AY 2025 Graduate School Course Catalog

Field of Study PM: Project Management and IT Specialist

2025/02/23

Open Competency Codes Table Back

開講学期
/Semester
2025年度/Academic Year  後期集中 /2nd Semester Intensive
対象学年
/Course for;
1st year , 2nd year
単位数
/Credits
1.0
責任者
/Coordinator
SAKIRAGI Kimie (TOYOBO)
担当教員名
/Instructor
SAKIRAGI Kimie (TOYOBO), YOSHIOKA Rentaro
推奨トラック
/Recommended track
先修科目
/Essential courses
更新日/Last updated on 2025/02/06
授業の概要
/Course outline
*Lectures will be given in Japanese.
~「Corporation and Society 」~
There seems to be no end to corporate scandals, such as accounting fraud, intentional mislabeling of food products, failure to report recalls, etc.  Also, the corporate environment has drastically changed these couple of years, through economic globalization, increase of M & A (merger and acquisition) cases, changes in attitude of stakeholders, such as employees, stockholders, clients, and consumers.
Taking into consideration the present situation of corporations, this course will offer students the opportunity to study following issues:
What are the recent changes in the corporate environment?
What revisions of legal status pertaining to corporate governance, compliance, etc. correspond to these changes?
What changes have arisen in corporate awareness of issues, such as business ethics and in-house systems, etc.?
What issues have corporations addressed and what measures have been taken?

授業の目的と到達目標
/Objectives and attainment
goals
-
授業スケジュール
/Class schedule
Ⅰ Overview
  ・ Changes in the corporate environment
  ・ “Who owns corporations?”
・ What causes corporate scandals?
Ⅱ Corporation and Corporate governance
Ⅲ Companies Act and Internal control
・Disclosure
・Stewardship Code
・Corporate Governance Code
Ⅳ Compliance and Business ethics
・Whistleblower Protection Act.
・internal reporting system

・CSR(Corporate Social Responsibility)、CSV(Creating Shared Value)
and SDGs(Sustainable Development Goals)
・SRI (Socially Responsible Investment)、ESG
・Integrated Report

・environmental problems
・Work style reform
Ⅶ Case method
                        etc.
教科書
/Textbook(s)
-
成績評価の方法・基準
/Grading method/criteria
Comprehensive evaluation will be made based on、
asking questions at classes 50%, submission of reports 50%.
履修上の留意点
/Note for course registration
-
参考(授業ホームページ、図書など)
/Reference (course
website, literature, etc.)
Work experience: Worked in Benesse Holdings, Inc. for 38 years, served as a director in the business ethics and compliance field for five years, and engaged in corporate governance as an Audit & Supervisory Board Member for 16 years.
Currently I engage as an outside director of Toyobo Co., Ltd., Kumagai Gumi Co.,Ltd., and Isuzu Motors Limited.
Based on these experiences, I will teach about corporate governance, business ethics and compliance etc. from the viewpoint of "company and society".


Open Competency Codes Table Back

開講学期
/Semester
2025年度/Academic Year  2学期 /Second Quarter
対象学年
/Course for;
1st year , 2nd year
単位数
/Credits
2.0
責任者
/Coordinator
ROY Debopriyo
担当教員名
/Instructor
ROY Debopriyo
推奨トラック
/Recommended track
先修科目
/Essential courses
更新日/Last updated on 2025/01/18
授業の概要
/Course outline
This graduate-level course is designed to equip computer science students with the essential skills required to deliver effective and engaging technical presentations in the context of Industry 4.0. The course emphasizes the fusion of technical expertise with communication proficiency to prepare students for successful transitions into the industry. Students will learn to communicate complex concepts, innovative solutions, and cutting-edge technologies to diverse audiences, including industry professionals, stakeholders, and non-technical decision-makers.
授業の目的と到達目標
/Objectives and attainment
goals
Understand Industry 4.0 Concepts
Develop Technical Proficiency
Effective Communication Strategies
Presentation Design and Structure
Interactive Presentation Techniques
Industry Relevance and Application
Professionalism and Ethical Considerations
Continuous Improvement and Feedback

Assessment:

Individual and group presentations on Industry 4.0 topics
Participation in interactive workshops and discussions
Project-based assignments
Peer and instructor feedback assessments
By the end of this course, students will have the technical knowledge and presentation skills necessary to effectively communicate complex concepts related to Industry 4.0, making them well-prepared for success in the rapidly evolving technology industry.
授業スケジュール
/Class schedule
Industry 4.0 Technology Showcase:
Task students with selecting a specific Industry 4.0 technology or trend (e.g., IoT, AI, blockchain) and creating an informative and visually engaging presentation.
Emphasize the practical applications, benefits, and potential challenges associated with the chosen technology.
Include a live demonstration or simulation to showcase hands-on understanding.

Case Study Analysis:
Provide students with real-world case studies of companies implementing Industry 4.0 solutions.
Ask them to analyze and present the technological aspects, challenges faced, and the overall impact on the organization.
Encourage critical thinking about how these cases can inform future industry practices.

Stakeholder Communication Simulation:
Simulate a stakeholder meeting scenario where students need to present a technical proposal related to Industry 4.0 to a diverse group of stakeholders (technical and non-technical).
Assess their ability to adapt their communication style based on the audience and effectively address potential concerns or questions.

Interactive Workshop Design:
Task students with designing and delivering a short interactive workshop on a specific Industry 4.0 topic.
Include engaging activities, discussions, and Q&A sessions to involve the audience and enhance their presentation and facilitation skills.

Ethical Dilemmas in Industry 4.0:
Present students with hypothetical ethical dilemmas related to Industry 4.0 technologies (e.g., privacy concerns, job displacement).
Ask them to prepare and deliver a presentation discussing the ethical implications and proposing possible solutions.

Innovative Visualization Project:
Challenge students to develop an innovative visualization or infographic that effectively communicates a complex Industry 4.0 concept.
Emphasize the importance of clarity, accessibility, and visual appeal in conveying technical information.

Industry Collaboration Project:
Collaborate with industry partners OR provide students with a real-world problem or project related to Industry 4.0.
Have students work in teams (if possible) to develop a comprehensive presentation that addresses the technical solution, project management aspects, and potential impacts.

Pitch to Venture Capitalists:
Task students with creating a persuasive pitch presentation for a hypothetical startup that leverages Industry 4.0 technologies.
Emphasize the business value proposition, competitive advantage, and the potential for scalability and growth.

* Some alterations to the class plan may be required based on time in hand, and class size.
教科書
/Textbook(s)
Reference Textbook:
Designing Science Presentations: A Visual Guide to Figures, Papers, Slides, Posters, and More
Paperback – February 13, 2013 - MARK CARTER
https://www.amazon.com/Designing-Science-Presentations-Figures-Posters/dp/0123859697
成績評価の方法・基準
/Grading method/criteria
Grading Method/Criteria:
Industry 4.0 Technology Showcase - 15%
Case Study Analysis - 15%
Stakeholder Communication Simulation - 15%
Interactive Workshop Design - 15%
Ethical Dilemmas in Industry 4.0 - 15%
Innovative Visualization Project - 15%
Industry Collaboration Project - 10% or Pitch to Venture Capitalists - 10%
履修上の留意点
/Note for course registration
All necessary lecture materials will be posted in Moodle.
参考(授業ホームページ、図書など)
/Reference (course
website, literature, etc.)
Smart Factory Transformation at Siemens AG:
Siemens, a global technology powerhouse, underwent a comprehensive Industry 4.0 transformation at its Amberg Electronics Plant. The company implemented IoT-connected machines, RFID tracking, and real-time data analytics to optimize production processes.
Result: The smart factory achieved a 99.99885% quality rate, reduced time-to-market by 30%, and enhanced flexibility to meet customer demands.

ABB's Connected Robotics in Manufacturing:
ABB, a leader in robotics and automation, integrated Industry 4.0 principles into its robotics division. The company introduced collaborative robots equipped with sensors and AI algorithms to adapt to changing production environments.
Result: Improved production efficiency by 25%, reduced downtime by 40%, and increased worker safety through human-robot collaboration.

Bosch's Predictive Maintenance in Automotive Manufacturing:
Bosch, a leading automotive supplier, implemented predictive maintenance using IoT sensors and machine learning algorithms in its manufacturing plants. Sensors monitored equipment health, predicting and preventing potential failures before they occurred.
Result: Reduced unplanned downtime by 50%, lowered maintenance costs by 30%, and increased overall equipment effectiveness.

GE Aviation's Digital Twin for Aircraft Engines:
GE Aviation embraced Industry 4.0 by leveraging digital twin technology to monitor and simulate the performance of aircraft engines in real-time. Data from sensors on engines were used to create virtual replicas, enabling proactive maintenance and performance optimization.
Result: Enhanced engine reliability, decreased fuel consumption by 15%, and minimized operational disruptions through predictive maintenance.

Smart Logistics at DHL Supply Chain:
DHL, a global logistics company, implemented Industry 4.0 solutions in its supply chain operations. IoT-enabled sensors tracked the location and condition of packages in real-time, optimizing routes and ensuring the integrity of sensitive shipments.
Result: Improved delivery accuracy by 20%, reduced delivery times by 15%, and enhanced customer satisfaction through transparent and traceable logistics.

Schneider Electric's EcoStruxure:
Schneider Electric, a multinational energy management and automation company, developed the EcoStruxure platform to integrate IoT, analytics, and cybersecurity in industrial environments. This solution enables efficient energy management and predictive maintenance across various sectors.
Result: Increased energy efficiency by 30%, reduced maintenance costs by 25%, and provided a scalable solution for diverse industrial applications.

Ford's Advanced Robotics in Automotive Assembly:
Ford Motor Company adopted Industry 4.0 practices in its manufacturing plants by incorporating advanced robotics and automation. Collaborative robots worked alongside human workers, enhancing efficiency and flexibility in the assembly process.
Result: Increased production output by 15%, improved worker ergonomics, and optimized space utilization in the manufacturing facility.


Open Competency Codes Table Back

開講学期
/Semester
2025年度/Academic Year  4学期 /Fourth Quarter
対象学年
/Course for;
1st year , 2nd year
単位数
/Credits
2.0
責任者
/Coordinator
Hiroaki Ishizaka
担当教員名
/Instructor
Hiroaki Ishizaka, YOSHIOKA Rentaro
推奨トラック
/Recommended track
先修科目
/Essential courses
更新日/Last updated on 2025/01/16
授業の概要
/Course outline
The lecturer will explain intellectual property rights protection, management and utilization indispensable for the development of IT technology and business, starting from the basic knowledge in an easy-to-understand manner.

Among intellectual property systems, from the viewpoint of protection of research and development results, we will focus on the most important patent system. Lectures deal not only with acquiring knowledge, but also handling practical contents such as methods of preparing patent application documents and investigation methods such as patent information.

In addition to patents, lectures also deal with protection of other intellectual property rights such as utility model system, design system, trademark system and copyright system etc. Furthermore, lectures deal with relationship between international treaties and domestic law regarding intellectual property.
授業の目的と到達目標
/Objectives and attainment
goals
1. You can learn a wide range of basic knowledge of various legal systems regarding intellectual property which is required for researchers in companies or universities.

2. You can learn practical knowledge on protection and utilization of intellectual property rights such as inventions created from research on software and business methods at IT companies and universities.

3. You can understand a series of process from getting an idea of invention, filing a patent application, and obtaining a patent right, and master the practical ability to get intellectual property rights by yourself.
授業スケジュール
/Class schedule
1. Basic knowledge of Intellectual Property (IP)
2. Patent system (1) Overview of patent system and preparing a patent application
3. Patent system (2) Requirements of patent law
4. Patent system (3) Patent procedure
5. Patent system (4) Enforcement and utilization of patent rights
6. Protection of software and business-related inventions by patent rights
7. Searching for patents
8. Utility model system and design system
9. Trademark system (1)
10. Trademark system (2)
11. Copyright system (1)
12. Copyright system (2)
13. Protection and utilization of intellectual property rights in enterprises and universities
14. Summary of IP rights (* report assignment will be presented)
教科書
/Textbook(s)
In principle, handouts will be distributed.
成績評価の方法・基準
/Grading method/criteria
Class exercises and assignments (70%) and one report (30%).
参考(授業ホームページ、図書など)
/Reference (course
website, literature, etc.)
The course instructor ISHIZAKA Hiroaki has practical experience. He had been working for Japan Patent Office (JPO) more than 20 years where he was involved in patent examination/trial/appeal and operations of governmental IP policy. Based on his experience, he can teach the basics of Intellectual Property.


Open Competency Codes Table Back

開講学期
/Semester
2025年度/Academic Year  4学期 /Fourth Quarter
対象学年
/Course for;
1st year , 2nd year
単位数
/Credits
2.0
責任者
/Coordinator
PYSHKIN Evgeny
担当教員名
/Instructor
PYSHKIN Evgeny
推奨トラック
/Recommended track
先修科目
/Essential courses
No specific requirements.
更新日/Last updated on 2025/01/17
授業の概要
/Course outline
This course introduces a cross-cultural context aimed at discover and understand the link and mutual dependencies between the studies of arts, linguistics, and human-centric software systems. In this course we rediscover arts, languages, and software in cross-disciplinary discourse and analyze the impact of contemporary technology solutions to the domains of arts and culture.
授業の目的と到達目標
/Objectives and attainment
goals
The course is oriented to software engineering students that want to extend their knowledge on arts and languages from the perspective of analysis of cross-disciplinary metaphors affecting present-day software design and philosophy. We will be discussing how software appeals to contemporary societal problems, and how approaches and models used in non-technical disciplines can help in understanding software and improve its qualities. We study how the present-day technology affects the domain of arts and languages, what are positive and questionable implication of technology penetrating to arts and humanities.
After course completion the students will have the following major learning outcomes:
• Ability to critical analysis of studies on software development and philosophy.
• Understanding the human-centric design paradigm.
• Understanding of application of cross-disciplinary metaphors to software development.
• Presentation skills during foresight and discussion sessions.
授業スケジュール
/Class schedule
Week 1 (classes 1-2). Software, Cultures, Digital Transformation.
Introduction. The course objectives. Understanding digital transformation. Plummeting costs of advanced technologies.
Exercise: "Faster horses," or How requirement engineering can drive innovations (story and reflections).

Week 2 (classes 3-4). Languages and Paradigms.
Languages as models. Software as a language. Software complexity. Contemporary computing agenda and computing paradigms. Software development philosophy. Human-driven design and human-centric computing: paradigms, agenda, applications, cross-cultural links. Real life stories. Intro to the ongoing projects. Software and society.
Exercise: Design and development of programming languages (case study).

Week 3 (classes 5-6). Metaphors.
The role of metaphors in science, design, and engineering. Software as art. Links between software and fine arts. Metaphors in software engineering.
Exercises: Metaphors, readability and fine arts (reflections). “The Form inside the Work” (workshop).

Week 4 (classes 7-8) Music for Computing. Computing for Music.
Computational models for music. Modeling human perception. How computer technology contributes to music analysis. Generative models for music creation. Intelligent computer-assisted approaches for language learning. Music and media for creating better contextualized and targeted models for computer-assisted language learning.
Exercises: Computer generated music: recognition and analysis (case study). Music, LLM, and Cross-Disciplinary Discoveries (story and reflections).

Week 5 (classes 9-10). From Traditional Crafts to Digital Fabrication.
Cross-disciplinary links between arts and craftsmanship, on the one hand, and technology, on the other hand. Practical examples. Generative AI and large language models. AI, LLM, NFT in the context of contemporary arts (foresight session).
Exercise: Restoring the pottery with 3D modeling, virtualization, and digital fabrication (story and reflection)..

Week 6 (classes 11-12). Work on the course scale case-study.
Examples of research topics from the previous years:
Genesis of Programming languages in Cross-disciplinary Perspective.
Multimodality of Intelligent Computer Assisted Language Learning (CALL) Environments
Generative AI for Literature: Challenges of Automatic Poem Generation
Human-driven Design: the Meaning, Possible Implementations and Risks
Impact of Generative AI to Art creation and Media Production?

Week 7 (classes 13-14). Course Summary and Presentations.
Discussion: Cultures. Why many? How do software cultures collaborate with other cultures?
Exercise: Case study presentations by the students.
教科書
/Textbook(s)
Learning materials are available on the course web page in LMS.
成績評価の方法・基準
/Grading method/criteria
The final grade will be calculated based on the following weights:
• Exercises, quizzes, and workshops in classes  – 25%
• Case study of the selected topic – 35%
• Final presentation and discussion – 40%
履修上の留意点
/Note for course registration
For this course we expect that students are interested in arts, music, and languages, but also have good understanding software designs and development fundamentals and experience of using at least one general purpose language. Good proficiency and communication skills in English are required for this course.

参考(授業ホームページ、図書など)
/Reference (course
website, literature, etc.)
The course reflects major research interests of Prof. Evgeny Pyshkin and the teams he supervises. These interests include human-centric design, linguistics, and arts.
The course instructor Prof. Evgeny Pyshkin has working experiences in software development, quality assurance, and tech writing. He worked as a software engineer for St. Petersburg Polytechnic University and participated in software projects with Spectrasize (Switzerland) as a developer, tech writer and project manager. You may find more information on https://u-aizu.ac.jp/~pyshe/.


Open Competency Codes Table Back

開講学期
/Semester
2025年度/Academic Year  前期集中 /1st Semester Intensive
対象学年
/Course for;
1st year , 2nd year
単位数
/Credits
1.0
責任者
/Coordinator
YOSHIOKA Rentaro
担当教員名
/Instructor
YOSHIOKA Rentaro
推奨トラック
/Recommended track
先修科目
/Essential courses
None.
更新日/Last updated on 2025/01/23
授業の概要
/Course outline
In recent years, information technology has deeply penetrated every aspect of our society and has drastically changed our lives and values. Furthermore, technological progress is accelerating at a dizzying pace, and the changes are predicted to continue to be even more significant and faster. In addition, the market has become saturated in recent years, making it difficult to compete based on technological superiority alone.
To develop products that users demand under these circumstances, it is necessary not only to pursue technological feasibility but also to gain a deep understanding of user needs and develop products that meet those needs.
In this class, students will experience the user-centered product development process using the design thinking approach. Design Thinking is a robust framework for creating innovative products through repeated user observation, idea generation, prototyping, and testing.
Students will acquire the fundamental skills to create products that will remain valuable even as technology and times change.

Keywords: Design thinking, user-centered, product development, needs discovery, observation, experience design, prototyping, testing, innovation
授業の目的と到達目標
/Objectives and attainment
goals
The goal is to understand the necessity of user-centered design in product development and to acquire the basic knowledge and skills to explore and analyze user needs and verify whether the product is accepted as intended through the practice of the process. Some specific learning goals include the following:
1. Understand the philosophy of Design Thinking from an experiential perspective and be able to incorporate it into one's product development effectively
2. Plan and implement own products based on user experience
3. Understand how to research exploratory needs and perform its planning, implementation, and analysis independently.
4. Understand how to research verification needs and perform its planning, implementation, and analysis independently.
授業スケジュール
/Class schedule
1. Reasons for engineers to learn design thinking
2. Basics of Design Thinking and Examples
3. Basics of Design Thinking and Examples
4. Practice of Design Thinking ( behavior observation)
5. Practice of Design Thinking ( behavior observation)
6. Practice of Design Thinking ( behavior analysis)
7. Practice of Design Thinking ( behavior analysis)
8. Practice of Design Thinking ( verification planning)
9. Practice of Design Thinking ( verification planning)
10. Practice of Design Thinking ( prototyping)
11. Practice of Design Thinking ( prototyping)
12. Application of Design Thinking ( project planning for incorporation into research )
13. Application of Design Thinking (research practices required for research)
14. Application of Design Thinking (research practices required for research)
教科書
/Textbook(s)
None.
成績評価の方法・基準
/Grading method/criteria
Final presentation 55%
Attitude toward interim presentations (reviews) 30%
Report (final presentation material) 15%
履修上の留意点
/Note for course registration
This class will evaluate the use of the products in your projects. Students must have a specific research theme/product in mind at the beginning of the class and be able to carry it out independently during the quarter.
参考(授業ホームページ、図書など)
/Reference (course
website, literature, etc.)
The course instructor has working experience (Yamamoto): Working as a service designer, developing and improving products through user research and analysis.


Open Competency Codes Table Back

開講学期
/Semester
2025年度/Academic Year  後期集中 /2nd Semester Intensive
対象学年
/Course for;
1st year , 2nd year
単位数
/Credits
1.0
責任者
/Coordinator
YOSHIOKA Rentaro
担当教員名
/Instructor
YOSHIOKA Rentaro
推奨トラック
/Recommended track
先修科目
/Essential courses
None.
更新日/Last updated on 2025/01/23
授業の概要
/Course outline
In recent years, information technology has deeply penetrated every aspect of our society and has drastically changed our lives and values. Furthermore, technological progress is accelerating at a dizzying pace, and the changes are predicted to continue to be even more significant and faster. In addition, the market has become saturated in recent years, making it difficult to compete based on technological superiority alone.
To develop socially meaningful products under such circumstances, it is necessary not only to pursue technological feasibility but also to grasp changes on a global and societal scale and develop products from a future-predictive perspective.
In this class, students will experience future scenarios and the process of using them to generate product ideas. Future scenarios are essential tools for exploring the future and guiding change by capturing and finding meaning in fragments of signs of change in various fields, such as social, technological, and economic trends. Product creation by engineers has the power to inspire change in people. Students will acquire a perspective on product development that will lead society in the future, not only develop products that follow the times.

Keywords: Future-orientated, social problem-solving, product development, future insight, product concept design, future scenario, innovation
授業の目的と到達目標
/Objectives and attainment
goals
The goal is to understand future-oriented problem-finding and idea-generation methods in product development and to incorporate a social perspective into products through future insight and ideation. Some specific learning goals include the following:
1. Understand the difference between thinking from the present (forecasting) and thinking from the future (backcasting), and be able to use both methods intentionally
2. Intend the impact of your product on the future through the practice of future insight methods
3. Carry out all processes from information gathering to product development for future insight by oneself
4. Communicate with collaborators to involve them based on the social significance of the product
授業スケジュール
/Class schedule
1. Significance of engineers to acquire future insight
2. Use of forecasting and backcasting
3. Analysis of the value that your research brings
4. Analysis of the value that your research brings
5. Discovering Signals
6. Discovering Signals
7. Future Insights Using Signals
8. Future Insights Using Signals
9. Concept creation using future insight scenarios
10. Concept creation using future insight scenarios
11. Tools for Collaboration
12. Application of the backcasting method (project planning for incorporation into research)
13. Application of the backcasting method (researching signals related to the research topic)
14. Practice of collaborative process (process progression involving stakeholders necessary for the study)
教科書
/Textbook(s)
None.
成績評価の方法・基準
/Grading method/criteria
Final presentation 55%
Attitude toward interim presentation (review) 30%
Report (final presentation material) 15%
履修上の留意点
/Note for course registration
This class will evaluate the use of the products in your projects. Students must have a specific research theme/product in mind at the beginning of the class and be able to carry it out independently during the quarter.
参考(授業ホームページ、図書など)
/Reference (course
website, literature, etc.)
The course instructor has working experience (Yamamoto): Working as a service designer, developing and improving products through user research and analysis.


Open Competency Codes Table Back

開講学期
/Semester
2025年度/Academic Year  4学期 /Fourth Quarter
対象学年
/Course for;
1st year , 2nd year
単位数
/Credits
1.0
責任者
/Coordinator
OFUJI Kenta
担当教員名
/Instructor
OFUJI Kenta
推奨トラック
/Recommended track
先修科目
/Essential courses
更新日/Last updated on 2025/01/09
授業の概要
/Course outline
This course gives students an overview of microeconomics, one of the basic theories in business management.  It is useful to have a broad and fundamental understanding of microeconomics, because it relates to other disciplines such as Business Strategy, Marketing, and Finance.  This course, however, is undergraduate level theory, so for those who have previous learning experience in, for example, school of economics in the undergrad, this course may not be necessary.
授業の目的と到達目標
/Objectives and attainment
goals
Unit 1:  Consumer Choice
(1) Understand budget constraint
(2) Solve consumer's problem for optimal bundle (utility maximization)
(3) Understand marginality conditions at the optimum point
(4) Understand how to derive demand functions

Unit 2:  Elasticity and Price Discrimination
(1) Understand price elasticity concept
(2) Understand market segmentation concept based on the elasticity
(3) Understand price discrimination concept, and its three different classification
(4) Understand two-part pricing strategy and its benefit to the business

Unit 3:  Production and Cost
(1) Understand cost components – variable and fixed costs
(2) Undertake a simple breakeven analysis
(3) Understand how firms determine production cost, or cost function
(4) Understand differences in the short-run and long-run competitive prices based on the cost function

Unit 4:  Competition and Competitive Advantage
(1) Understand competitive environment in varying degrees
(2) Understand how profits and market prices are influenced depending on these degrees
(3) Become familiar with Porter's Five Forces model

授業スケジュール
/Class schedule
One and a half week for each unit; six weeks for the total four units.
By the end of the course, there are up to four home work submissions.
In addition, you need to take a final exam that is closed-note & closed-book.
教科書
/Textbook(s)
Handout, to be distributed in class
成績評価の方法・基準
/Grading method/criteria
Homework = 4 submissions, 10 points each = 40 points
Final exam = 60 points
Total of 100 points.  
履修上の留意点
/Note for course registration
n/a
参考(授業ホームページ、図書など)
/Reference (course
website, literature, etc.)
The instructor has a real-world experience for ten years in a private enterprise and a think tank in the energy industry.


Open Competency Codes Table Back

開講学期
/Semester
2025年度/Academic Year  3学期 /Third Quarter
対象学年
/Course for;
1st year , 2nd year
単位数
/Credits
2.0
責任者
/Coordinator
IWASE Jiro
担当教員名
/Instructor
IWASE Jiro, YOSHIOKA Rentaro
推奨トラック
/Recommended track
先修科目
/Essential courses
更新日/Last updated on 2025/01/13
授業の概要
/Course outline
In Digital Transformation (DX) environment, Project Management is the technique of planning and managing to successfully complete a project. It is also an essential technique for employment utilizing IT technology and research and development (R&D).
In this course, students learn the basics of Project Management techniques practiced in global IT companies in accordance with the global standard for Project Management (PMBOK). Students learn the basics of project management planning and management, such as what a project is, the development process, and progress management, and also learn about packaged development, globalization, and the reality of failed projects. We will also introduce business in DX and AI environments, technology trends, DX/IT engineer careers, skills and competencies required for Project Management. External lecturers from IT companies will be invited to introduce the practice of Project Management. Classes will be centered on lectures, with exercises and assignment reports depending on the theme. Since this course is intended for project management in the Japanese business environment, lectures will be conducted primarily in Japanese, but lecture materials will also be provided in English.
授業の目的と到達目標
/Objectives and attainment
goals
【Competency code】C-SE-001, C-SE-002, C-SP-003, C-SP-006
Study Fundamentals and Practices of Project Management in software development as the base of DX/IT engineer. The course contents are based on the training program attested at leading DX/IT vendor.
Expected achievement;
1. Understand the DX/IT system development process, requirement definition, design, programming, testing.
2. Study method and technique of project management.
3. Study the DX/IT business trend, global project, software package, and career of project manager.
授業スケジュール
/Class schedule
1. DX/IT Business and Technology Environment
2. Career and Role of Project Manager
3. DX/IT system development process
4. What is “Project”
5. Project Management method - Planning
6. Project Management method - Schedule
7. Project Management method - EVM*
8 Project Management method - EVM case study*
9. Project Management method - Risk Management
10. Project Management method - Risk Management case study
11. Project Management for using software package*
12. Project Management for using software package- case study*
13 Project Management method - Contract Management
14. Summary
*): external lecturers
教科書
/Textbook(s)
Not specified. handsout softcopy is delivered.  
成績評価の方法・基準
/Grading method/criteria
Final examination(50%), Reports (40%),  Case study(10%)  
履修上の留意点
/Note for course registration
Programming and software & hardware development expertise helps the understanding of this course.
参考(授業ホームページ、図書など)
/Reference (course
website, literature, etc.)
参考図書:「ソフトウェアエンジニアリング講座1,2
The course instructor Jiro Iwase has practical working experience. He worked for IBM for 27 years where he was involved in system development, standard system development process, quality management and project management. Based on his experience, he can teach the Fundamentals and Practices of Project Management. In addition, two DX/IT experts(Deloitte, Ai.Star)will join as external lecturers.


Open Competency Codes Table Back

開講学期
/Semester
2025年度/Academic Year  3学期 /Third Quarter
対象学年
/Course for;
1st year , 2nd year
単位数
/Credits
2.0
責任者
/Coordinator
YOSHIOKA Rentaro
担当教員名
/Instructor
YOSHIOKA Rentaro
推奨トラック
/Recommended track
先修科目
/Essential courses
更新日/Last updated on 2025/01/16
授業の概要
/Course outline
There is a myth that only artists, composers, writers, singers, actors, inventors, and others of these types are creative. There is also a myth that creativity is a mysterious and uncontrollable burst of inspiration available only to a lucky few; the creative process is considered the same as spiritual growth, etc. IT specialists are the most creative people: they understand people's needs and applications, corresponding abstract models, and transform knowledge into design and implementation.
In this course, creativity is considered an ability to create new and useful things and/or add new and useful features to existing things. Each person has the talent to innovate, but to demonstrate creativity, it is necessary to be in good physical and mental condition, possess special knowledge, and regularly practice using it. In the first half, this course provides approaches and methods to develop creativity based on ideas of the dualism of processes and phenomena, alternative actions, multiple views of objects, and a concept of good classifications. In the second half, students will engage in practical, creative activities featuring extensive use of classification to organize information and generate innovative ideas (hands-on creativity sessions).
授業の目的と到達目標
/Objectives and attainment
goals
The objective of this course is to enhance students' ability to innovate, that is, "to see what no one else is seeing," "to think what no one else is thinking," and "to understand why people miss their chances." It also includes recommendations for 1) understanding existing things and their specific features and getting some possible hints about non-existing things or new features and 2) how to predict the usefulness of the things and features.
授業スケジュール
/Class schedule
Topic 1: What is “creativity” and why it’s necessary - Alternative ideas for familiar things
Topic 2: How to cultivate creativity - Cooking-meal method
Topic 3: What inhibits creativity - Fixation, structural imagination
Topic 4: How to prepare the mind - Classifications: good and bad
Topic 5: Why people miss opportunities - Lost opportunities
Topic 6: How to think productively - Thinking productively vs. reproductively
Topic 7: What is “seeing” and “thinking” - Multiple views and examples
Topic 8: Hands-on creativity Session 1 - Group creativity session
Topic 9: Hands-on creativity Session 2 - Group creativity session
Topic 10: Hands-on creativity Session 3 - Group creativity session
Topic 11: Hands-on creativity Session 4 - Group creativity session
Topic 12: Hands-on creativity Session 5 - Group creativity session
Topic 13: Hands-on creativity Session 6 - Group creativity session
Topic 14: How to share your knowledge
教科書
/Textbook(s)
Handouts will be provided through the course Moodle site.
成績評価の方法・基準
/Grading method/criteria
1. Technical report and presentation on “Classification of Objects” (45 points)
2. Technical report and presentation on “Self-reproducing Program” (35 points)
3. Active participation in discussions and hands-on creativity sessions (20 points)
履修上の留意点
/Note for course registration
Discussions/presentations by students power this activity-based course, and proactive participation is requested.


Responsibility for the wording of this article lies with Student Affairs Division (Academic Affairs Section).

E-mail Address: sad-aas@u-aizu.ac.jp