356 results on '"Design processes"'
Search Results
52. A Product Development Approach Advisor for Navigating Common Design Methods, Processes, and Environments
- Author
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Shelby Stewart, Jack Giambalvo, Julia Vance, Jeremy Faludi, and Steven Hoffenson
- Subjects
engineering design ,product development ,design methods ,design processes ,decision support system ,Technology ,Engineering design ,TA174 - Abstract
Many different product development approaches are taught and used in engineering and management disciplines. These formalized design methods, processes, and environments differ in the types of projects for which they are relevant, the project components they include, and the support they provide users. This paper details a review of sixteen well-established product development approaches, the development of a decision support system to help designers and managers navigate these approaches, and the administration of a survey to gather subjective assessments and feedback from design experts. The included approaches—design thinking, systems thinking, total quality management, agile development, waterfall process, engineering design, spiral model, vee model, axiomatic design, value-driven design, decision-based design, lean manufacturing, six sigma, theory of constraints, scrum, and extreme programming—are categorized based on six criteria: complexity, guidance, phase, hardware or software applicability, values, and users. A decision support system referred to as the Product Development Approach Advisor (PD Advisor) is developed to aid designers in navigating these approaches and selecting an appropriate approach based on specific project needs. Next, a survey is conducted with design experts to gather feedback on the support system and the categorization of approaches and criteria. The survey results are compared to the original classification of approaches by the authors to validate and provide feedback on the PD Advisor. The findings highlight the value and limitations of the PD Advisor for product development practice and education, as well as the opportunities for future work.
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- 2020
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53. From Global Terminology to Local Terminology: A Review on Cross-Cultural Interface Design Solutions
- Author
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Duncker, Elke, Sheikh, Javed Anjum, Fields, Bob, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, and Rau, P. L. Patrick, editor
- Published
- 2013
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54. Digital Library Sustainability and Design Processes
- Author
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Adams, Anne, Ngimwa, Pauline, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Zaphiris, Panayiotis, editor, Buchanan, George, editor, Rasmussen, Edie, editor, and Loizides, Fernando, editor
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- 2012
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55. Creating Metaphors for Tangible User Interfaces in Collaborative Urban Planning: Questions for Designers and Developers
- Author
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Maquil, Valérie, Zephir, Olivier, Ras, Eric, Dugdale, Julie, editor, Masclet, Cédric, editor, Grasso, Maria Antonietta, editor, Boujut, Jean-François, editor, and Hassanaly, Parina, editor
- Published
- 2012
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56. Connecting Envisioning Process to User Interface Design Process
- Author
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Hirasawa, Naotake, Ogata, Shinya, Yamada-Kawai, Kiko, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, Smith, Michael J., editor, and Salvendy, Gavriel, editor
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- 2011
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57. Future Directions for Design Creativity Research
- Author
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Gero, John S., Taura, Toshiharu, editor, and Nagai, Yukari, editor
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- 2011
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58. Autonomous Tools in System Design: Reflective Practice in Ubisofts Ghost Recon Wildlands Project.
- Author
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Seidel, Stefan, Berente, Nicholas, Martinez, Benoit, Lindberg, Aron, Lyytinen, Kalle, and Nickerson, Jeffrey V.
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- *
REFLECTIVE learning , *VIRTUAL reality , *HUMAN-computer interaction , *TECHNOLOGICAL innovations , *ARTIFICIAL intelligence , *MACHINE learning - Abstract
Ubisoft’s game designers successfully used autonomous tools to develop an innovative virtual world. The authors discuss the reflective practices underlying this success and how autonomous tools enable more complex system design. [ABSTRACT FROM AUTHOR]
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- 2018
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59. Towards a reference framework and characterization of Advanced Design, a design culture for strategic designers.
- Author
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Flores, Roberto Iñiguez and Morán, Ruth Maribel León
- Subjects
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DESIGN techniques , *DESIGNERS , *STRATEGIC planning - Abstract
The discipline of design is continually facing challenges related to the complexity and variability of the contexts which give rise to it. Assuming more strategic roles, the designer becomes involved in innovation processes, which act as facilitators for the creation of added value for businesses. The designer develops, therefore, as an anticipator and explorer of new opportunities for progress. In this way, assisted by the tools of Advanced Design, the designer is a key participant in the pre-project stages where the approach to the project is planned and where the meta-concepts that empower specific innovation projects are created. It is, for that reason, vital to understanding the distinctive features of this area of design and the ways in which it can facilitate the professional activity. This article showcases a part of the research carried out by Iñiguez and León (2016) and examines the principal attributes, which characterize Advanced Design, with the aim of serving as a reference framework for the project culture of contemporary strategic designers. [ABSTRACT FROM AUTHOR]
- Published
- 2018
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60. A sociotechnical framework for the design of collaborative services.
- Author
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Baek, Joon Sang, Kim, Sojung, Pahk, Yoonyee, and Manzini, Ezio
- Subjects
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SOCIOTECHNICAL systems , *DESIGN services , *SERVICE design , *ADULT education workshops , *PARTICIPATORY design - Abstract
This study was motivated by the lack of design knowledge in the area of systems design for collaborative services. It introduces a framework for developing service design goals and strategies to foster collaboration within a community, starting from an understanding of its collaboration network. Network analysis and an interview are used to understand collaboration, and a co-design workshop is used to generate design strategies to foster these relations. For validation, the framework is applied to a community enterprise in South Korea. This paper discusses: the meaning of a sociotechnical approach to collaborative service design; the challenges of co-creating sustainable solutions when empathy cannot be established with users; and the implication of the framework for service design in a sharing economy. [ABSTRACT FROM AUTHOR]
- Published
- 2018
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61. Characterizing innovative processes in design spaces through measuring the information entropy of empirical data from protocol studies.
- Author
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Kan, Jeff W.T. and Gero, John S.
- Subjects
- *
TECHNOLOGICAL innovations , *ENTROPY (Information theory) , *COMPUTER network protocols , *SEMANTIC Web , *DATABASES - Abstract
This paper reports on a study characterizing design processes and the potential of design spaces through measuring the information entropy of empirical data derived from protocol studies. The sequential segments in a protocol analysis can be related to each other by examining their semantic content producing a design session's linkograph, which defines the design space for a design session. From a linkograph, it is possible to compute the probabilities of the connectivity of each segment for its forelinks and its backlinks, together with the probabilities of distance among links. A linkograph's entropy is a measure of the information in the design session. It is claimed that the entropy of the linkograph measures the potential of the design space being generated as the design proceeds chronologically. We present an approach to the automated construction of linkographs by connecting segments using the lexical database WordNet and measure its entropy. A case study of two design sessions with different characteristics was conducted, one considered more productive and creative, the other more pragmatic. Those segments with high entropy and those associated with high rates of change of entropy are analyzed. The creative session has a higher linkograph entropy. This result indicates the potential of using entropy to characterize a design process. [ABSTRACT FROM PUBLISHER]
- Published
- 2018
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62. The machineries of user knowledge production.
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Oygür, Işıl
- Subjects
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DESIGN research , *DESIGN consultants , *EPISTEMIC logic , *INDUSTRIAL design , *ARCHITECTURAL design - Abstract
A multiple case study was conducted to investigate the machineries of designers' user knowledge production at six design consultancies in the Northwestern USA in domains of architecture, industrial design, and interaction design. Karin Knorr Cetina's theory of epistemic cultures was utilised as the theoretical lens. The findings indicate that the user is not a given; instead, the user is a constructed phenomenon in design. The design process is characterised by the deconstruction and reconstruction of the user information and of experiential information, implemented to meet the epistemic needs of designers. User representations are used as the liminal knowledge. Designers manipulated this knowledge in order to narrow down the artefact to be designed. [ABSTRACT FROM AUTHOR]
- Published
- 2018
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63. Film and Television Production as Audiovisual Design.
- Author
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Swenberg, Thorbjörn and Eriksson, Yvonne
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AUDIOVISUAL education ,MASS media - Abstract
Industrial film and television production (FTP) includes many elements of creative work on sounds and images that are best addressed as audiovisual design. Two paradigmatic understandings of design, "design-as-problem-solving" and "design-as-meaning-creation", have a bearing on these elements. The issues dealt with during FTP work processes, as well as the problems to be solved and the characteristics of the work processes used, resemble issues, problems, and process characteristics within design work. From the perspective of audiovisual communication, both the design and production aspects of a process are considered to make an important impact on a message. In FTP, these aspects are blurred. This paper discusses the benefits of approaching FTP as creation of audiovisual communication, in which design is an integrated part of that process. The benefits of considering FTP as audiovisual design are proposed from a design research perspective. [ABSTRACT FROM AUTHOR]
- Published
- 2018
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64. Planteamiento de una estrategia desde la construcción de una investigación proyectual.
- Author
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Pava-Gómez, Andrea Julieth, Betancur-Villegas, María Alejandra, and Páez-Calvo, Angelo
- Abstract
Copyright of Revista de Arquitectura (1657-0308) is the property of Universidad Catolica de Columbia, Facultad de Arquitectura and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2018
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65. Identifying Design Processes in Photography by Analyzing Photographic Strategies in the Documentation of Public Places: "It's hard to be down when you're up.".
- Author
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Aichmaier, Helga
- Abstract
Recent research in the fields of image studies, visual communication, graphic design, and the history of science shows that there are ‘design processes’ – specific decision-making processes – in the practices of designing, painting, or drawing. I assumed that parallels could be drawn between those visual practices and photography. This paper explores how taking pictures within a research context enables the analysis and verbalization of strategies that are employed in photographic design processes. Despite a growing body of knowledge around image creation, little research has been conducted on photographic design processes. Viable contact sheets, sketches, proofs, or notes have not been available yet for proper research. Thus “practice-led iconic research” is adapted as a method for photography – possibilities of photographic practice and its strategies are explored as an instrument of research. The research questions were narrowed down to inquire into the image production of documentary photographs, specifically, of four public squares in Switzerland and Austria: How do photographs have to look in order to be recognized as documentation of a certain place? Is it possible to identify specific photographic strategies for documentary image generation? It was found that there are several strategies that support a documentary impression if they are employed during the creative process of photography, such as top views, critical distance, or frontality. The findings can contribute to the question of how visual meaning might be generated, enhancing an understanding of photography and design in the field of design practice as well as theory. This paper is based on the dissertation “Strategies of an Image Practice” (Aichmaier 2016). [ABSTRACT FROM AUTHOR]
- Published
- 2017
66. A Software Engineering Process for BDI Agents
- Author
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Hector, Aaron, Henskens, Frans, Hannaford, Michael, Carbonell, Jaime G., editor, Siekmann, Jörg, editor, Nguyen, Ngoc Thanh, editor, Jo, Geun Sik, editor, Howlett, Robert J., editor, and Jain, Lakhmi C., editor
- Published
- 2008
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67. Iconic buildings: high-tech by sophistication or simplification
- Author
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Universitat Politècnica de Catalunya. Departament de Tecnologia de l'Arquitectura, Ferrés Padró, Xavier, Martín Goñi, Paula, Universitat Politècnica de Catalunya. Departament de Tecnologia de l'Arquitectura, Ferrés Padró, Xavier, and Martín Goñi, Paula
- Abstract
The iconic building principal incentive is to be visually attractive or stand out, for this purpose three main features must be accomplished: have a unique design, disassociate from the surrounding by means of the scale and have a singular form or even an unjustified formalisms in many cases. Manage to accomplish as far as possible this three features is a needed requisite and so have consequences on designing the building facade. However, how the façade detail construction will be resolved is not contemplated in the design process, considering that any façade design proposal will be figured out somehow by complex technologic innovations that will emphasise even more the building attractive. Nevertheless, not always is necessary to resort to this type of technology solutions. This hypothesis is demonstrated through the research of 5 iconic case studies: Abgar Tower, Porta Fira Tower, La Querola, Isla Blanca and Mohamed IV tower; emphasizing on the construction system analysis and the revelation of the “happy idea” of each case. The “happy idea” is an author’s term to define the construction innovation that enables the detail by simplification and no by sophistication. It is demonstrated that not always in necessary a complex technologic innovation but standard systems, or elements, applied strategically, considered little innovations, to make possible the resolution of the façade complexity in the simplest manner. Many of this innovations occur during the visual and constructive prototype progress, which is needed to validate the proposed solution and verify the correct performance. For this reason, is remarkably significant the real scale prototypes development that works as a real scale laboratory where to correct and validate successive solutions., Postprint (published version)
- Published
- 2022
68. Self Organization in Design
- Author
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Meijer, Bart R., Pham, D. T., editor, ElMaraghy, Hoda A., editor, and ElMaraghy, Waguih H., editor
- Published
- 2006
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69. The Influence of Toy Design Activities on Middle School Students' Understanding of the Engineering Design Processes.
- Author
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Zhou, Ninger, Pereira, Nielsen, George, Tarun, Alperovich, Jeffrey, Booth, Joran, Chandrasegaran, Senthil, Tew, Jeffrey, Kulkarni, Devadatta, and Ramani, Karthik
- Subjects
- *
ENGINEERING design , *MIDDLE schools , *SELF-efficacy , *TOY making , *STEM education - Abstract
The societal demand for inspiring and engaging science, technology, engineering, and mathematics (STEM) students and preparing our workforce for the emerging creative economy has necessitated developing students' self-efficacy and understanding of engineering design processes from as early as elementary school levels. Hands-on engineering design activities have shown the potential to promote middle school students' self-efficacy and understanding of engineering design processes. However, traditional classrooms often lack hands-on engineering design experiences, leaving students unprepared to solve real-world design problems. In this study, we introduce the framework of a toy design workshop and investigate the influence of the workshop activities on students' understanding of and self-efficacy beliefs in engineering design. Using a mixed method approach, we conducted quantitative analyses to show changes in students' engineering design self-efficacy and qualitative analyses to identify students' understanding of the engineering design processes. Findings show that among the 24 participants, there is a significant increase in students' self-efficacy beliefs after attending the workshop. We also identified major themes such as design goals and prototyping in students' understanding of engineering design processes. This research provides insights into the key elements of middle school students' engineering design learning and the benefits of engaging middle school students in hands-on toy design workshops. [ABSTRACT FROM AUTHOR]
- Published
- 2017
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70. Towards a framework for creative online collaboration: A research on challenges and context.
- Author
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Stockleben, Björn, Thayne, Martyn, Jäminki, Seija, Haukijärvi, Ilkka, Mavengere, Nicholas, Ruohonen, Mikko, and Demirbilek, Muhammet
- Subjects
DISTANCE education ,CREATIVE ability ,ARTISTIC collaboration ,INTERNET surveys ,BRING your own device policies ,HIGHER education - Abstract
The OnCreate project was initiated by ten universities with expertise in collaborative work in online-based learning environments and explores the specific challenges of implementing university courses in creative disciplines in such an environment. The first research phase comprises a literature search on creativity and its contextual factors in online collaboration in an educational setting. From this research a first set of possible key challenges and contextual key factors has been selected and applied to categorize the results of interviews and surveys on current good practice in creative online collaboration among experienced online teachers from the partner universities. From the key findings we formulate hypotheses to guide future research towards a framework for creative online collaboration. At the same time, the results can serve as inspiration for the educational practice. Notable observations of the good practice research among the partner universities are that they realise innovative collaboration concepts usually on mashed-up environments of state-of-the-art web services rather than on the omnipresent learning management systems (such as Moodle or Blackboard). Also, they show a paradigm shift from teaching to coaching and promotion of an open peer-review culture among the students. [ABSTRACT FROM AUTHOR]
- Published
- 2017
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71. Engineering Education with Fourth-Grade Students: Introducing Design-Based Problem Solving.
- Author
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ENGLISH, LYN D. and KING, DONNA
- Subjects
ENGINEERING ,PROBLEM solving ,FOURTH grade (Education) ,DESIGN ,PEDAGOGICAL content knowledge ,PRIMARY education - Abstract
This article reports on fourth-grade students' approaches to solving an introductory engineering design-based problem, namely, Tumbling Towers, which was implemented at the beginning of a three-year, longitudinal study. Set within a civil engineering context, the problem required student groups to design and then build the tallest tower within given constraints. The stability of their towers was tested by removing one pylon at a time, with the goal being to determine the minimum number needed for the tower to remain stable. Students completed a second design iteration in an effort to maximise the number of pylons that could be removed while still maintaining stability. A framework comprising five sets of engineering design processes was developed as a theoretical base and facilitated data analyses. Findings illustrate how fourth-grade students, for whom such problems were new, engaged in design processes in an iterative manner and applied mathematics and science content knowledge in doing so. Four levels of design were identified in the students' design sketches with the highest level being the most frequent in both initial designs and redesigns, with some decline in the latter. Students' application of content knowledge included an awareness of stability and load distribution, together with spatial reasoning involving pylon positioning, removal, and repositioning. Other findings include ways in which group negotiations and students' addition of meaningful contexts assisted in the designing and redesigning phases, and how students spontaneously used gestures to convey their design and construction ideas. [ABSTRACT FROM AUTHOR]
- Published
- 2017
72. Articulations on form properties and action-function couplings of maker technologies in children’s education.
- Author
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Christensen, Kasper Skov and Iversen, Ole Sejer
- Abstract
In this paper, we present a framework to expand the design language used to articulate form properties and types of feedback that happen between children’s actions and the intended functionality of maker technologies. Based on field observations in Danish schools we analyze children’s (aged 11–14 years old) interactions with three maker technologies used to work through design processes in school maker settings. Our findings are beneficial on three factors for designers, researchers and teachers involved in work within maker contexts. (1) Reflections on form properties of maker technologies, (2) analysis of relationship between user action and technology function (action-function couplings), and (3) how this relates to feedback when children use these technologies to design digital prototypes. Designers can use the presented framework to improve existing, or prepare them for future designs. Researchers can use the expanded design language to analyze maker technologies in the context of school maker settings. Finally, teachers can make better decisions on how and when to use different maker technologies when school children work through design processes. (Do it yourself/together.) [ABSTRACT FROM AUTHOR]
- Published
- 2017
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73. Exact Constraint Design and its Potential for Robust Embodiment.
- Author
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Eifler, Tobias and Howard, Thomas J.
- Abstract
The design of exact, also referred to as minimal, constraints means applying just enough constraints between the various components of a mechanical assembly, in order to unambiguously define their positions in six degrees of freedom (3 translations, 3 rotations), their desired motions respectively. To ensure a predictable and reliable product performance, a systematic design of the corresponding elementary mechanical interfaces between components is of utmost importance. Over constraints, i. e. part-to-part connections with redundant interfaces which constrain one single degree of freedom, are largely susceptible to variation and therefore result in design solutions which frequently experience production/ assembly issues, reduced performance, excessive and non-predictable wear-rates, etc. Being a basic rule of embodiment design, literature provides various well-know and widely applied approaches for Exact Constraint Design. Examples are the calculation of a mechanisms’ mobility using the Grübler-Kutzbach criterion , the analysis of statically determinate assemblies by means of the screw theory or so called Schlussartenmatrizen , as well as the analysis of engaging surfaces in terms of location schemes or interface ambiguity . However, despite the various existing approaches, workshops with practitioners and academics have shown that the systematic design of optimal constraints appears to be cumbersome for many engineers. Based on an overview of the most relevant approaches for Exact Constraint design, this contribution therefore reviews the challenges experienced by the workshop participants, discusses the necessity of kinematically correct constraints for robustness, and derives an initial prescriptive procedure for a coherent design of constraints throughout the embodiment design phase, which, despite a variety of available approaches, seems to be still missing. [ABSTRACT FROM AUTHOR]
- Published
- 2016
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74. Language as design tool: an empirical and design perspective in the field of architecture and planning.
- Author
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Gstach, Doris and Kirschbaum, Marc
- Subjects
DESIGN education ,ARCHITECTURAL designs ,LINGUISTIC models ,ARCHITECTURE students ,URBAN planning - Abstract
The use of language-based tools is not popular and not common in spatial design processes. But the literature shows the potential of such approaches in different steps of the design process. Thus enhancing the skills of language-based design tools of urban planners and architects can positively influence a design process. The perception and use of such tools was examined in a survey along a standardized questionnaire with 59 urban planning and 42 architecture students at four German universities. Two student groups in urban planning and architecture were asked additionally to apply two specific language-based tools in a design task. The survey results show that students initially evaluated the potential of language as quite low. Introducing students to language-based tools upgraded their assessment. Interestingly, some language-based tools were ranked higher by architecture students than by their urban planning colleagues. Considering that a design process especially in more complex projects asks for different abilities and tools, it seems meaningful to expand the toolbox of professionals also towards language-based approaches. Students also benefit from this because this expansion creates more options for the different ‘design personalities’. Further studies are needed for assessing which language-based tools are specifically qualified to enhance a design. [ABSTRACT FROM PUBLISHER]
- Published
- 2016
- Full Text
- View/download PDF
75. Bypassing Ethics via Design Ethical Discourses in the Road Design Process
- Author
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Lloyd, Peter
- Subjects
Design Thinking ,Design Processes ,Design Ethics ,Design Case Studies - Abstract
In September 1996 two people were killed shortly after the Bedford Southern Bypass in the UK was first opened to traffic. The deaths sparked discussion about the design of the bypass and this paper draws together the different discourses involving ethics and the process of design. The paper begins by noting theoretical similarities between the areas of design and ethics, it goes on to discuss the concept of ‘moral imagination’. Two discourses are then presented, the first describing the reaction to the deaths, the second looking at original documentation from the bypass design process. The paper concludes that designers, through exercising their imagination in designing, are able to resolve ethical problems without relying on the ethical discourses prevalent in both philosophy on the one hand, and the media on the other, which tend to rely on individual accounts of imagination and explicit ethical awareness. The discourse of the design process suggests a more social idea of imagination (past and present) and design judgment that, although having a strong aesthetic component to it, is able to address ethical issues.
- Published
- 2022
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76. Product-integrated Sustainable Energy Technologies: Six Years of Experience With Innovation and Sustainability
- Author
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Reinders, Angèle, de Borja, Juan, and de Boer, André
- Subjects
Design processes ,Design for Sustainability ,Renewable Energy - Abstract
Our paper shows the effects of different industrial design methods on 91 product concepts that have been developed during six design cases executed from 2005 until 2010 by students of Industrial Design Engineering in the Netherlands. It is shown that the application of 9 differently selected industrial design methods can yield innovative products with sustainable energy technologies that could be technically feasible. By an evaluation of the appreciation of the resulting product concepts it is found that the following three methods apparently are most beneficial: platform-driven product development, TRIZ and Design&Styling.
- Published
- 2022
- Full Text
- View/download PDF
77. A Computationally Lightweight Dynamic Programming Formulation for Hybrid Electric Vehicles
- Author
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Pier Giuseppe Anselma, Omkar Rane, Atriya Biswas, Aashit Rathore, Yue Wang, Jack Toller, Joel Roeleveld, Bryon Wasacz, and Ali Emadi
- Subjects
Optimization ,Hybrid electric vehicles ,Fuel economy ,Lightweighting ,Design processes - Published
- 2022
78. The Design Logic for Business Model Innovation in Sharing Economies.
- Author
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Comberg, Christian, Schneckenberg, Dirk, and Velamuri, Vivek K.
- Subjects
BUSINESS models ,SHARING economy ,TECHNOLOGICAL innovations ,INDUSTRIAL management ,CONSUMER preferences ,MARKETPLACES - Abstract
Consumer behaviour patterns shift in the emerging sharing economy from owning to sharing possessions and create new market opportunities for economic actors. Current literature lacks understanding about the cognitive processes relating to the design of new business models. We identify in this case research six cognitive processes which undergird managerial reasoning during the design of new business model configurations in emergent market environments. These are: (1) proven industry recipes, (2) learned behaviour, (3) problem orientation, (4) intuitional reasoning, (5) experimentation and adaptation, and (6) active customer involvement. The resulting six cognitive design processes can be further assigned to dominant and emergent design logic. Lastly, the combination of dominant and emergent design logic can result in superior value creation of the respective business model. [ABSTRACT FROM AUTHOR]
- Published
- 2015
79. Insights from design processes used in developing exergames
- Author
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Lund, Alexander Hvidbjerg Kjær, Sørensen, Amalie Finnemannn, Elbæk, Lars, Kaos, Maximus D., and Fotaris, Panagiotis
- Subjects
Exergames ,Exertion games ,Design processes ,ComputingMilieux_PERSONALCOMPUTING ,Bodystorming ,Movement-based design methods ,Virtual reality - Abstract
Participation rates in physical activity are low, and with gyms closing and lockdowns becoming a necessary tool to fight the global pandemic, evidence suggests COVID-19 is only exacerbating the issue. People are becoming more sedentary as they stay at home longer and do more home office work. Exergames-games that require physical exertion to play-hold promise to combat sedentary behaviours, since they are typically inexpensive and can be played at home. Despite their potential to motivate people to move, it is challenging to design exergames because they must strike a balance between exercise and play. Current research in exergames provides some advice and guidelines on best practices for developing movement-based games. But, to date little attention has been given to the design processes that lead to the development of these guidelines. This paper aims to fill this gap by contributing 1) an in-depth discussion of and insights gained from the design process used when developing an exergame and 2) a novel movement-based method used in the development of a virtual reality (VR) exergame-VR bodystorming. We illustrate these methods through the development of Diverging Squash (DS), a novel VR squash game. We reveal insights throughout the entire design process from the beginning stages using brainstorming to focus on players' needs and motivation for physical activity, to using exertion cards for framing the game's primary elements. Exertion cards, for example, aided in our decision to gradually increase the difficulty of the game during play. We further demonstrate how our novel VR bodystorming method, or bodystorming in a virtual environment while wearing a VR headset, can be a useful tool for designers. For instance, during a VR bodystorming session, we practiced holding a virtual paddle in the VR environment in different ways. Insights from the way it was being held in VR led to adjustments to the way the paddle should be gripped, and the force needed to hit the ball. We conclude with key takeaways that give designers a view into how design methods for exergames are applied in practice and, thus, how they can be used in their own work.
- Published
- 2021
80. Beyond the checklist: an approach to understand practitioner experience during sustainable design process.
- Author
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Blanco, Juan
- Subjects
- *
SUSTAINABLE architecture , *SUSTAINABLE building design & construction , *ARCHITECTURAL design , *DECISION making , *DIVERSITY in organizations - Abstract
Sustainable design is a major trend in diverse disciplines related to the built environment. However, practitioners often find difficult to fully incorporate sustainability criteria during the design process and in its final outcome. Moreover, the adoption of industry-conceived sustainability guidelines tends to be perceived as a restriction or ‘checklist exercise’, which does not positively impact design activity. The aim of this study is to analyze the practitioner experience during sustainable design process, particularly in relation to the impact of sustainability guidelines (known as sustainability rating systems, SRS) in design decisions from real case projects. This study has been conducted by collecting data for real projects located in Melbourne, Australia, during 2010–2013, employing a hybrid methodology that brings together embedded research, retrospective protocols and linkography to assess the impact of SRS in such processes. It proposes a theoretical approach to assess sustainable design process by quantifying the impact of SRS during design decisions. [ABSTRACT FROM PUBLISHER]
- Published
- 2016
- Full Text
- View/download PDF
81. Feedback in concept development: Comparing design disciplines.
- Author
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Yilmaz, Seda and Daly, Shanna R.
- Subjects
- *
DESIGN research , *DESIGN , *PSYCHOLOGICAL feedback , *CHOREOGRAPHY , *INDUSTRIAL design , *DIVERGENT thinking , *EVALUATION - Abstract
Design feedback is an essential pedagogical tool to promote student design progress, yet little research has focused on what instructor feedback looks like, especially across design disciplines. In this paper, we analyzed feedback provided in dance choreography, industrial design, and mechanical engineering to explore variation in feedback type across disciplines as well as how feedback type encouraged students to take convergent or divergent paths in their design processes. Many common feedback types were observed across the three disciplines, regardless of variance in context and expectations, as well as some notable distinctions. With regards to feedback directing convergent and divergent thinking, feedback suggesting convergent pathways was more prominent across all three disciplines. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
82. Uncertainty, reflection, and designer identity development.
- Author
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Tracey, Monica W. and Hutchinson, Alisa
- Subjects
- *
DESIGN research , *QUALITATIVE research , *CRITICAL thinking , *INSTRUCTIONAL systems design ,MATHEMATICAL models of uncertainty - Abstract
Uncertainty is a defining quality of the design space and it stands to reason that designers' personal attitudes toward uncertainty may influence design processes and outcomes via cognitive, affective, and/or behavioral channels. Individual attitudes and behavior patterns related to uncertainty may constitute a critical element of designer identity, which represents the synthesis of knowledge, action, and being. This qualitative study examined how graduate students in an instructional design course reflected on their experiences and beliefs regarding uncertainty. Participants were more reflective when discussing a general experience with uncertainty than their current attitudes toward uncertainty in design. Findings support the use of narrated reflection in design education related to uncertainty and identity. Implications for design education interventions and design are discussed. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
83. Library graphic design best practices and approval processes.
- Author
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Wakimoto, Diana K.
- Subjects
GRAPHIC design ,LIBRARIANS ,LIBRARIES ,VISUAL communication ,GRAPHIC arts - Abstract
Purpose – The purpose of this paper is to explore graphic design best practices and approval processes used by librarians. Design/methodology/approach – This paper used an online, qualitative survey to collect data on librarians’ design processes and best practices. The responses were reviewed to determine categories and themes of librarians’ design processes and best practices to gain an understanding of the state of graphic design in libraries. Findings – The majority of the respondents reported that there were no formal guidelines, design committees or approval processes at their libraries. While some librarians were aware of and used graphic design best practices, many respondents were unsure of what constituted a best practice in graphic design. Research limitations/implications – The paper was exploratory and the respondents cannot be said to be representative of all librarians and, therefore, generalizations to all librarians are not possible. Practical implications – Findings may help librarians who assume design duties in their libraries in exploring best practices and discussing design approval processes. Originality/value – This paper is one of the few papers in the library science literature on graphic design as applied specifically to librarians. It increases our understanding of graphic design in libraries. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
84. Virtual reality in tourism. Opportunity or pitfall? : Explorative case study of a place-based virtual reality experience of Mariebergsskogen
- Author
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Kubitzek, Barbara and Kubitzek, Barbara
- Abstract
To what extent can virtual reality be used to induce real-life tourism? This question becomes even more relevant in these covid-19 times. However, research on virtual reality concerning tourism has not engaged substantively with this question yet and thus this study seeks to address this question. This thesis is an explorative case study of the development of the prototype of a place-based virtual reality experience of Mariebergsskogen in Karlstad, Sweden. The purpose of this study is to investigate and show how a place-based virtual reality experience can add value to the experience and promotion of Mariebergsskogen. This thesis goes beyond ocularcentrism highlighting the involvement of senses, the whole body and emotions in experiencing a destination. How can a deeper emotional connection to a destination be evoked through virtual reality revealing the characteristics, uniqueness and rootedness of the place? A geomedia approach is taken that combines a sensitivity to place with media to arrive at a multi-dimensional view of Mariebergsskogen considering place representations, engagements and its roots to history. Place is conceptualized by recourse to Lefebvre’s (2011) spatial triad: lived, perceived and imagined that are in a dialectic relationship. The methodological model created has been informed by the project on place-based digital experiences (PDU) at the University of Karlstad in Sweden. Tourists are considered active agents in creating tourism destinations and this study emphasizes their engagement as co-creators in the prototype development process. A methodological model is proposed that combines a place analysis with workshops consisting of a user study and a co-creation workshop supplemented with insights from interviews with virtual reality developers and stakeholders from Region Värmland and Karlstad Municipality.
- Published
- 2021
85. Proceso de diseño para la comunicación interna en las empresas Fundación Cardioinfantil, WSP América Latina y Sodexo
- Author
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Vanegas Tamayo, Juan Manuel, Rodríguez Torres, María Fernanda, Aguilar Ramírez, Daniel Antonio, Arias Mejia, Claudia Marcela, and Universidad Santo Tomas
- Subjects
Diseño gráfico ,Internal communication ,Comunicación interna ,Diseño Grafico ,Design processes ,Graphic design ,Procesos de diseño-- Estudio de casos ,Procesos de diseño ,Comunicación corporativa-- Bogotá (Colombia) - Abstract
Actualmente, los procesos de diseño se consideran como la resolución creativa de problemas a través de una serie de pasos o una secuencia de actividades, que van desde el concepto inicial hasta la realización. El proceso varía en el número de etapas empleadas por los diseñadores; sin embargo, todos comienzan con la investigación en primera instancia, lo que ayuda a definir problemas y establecer criterios de diseño. Los procesos de diseño constan se basa en su mayoría en actividades para la resolución de una problemática empresarial. En 2007, el Design Council realizó un estudio de los procesos de diseño utilizados en las principales compañías mundiales, donde se identificaron elementos presentes los procesos que involucran desde una idea hasta su implementación y lanzamiento. Estas empresas tienen en común el uso del diseño, un desafío clave en la investigación los procesos de diseño en varias empresas es tener en cuenta cómo dicho proceso diferirá según la oferta de productos o servicios de las empresas, el tamaño, la forma y la ubicación, el legado. del uso del diseño, y sus cadenas de suministro y sistemas de producción.7 En el presente estudio se analizarán los procesos de diseño a los que se enfrentan los pasantes en empresas tales como Fundación Cardioinfantil, WSP América Latina y Sodexo, ubicadas en la ciudad de Bogotá, y donde se buscará analizar los procesos de comunicación visual corporativa de cada una de las empresas, identificando discrepancias y coincidencias en los modelos De este modo, se analizará los procesos de diseño de cada una de las empresas enfocado en la comunicación interna, con el fin de obtener un resultado comparativo de las tres empresas, ya que los procesos de diseño permiten un vocabulario común. Un vocabulario común para describir el progreso y el estado del diseño permite a las personas comprender el contexto más fácilmente. Comprender el contexto permite una mejor retroalimentación, que es lo más importante para producir un trabajo asombroso y significativo. Currently, design processes are considered as creative problem solving through through a series of steps or a sequence of activities, ranging from the initial concept until completion. The process varies in the number of stages employed by designers; sin However, they all start with the investigation in the first instance, which helps to define problems and establish design criteria. The design processes consist mostly of in activities for the resolution of a business problem. In 2007, the Design Council conducted a study of the design processes used in the leading global companies, where elements present in the processes that they involve from an idea to its implementation and launch. These companies have in common use of design, a key challenge in researching design processes in various companies is to take into account how this process will differ according to the offer of products or services of companies, size, shape and location, legacy. of the use of design, and its chains supply and production systems.7 This study will analyze the design processes faced by the interns in companies such as Fundación Cardioinfantil, WSP América Latina and Sodexo, located in the city of Bogotá, and where the communication processes will be analyzed corporate visual of each of the companies, identifying discrepancies and coincidences in The models In this way, the design processes of each of the companies will be analyzed focused on in internal communication, in order to obtain a comparative result of the three companies, since the design processes allow a common vocabulary. A common vocabulary for Describing the progress and status of the design enables people to understand the context more easily. Understanding the context allows for better feedback, which is the most important to produce amazing and meaningful work. Diseñador gráfico Pregrado
- Published
- 2021
86. University Students as Co-creators in Designing Gamification Teaching Activities using Emergent Technologies in Swedish K-12 Education
- Author
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Mårell-Olsson, Eva
- Subjects
Pedagogical Work ,Pedagogiskt arbete ,design processes ,K-12 education ,Computer Science Applications ,Education ,Human-Computer Interaction ,emergent technologies ,Architecture ,co-creators ,ComputingMilieux_COMPUTERSANDEDUCATION ,Media Technology ,gamification ,university students ,Social Sciences (miscellaneous) - Abstract
This paper reports on a study exploring the use of university students as co-creators when designing activities for an emergent teaching practice such as gamification, using emergent technologies in a Swedish K-12 education context. More specifically, the aim was to empirically explore and develop knowledge about the process of designing for gamification teaching in K-12 education, to develop gamification teaching design principles and, in addition, to study how emergent technologies could be used in this context. Four sub-studies were conducted between 2014 and 2018 which included four groups of university students as co-creators in the teaching designs. The empirical material is based on observations from the field test in which school students tested university student designs. Post interviews were conducted with participating school teachers and university students. In addition, university student written reports were included. Findings illustrate four themes; 1) The design process of the gamification teaching activities, 2) The gamification teaching design principles developed, 3) The school students’ experiences of the gamification designs and 4) Designing gamification teaching activities – a complex process. Findings show that designing for gamification teaching designs using emergent technologies is quite a complex process. This complexity concerns, among other things, the puzzle of combining the different knowledge domains into the TPACK Model (i.e. technological knowledge, pedagogical knowledge, content knowledge) in an emergent teaching practice (gamification) with the use of emergent technologies. The co-creation process and the move between these knowledge domain areas could maximize the effect of achieving a pedagogical balance concerning what school students perceive as fun without sacrificing focus on their knowledge acquisition and learning processes. Special issue: SI
- Published
- 2019
87. When making becomes divination: Uncertainty and contingency in computational glitch-events.
- Author
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Marenko, Betti
- Subjects
- *
COMPUTER-aided design , *UNCERTAINTY (Information theory) , *DESIGN research , *CONTINGENCY (Philosophy) , *INDETERMINISM (Philosophy) , *VIRTUAL reality - Abstract
This article investigates those aspects of computation that concern uncertainty, contingency and indeterminacy. Starting from a critique of current dominant models of computation, and drawing on the philosophical notions of the virtual and the event, uncertainty, contingency and indeterminacy are proposed as virtualities that express the ongoing differentiation of digital matter. On these grounds, the glitch is reframed as an event capable of revealing the potential of the digital in processes of computational making. Ideas concerning the incomputable and non-human intelligence of the algorithm underpin this argument. Finally, it is proposed that intuitive and uncognitive modes of apprehending digital making operate as forms of divination that capture the unprogrammed unfolding of matter. [ABSTRACT FROM AUTHOR]
- Published
- 2015
- Full Text
- View/download PDF
88. Visual accessibility in graphic design: A client–designer communication failure.
- Author
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Cornish, Katie, Goodman-Deane, Joy, Ruggeri, Kai, and Clarkson, P. John
- Subjects
- *
GRAPHIC design , *BUSINESS communication , *GRAPHIC designers , *VISUAL communication , *COMPUTER industry - Abstract
It is essential that graphic design is visually clear and accessible. However, evidence suggests that a lack of consideration is given to visual accessibility in print-based graphic design. Furthermore, effective client–designer communication is a vital component in this. This paper investigates current graphic design practice, with regard to visual accessibility, specifically focussing on client–designer communication. A survey of 122 graphic designers and clients identified that these two groups may not be communicating with each other effectively with regard to visual accessibility, and that there is a need to develop inclusive design tools to assist them with this. This paper adds a novel contribution to our limited understanding of visual accessibility in the UK's graphic design industry. [ABSTRACT FROM AUTHOR]
- Published
- 2015
- Full Text
- View/download PDF
89. A Standard Design Process for Sustainable Design.
- Author
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Stipo, Francisco J. Farias
- Subjects
SUSTAINABLE design ,ENERGY consumption of buildings ,ARCHITECTURAL design ,CONSTRUCTION industry ,STRUCTURAL engineering - Abstract
This exploratory research examined the degree of adoption and impact of the concepts of Building Information Model (BIM), Integrated Project Delivery (IPD), Integrated Design Process (IDP) and Building Energy Simulation (BES) on the design processes of advanced architectural firms when executing sustainable design. Six offices identified by the press and peers’ recognition for a strong commitment to sustainable design and influence in the design of high performance buildings were selected. In semi-standardized interviews, these firms presented their perceptions of the influence of BIM, BES, and IPD/IDP. The results show that a generalization of sustainable design processes is possible. A design process for sustainability (DEPROSU) model was created by collecting best practices from data gathered from the interviews and the critical literature review. This research provides evidence of commonalities found in the design processes of the selected firms. These commonalities represented in the DEPROSU model can potentially be validated as protocols or standards for sustainable design, providing architectural design practices with concrete patterns for improvement and or validation of their design methods. [ABSTRACT FROM AUTHOR]
- Published
- 2015
- Full Text
- View/download PDF
90. Cognitive work analysis and design: current practice and future practitioner requirements.
- Author
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Read, Gemma J.M., Salmon, Paul M., and Lenné, Michael G.
- Subjects
- *
RESEARCH funding , *STATISTICS , *SURVEYS , *SYSTEM analysis , *SYSTEMS design , *INTER-observer reliability , *DATA analysis software , *DESCRIPTIVE statistics - Abstract
Cognitive work analysis (CWA) is a unique analytical framework which provides analysis information to inform system design. However, the literature describing CWA applications indicates that its use in design is not straightforward. An online survey was used to gather information from CWA practitioners about how they have used CWA in design applications and to gather their views and attitudes on aspects of CWA and design. The survey found that there was no typical means of using the outputs of CWA within design processes across survey respondents. Over half of the respondents indicated that there is a need for an additional approach or method to enhance the contribution of CWA to design. It is concluded that the field could benefit from the development of an additional design approach, with associated guidance, to assist in using the outputs of CWA in design processes. [ABSTRACT FROM PUBLISHER]
- Published
- 2015
- Full Text
- View/download PDF
91. A product development approach advisor for navigating common design methods, processes, and environments
- Author
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Stewart, Shelby (author), Giambalvo, Jack (author), Vance, Julia (author), Faludi, Jeremy (author), Hoffenson, Steven (author), Stewart, Shelby (author), Giambalvo, Jack (author), Vance, Julia (author), Faludi, Jeremy (author), and Hoffenson, Steven (author)
- Abstract
Many different product development approaches are taught and used in engineering and management disciplines. These formalized design methods, processes, and environments differ in the types of projects for which they are relevant, the project components they include, and the support they provide users. This paper details a review of sixteen well-established product development approaches, the development of a decision support system to help designers and managers navigate these approaches, and the administration of a survey to gather subjective assessments and feedback from design experts. The included approaches—design thinking, systems thinking, total quality management, agile development, waterfall process, engineering design, spiral model, vee model, axiomatic design, value-driven design, decision-based design, lean manufacturing, six sigma, theory of constraints, scrum, and extreme programming—are categorized based on six criteria: complexity, guidance, phase, hardware or software applicability, values, and users. A decision support system referred to as the Product Development Approach Advisor (PD Advisor) is developed to aid designers in navigating these approaches and selecting an appropriate approach based on specific project needs. Next, a survey is conducted with design experts to gather feedback on the support system and the categorization of approaches and criteria. The survey results are compared to the original classification of approaches by the authors to validate and provide feedback on the PD Advisor. The findings highlight the value and limitations of the PD Advisor for product development practice and education, as well as the opportunities for future work., Circular Product Design
- Published
- 2020
- Full Text
- View/download PDF
92. The Graveyard of Unwritten Books
- Author
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Brown, Daniel, Andrews, Dion, Brown, Daniel, and Andrews, Dion
- Abstract
Over recent decades, we have arrived in an age where mass production, prefabrication, and economic stresses make it increasingly economical to formulate architectural fixtures and fittings that are generic to a multiplicity of programmatic and spatial requirements. Unfortunately, this development has diminished the capacity of fixtures and fittings to actively contribute to an evolving and enriching human experience within architecture. In literary fiction, however, the nuanced detail is fundamental to our individual experience of key ideas presented within the wider text. This design-led research investigation considers how key ideas drawn from literary fiction can be applied to architecture. It argues that when fixtures and fittings are designed to explicitly contribute to a tailored experiential narrative, our architectural experience can be greatly enhanced. This design-led research investigation integrates narrative theory with curation theory. The investigation uses Nedim Gürsel’s short story “The Graveyard of Unwritten Books” as a literary provocateur—an allegorical generator for investigating how the architectural detail, in the form of fixtures and fittings, can play a fundamental role in conveying important underlying ideas about an architectural space. The research interrogates the arguments of architectural theorist Marco Frascari in his seminal article, “The Tell-The-Tale-Detail”, in which he distinguishes the architectural detail not only as a pragmatic joint or condition, but also as a generator in the process of signification—the attachment of meaning to an object. The research also interrogates the writings of museum curation theorist Laura Hanks, who provides a succinct framework within which curating objects, as a design method to enhance meaning and experiential participation, can be implemented and its capacity for narrative transformation assessed. Speculative in nature, this thesis investigation positions the focus of design and interrogation
- Published
- 2020
93. Fading, Mixing, Slicing, and Looping: the Deconstruction of Fashion Through the Creative Process of Music
- Author
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Linfante, Vittorio and Linfante, Vittorio
- Abstract
Fashion as mirror of socio-cultural evolutions. In light of the ever-increasing plurality and hybridization of languages, fashion change, through disassembling and reconstruction actions according to creative processes capable of generating new design approaches. The creative process, having passed the phase of revival, rediscovery and re-proposal of styles, today acts more and more according to an approach far from citationism. A method that deconstructs and reassembles products, materials and styles, in a mash-up, generating new signs, meanings and shapes, that recall, but do not refer didactically to precise references. Shapes, symbols, textures are thus deconstructed and recomposed according to logics and approaches that generate a multiplicity of meanings.Brands such as Vetements, Off-White, United Standard, Marcelo Burlon borrow from music not only cultural references but also a design approach. There is a form of deconstruction that looks more like a music mix using techniques such as Fading, Harmonic Mixing, Slicing, Swap or Looping. Thus a new identity of contemporary fashion takes shape: we witness to a meta-design process that, thanks to a group of emerging figures hovering between DJs and fashion designers, defines an idea of deconstruction according to approaches that owe much to consoles, mixers, and synthesizers.
- Published
- 2020
94. Backfiring and favouring : How design processes in HCI lead to anti-patterns and repentant designers
- Author
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Widdicks, K., Pargman, Daniel, Bjork, S., Widdicks, K., Pargman, Daniel, and Bjork, S.
- Abstract
Design is typically envisioned as aiming to improve situations for users, but this can fail. Failure can be the result of flawed design solutions, i.e. anti-patterns. Prior work in anti-patterns has largely focused on their characteristics. We instead concentrate on why they occur by outlining two processes that result in anti-patterns: 1) backfiring, and 2) favouring. The purpose of the paper is to help designers and researchers better understand how design processes can lead to negative impacts and to repentant designers by introducing a richer vocabulary for discussing such processes. We explore how anti-patterns evolve in HCI by specifically applying the vocabulary to examples of social media design. We believe that highlighting these processes will help the HCI community reflect on their own work and also raise awareness of the opportunities for avoiding anti-patterns. Our hope is that this will result in fewer negative experiences for designers and users alike., QC 20210223
- Published
- 2020
- Full Text
- View/download PDF
95. Entwerfen gestalten. Skizzierungen
- Author
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Buchert, Margitta and Buchert, Margitta
- Abstract
Einleitend thematisiert dieser Beitrag einige der für das Buch ‚Entwerfen gestalten‘ wichtigen Rahmungen und Ausrichtungen. Die Themen Entwerfen und Gestalten sowie Architekturkonzeption und Medien werden in ihren zentralen Grundzügen skizziert. Ebenso werden in der Fokussierung der Interaktion mit Instrumenten im architektonischen Entwurfskontext befragende, erforschende und künstlerisch-konzeptuelle Denk- und Handlungsformen hervorgehoben. Einige übergreifend gewonnene Erkenntnisse des Buches werden abschließend dargeboten und heben eindrücklich hervor, wie kreative Praktiken unsere Erfahrungen bereichern, Expertisen und Gestaltungskapazitäten stärken und eine Vielfalt von Möglichkeitsräumen für die Architekturkonzeption hervorbringen können., This contribution addresses some of the framings and orientations important for the book ‚Shaping Design‘. The initial focus is on orientation, with brief outlines on the subjects of designing and shaping, as well as on architectural conception and media. In focusing on the interaction with tools in the architectural context, there is also an emphasis on questioning, researching and artistic-conceptual forms of thought and practice. Some overarching findings of the book are presented in conclusion, highlighting impressively how creative practices can enrich our experiences, strengthen expertise and design capacities, and generate a variety of possibilities for architectural conceptualization.
- Published
- 2020
96. Stages in Product Lifecycle: Trans-disciplinary Design Context.
- Author
-
Qureshi, A.J., Gericke, Kilian, and Blessing, Lucienne
- Abstract
This paper presents a stage based framework for analyzing transdisciplinary design processes in engineering product design and manufacturing. The framework provides a stage-wise, product lifecycle centric frame of reference for comparing design processes in industries from different industrial sectors involving multi-disciplinary stakeholders. The framework is based on extensive literature analysis in the domain of design theory and methodology, as well as from models in product life cycle management. The paper also reports insights on application of the framework for design processes analysis of 23 industries based on the mapping of their individual design processes to the developed framework. [ABSTRACT FROM AUTHOR]
- Published
- 2014
- Full Text
- View/download PDF
97. The electronic textile interface workshop: Facilitating interdisciplinary collaboration.
- Author
-
Zeagler, Clint, Audy, Stephen, Pobiner, Scott, Profita, Halley, Gilliland, Scott, and Starner, Thad
- Abstract
ABSTRACT We present our findings from the Electronic Textile Interface Swatch Book Workshops. The workshops were designed as the first in a series of collaborative design experiences that introduce small groups of faculty/students teams from particular design disciplines to the concept of electronic textile interfaces (ETIs) through the use of a textile interface “swatch book” with the support of technician/facilitators. The work here focuses on the experience of the working relationship between the designer participants and the more technologically oriented facilitators, rather than on how much the participants learned about technology. The contribution of this work is a an exploration into understanding how through the use of technology we can bridge the gap between the distant discipline expertise needed to work on projects like ETIs. [ABSTRACT FROM PUBLISHER]
- Published
- 2013
- Full Text
- View/download PDF
98. An Ethical Approach to The Implementation of Behavioural Science in The Design Process
- Author
-
Fredrik Hope Knutsen
- Subjects
Ethics ,Behavioural science ,Product design ,Behavioural design ,Behavioural sciences ,Social psychology ,Field (computer science) ,Action (philosophy) ,Design education ,Design processes ,Design process ,Engineering ethics ,Product (category theory) ,Engineering design process - Abstract
The product design field is commonly known for focusing on solving the users' needs. However, behavioural design can contribute with a different approach in design education, where the aim is to adapt and understand the user in a new way first, in order to solve their needs. In the design field, it is well accepted that designers engage in devising courses of action to change existing situations into preferred ones. This study has sourced literature on behavioural science with theories and models rooted in psychology, sociology, and behavioural economics fields. The information provided by behavioural models can assists designers in taking their solutions further with cutting edge research and information provided by behavioural models. This can promote better solutions knowing which behavioural change to achieve. This study will provide tools and insight on how the mind makes decisions, which will go into depth on how fundamental part of designing for behavioural change can have. However, the behaviour of the individual sparks a debate on the ethical implications this may have. The designer can successfully affect behaviour at a respectable scale. A key to preventing unethical design is to utilise measurements and regulations in design education, such as Berdichevsky and Neuenschwander (1999) map 'Responsibility of intended and unintended outcome' or Jen Gispen toolkit called ‘ethics for designers». Implications for practice from this study demonstrate how product designers can apply knowledge from behavioural science in an ethical way into the design process. Keywords: Behavioral design, behavioral science, ethics, social psychology, design process
- Published
- 2021
99. TEACHING DESIGNERS’ ENTREPRENEURSHIP::MAPPING STUDENT DESIGN PROCESS of LEAN START-UP and EFFECTUATION
- Author
-
Tran, Quang and Laursen, Linda Nhu
- Subjects
Design education ,ComputingMilieux_THECOMPUTINGPROFESSION ,Design processes ,Effectuation ,Lean start-up - Abstract
Recent studies show entrepreneurs tend to prioritize either the business or the design side of their startup, as combining design and entrepreneurship may represent a dual focus and tension in the development process. However, it is commonly recognized that both needs to be developed to become a proficient design-based entrepreneur. In the following paper we examine an exemplary case of design-based entrepreneurship. We study a case of how industrial design master’s students from Aalborg University, may develop an integrated design and entrepreneurial approach to solve a dual design and business challenge. By using theories and a mindset of effectual reasoning combined with the lean start-up approach, a design based entrepreneurial approach was mapped out. We use this case not only to study similarities and differences between the design approach and the entrepreneurial approach, but also to understand key elements in how to integrate on one another in an educational setup.
- Published
- 2021
100. Understanding asynchronous design work - segmentation of digital whiteboard sessions.
- Author
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Gericke, Lutz and Meinel, Christoph
- Abstract
Asynchronous work settings demand for certain hand-over processes - often performed by documentation of the work. This task is challenging especially for creative work, because finding the right form of documentation - including decisions that have been made and explanations how people came to solutions - is non-trivial. Capturing the whole process and replay it afterwards to distributed team members could solve those problems, but is hardly realizable in terms of time consumption. Our approach uses the complete capturing of a session - exemplary implemented using a digital whiteboard system - in order to find out phases of work. This enables us to point out relations between different phases, which can tell us what part was more important than another. We found out that the definition of time slices consisting of certain parameters describing the process can be aggregated into segments. Those segments are classified using an SVM approach, which turns out to give promising results. The overall contribution is an approach, which can be generalized for a variety of captured parameters to allow a precise classification of segments related to the respective overall task. [ABSTRACT FROM PUBLISHER]
- Published
- 2012
- Full Text
- View/download PDF
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