Page 1 of 1

Module Code - Title:

MG5023 - DESIGNING MARKET FUTURES

Year Last Offered:

2023/4

Hours Per Week:

Lecture

1

Lab

6

Tutorial

0

Other

0

Private

8

Credits

9

Grading Type:

N

Prerequisite Modules:

Rationale and Purpose of the Module:

The aim of this module is to consider methods to intervene to address the 'wicked' problems faced in contemporary markets and society, including, climate change, resource depletion, privacy and transparency, global pandemics and many others. These problems are interconnected, interdependent and always manifest in place and in culture-specific ways. The perspective taken in this module is that markets and societal systems are constantly "in the making," and considered practical outcomes of economic organizing processes involving parallel efforts to shape systems. Learners will be introduced to a series of theories and frameworks to consider how to conceptualise and materialise market system intervention and change, including network business model innovation, digitalisation and platform economy models. Theories and frameworks of regenerative value creation will be explored and learners will critically examine the role of markets in shaping a sustainable society. Place and community based economic systems will be debated in relation to globalisation in regard to concepts of scale and growth in achieving sustainable futures. This capstone module offers learners the opportunity to synthesis their learning and experiences in the programme and in their learning studio environment in particular. This will include utilisation of a range of innovation approaches, including, but not limited to: digital transformation, design thinking, storytelling, co-creation, reverse innovation, agile, frugal innovation etc.

Syllabus:

* Overview of Digitalised markets and how markets are changing in a digitalised world. * Organisations as market and eco-system level actors. * Introduction to market shaping practices (exchange, representational and normalising) and agencing processes. * Market materiality, devices and infrastructures. * Contemporary models of regenerative value creation in business and market systems. * Business model innovation in a platform economy. * The role of technology and interconnectedness in multi-sided platform business models. 

Learning Outcomes:

Cognitive (Knowledge, Understanding, Application, Analysis, Evaluation, Synthesis)

On successful completion of this module, students will be able to: 1) Demonstrate knowledge of the how market systems are shaped and the role of actors (profit, non profit, public, material) in this regard.   2) Appreciate how digital technologies are altering market actors and practices and the implications of this for system futures.   3) Critically engage with business model innovation tools to conceptualise and materialise interventions for system change. 

Affective (Attitudes and Values)

On successful completion of this module, students will be able to:  1) Critically reflect on their experiences and devise ways to transfer learning back to the workplace. 2) Express an internalised, personal world view regarding change and personal agency while reflecting and engaging with others.   3) Demonstrate effective communication skills, including the ability to persuade, motivate and influence others.   4) Demonstrate an ability to collaborate in multidisciplinary teams in a dynamic, live environment.  5) Demonstrate an ability to actively involve citizens, stakeholders and 'silenced' or marginalised groups and mediate between different interests.

Psychomotor (Physical Skills)

On successful completion of this module, students will be able to:

How the Module will be Taught and what will be the Learning Experiences of the Students:

This module will be taught following a heutagogical approach, learners will be introduced to theoretical dimensions and methods and then work individually and collectively. This will require learners to move back and forward between theory and practice. The learning environment will be studio based and will incorporate both digital/virtual studio learning environments. DFI learning experiences will themselves be transdisciplinary in nature. Transdisciplinary approaches advocate a focus on societally relevant problems, enabling mutual learning processes among participants aiming at creating knowledge that is solution-oriented and socially robust (Lang et al 2012). Module delivery will include virtual and blended approaches that will make use of available digital tools (MS Teams and Miro) to support real time digital collaborative engagement in a studio learning environment. These tools enable a range of work practices vital in a successful studio learning environment, including visualization, text, and video communications, and readily sharing of resources by learners themselves. In this setting learner's virtual working environments become proximate and a community of learners can be created.    UL Graduate attributes: * KNOWLEDGABLE: Learners will develop key skills and disciplinary knowledge; this will be achieved by enabling learners to immerse themselves in transdisciplinary perspectives, that are relevant and helpful as learners navigate their collective challenges. * PROACTIVE: Learners will develop their abilities individually and collectively to actively respond; this will be achieved through enrolment in collective challenges, actively building networks, and identify ongoing learning requirements.    * COLLABORATIVE: Learners will develop their abilities to work in a highly collaborative environment; this will be achieved by encouraging leaners to work across disciplinary boundaries and develop interactional expertise to support this work. *CREATIVE: LeaRners will develop their creative capabilities; this will be achieved through the development of learners divergent and convergent thinking capabilities while developing their capabilities to embody ideas and actively bring them into the world.  *RESPONSIBLE: Learners will respond to UN Sustainability Goals, while building their own personal and collective agency through transdisciplinary, studio-based learning. *ARTICULATE: Learners will participate in regular formative presentations as part of the studio 'crit' method, the constant questioning will ensure all ideas are robustly tested and refined ideally leading to the emergence the solution(s) that best address the challenges under exploration.

Research Findings Incorporated in to the Syllabus (If Relevant):

Prime Texts:

Keeley, Larry, Helen Walters, Ryan Pikkel, and Brian Quin (2013) Ten types of innovation: The discipline of building breakthroughs , John Wiley & Sons

Other Relevant Texts:

World Business Council for Sustainable Development (2010) Vision 2050: The New Agenda for Business , Available online: http://www.wbcsd.org/pages/edocument/edocumentdetails.aspx?id=219.
Doganova, Liliana, and Marie Eyquem-Renault. (2009) What do business models do?: Innovation devices in technology entrepreneurship. , Research Policy
Ryan, Annmarie, and Gabriela Avram. (2019) Constructing the collaborative consumer: the role of digital platform , Edward Elgar Publishing
Waddock, Sandra, Greta M. Meszoely, Steve Waddell, and Domenico Dentoni. (2015) The complexity of wicked problems in large scale change , Journal of Organizational Change Management
Waddell, Steve, Milla McLachlan, and Domenico Dentoni (2013) Learning & transformative networks to address wicked problems: a GOLDEN invitation , International Food and Agribusiness Management Review,

Programme(s) in which this Module is Offered:

Semester - Year to be First Offered:

Module Leader:

annmarie.ryan@ul.ie