643 research outputs found

    Abductive sensemaking through sketching:A categorization of the dimensions in sketching capacities in design

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    This paper proposes design sketching as a way to make abductive reasoning manifest and concrete. Through sketching, the abductive sensemaking leaves the domain of abstract logics and becomes part of the researchers or practitioner’s reflective practice. This practice is especially evident through incorporating sketching as more than a specific technique, but also as ways of applying design thinking through acting upon the world. The paper presents sketching as an integral part of the design epistemology. Furthermore, a categorization of different dimensions in which sketching can be represented is presented. The main contribution is a discussion of whether this broader view on sketching capacities in design leaves room for further exploration into extended sketching capacities for design

    Ethical Design Fiction:Between storytelling and world building

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    In this paper we examine how ethical challenges can be approached in and through design fiction. To do so, we develop a new framework for analysis as well as creation of design fictions. Our main focus will be on design fiction within a strategical setting, connecting the notion of design fiction to the design process within large corporations as well as strategic design and decision making. Three cases are presented to support our findings. The final contribution will be the design fiction framework found in the conclusion

    Transforming learning and visitor participation as a basis for developing new business opportunities in an outlying municipality:- case study of Hjørring Municipality and Børglum Monastery, Denmark

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    Exploration Games:Can Game-Guided Systems Support Users in Automated Exhibition Sites?

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    This article delves into the potential of incorporating elements fromadventure games into museum exhibitions, with a particular focus on automatedexhibition sites. We advocate that principles derived from adventure games canadeptly bridge the two primary expectations of exhibitions: enlightenment andexperience. Exploration-based games, such as Explore the Redoubt (XTR)crafted for automated venues, enable users to fulfill both these objectives. XTR,conceived to address the prevailing research voids, integrates game mechanicsinto the automated exhibition environment, enhancing visitor motivation andengagement. It harnesses interactive digital mediums to present cultural heritagein a relaxed, informal manner.Existing research scarcely touches upon the design of experiential learninggames developed for automated sites, which encompass both indoor and outdoordisplays. Our methodology contemplates the transformation of visitor conduct atexhibitions, morphing them into avid knowledge seekers. We challenge theadequacy of current user experience models in portraying exhibitions striving toprovide both enlightenment and an immersive experience. Consequently, weintroduce a framework for museum interactions that deeply engages users, urgingthem to define their exploration trajectories, seamlessly fusing enlightenment,and engagement. Our study is set in a 17th-century redoubt where initialobservations indicated greater outdoor engagement compared to indoor spaces.This observation fueled our initiative to amplify indoor visitor participation.After testing XTR with 30 participants and employing a combination ofobservations and interviews, we derived key insights on designing digitalexploration games that seamlessly combine enlightenment and engagement. Weconclude with three design strategies to enhance visitor curiosity and exploration
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