company, the impact the company might have culturally or economically, and their character. In this model, the vetting pro- cess performed by GrowLab when choos- ing companies acts as a filter. To provide perspective, GrowLab accepts five com- panies per cohort from an average of 400 applications. It is not necessarily within the realm ofa university research depart- ment to assess the quality of a business case offered by a prospective partner in research. Yet, it is very important, as it affects the impact of the product, the fit for the student, and reflects on the school when measured in terms of the univer- sity’s research mandate of cultural and intellectual relevance. SILOS We learned during the course of this project that the areas of program speciali- zation that are key structures within the university—such as industrial design, communication design and interaction design—had little effect within the com- panies. From a disciplinary perspective, these researchers were three interaction designers (two full time and one contin- uing studies), a communication designer and an industrial designer. All research- ers were equally able to contribute their core skills, predicated around design thinking, and have equal impact and value on their teams, despite the fact that the GrowLab companies operate in the interaction-heavy context of technology. What the designers had in common was a certain level of proficiency with coding HTML/CSS. We can reflect that digital proficiency in front-end coding should not be seen within the curriculum as a vertical distinct from other design disciplines, but rather should be treated as an approach across all disciplines which, like media, informs and affects most aspects of life in contemporary culture. R or D? We found ourselves working in the spaces between; between the student and the startup, between the university and the industry, between the accelerator and the individual company, between our research and the applied work of the company. This feeling of being “in between” relates at least in part to the ambiguity of what design research actually means in the current frame of industry. The frame- work of agile development in these com- panies means that there is no true split between “research” and “development”. Research and development are both part of a continual process of iteration and production. Products are designed and built, tested, redesigned, rebuilt and tested again. Startups create software to learn what is possible and how it might be received. It is an accelerated process with no beginning or end, and with few formal phases; discovery is integrated through- out the entire project timeline. This approach is distinct from other industries where more pronounced divi- sions between research, design and development may be in place. In this environment, either research and devel- opment are one and the same, or there is no research, only development. The very act of implementation and user testing becomes the research. To learn more about the explicit role of research in the cultures and operations of the five individual companies, we performed exit interviews at the conclu- sion of the pilot. Asked what the word “research” means to their specific every- day operations of their companies, most reflect that, as a term, it is broadly irrele- vant. And yet research itself is so relevant to these teams that companies will pivot their entire product or market in a week- end if testing reveals imperfect market fit or slow user uptake. The applied context of this design research was so relevant that 100% of Emily Carr researchers were offered positions at their host companies at the end of the pilot. ® REFERENCES [)] Gothelf, Jeff. Lean ux: Applying Lean Principles to improve User Experience. Sebastopol: O’Reilly Media, 2073. 38