:45. (Except: 2024/3/11)
Each Monday from 16:00 to 17:30. (Except: 2024/3/11)

Tuesday 2024/3/19 from 17:15 to 18:45.

Wednesday2024/4/10:
From 10:30 to 12:00.
From 8:45 to 10:15.