22,993 research outputs found

    Design concept development in transportation design

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    The paper presents results of a study about design concept development in transportation design. The main question of this study concerns mainly the existence and development of design concepts and its status in the design process furthermore it partially describes its content, manifestation and function. From the view of industrial psychology, the design concept is one of the most important stages in the design process, because its availability determines the success, regarding the design object. A design concept can be understood as the first solid and focused unit of knowledge in design processes with ill-defined problems. In the Design Process Planning, based on Action Regulation Theory, design concepts act as a compact guiding principle, including the anticipation of the artefact. Using this as a scientific basis a long term study with 25 students including cross section and longitudinal aspects were held from 2005 to 2008. Three concept types derived from the literature preceded the investigation, whereby the holistic experience-oriented one after Uhlmann (2006a) forms the beginning. This focus was confirmed within the investigation for the majority of the projects, yet one must assume that, functional (construction-oriented) or formal concepts successfully finds to application. Holistic concepts enable a more comprehensive and more balanced treatment within the design process. Within the work two general methods of generating design concepts: extracting and compiling were defined. Following the typical processes they can be assigned to different fields: transportation design (extracting) and industrial design (compiling). Furthermore three designer types and an open category could be identified. The three types “automobile”, “design” and “story” can be clearly and consistently assigned by the students. The research closes with a recommendation of a hybrid design concept processing using aspects of the two generating methods as well as instruments of different designer types. Keywords: Design Concept, Transportation Design, Field study, Early stages</p

    Architectural and Urban Spatial Digital Simulations

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    This study concerns digital tools and simulation methods necessary for the description, conception, perception, and analysis of spatial architectural and urban design. The purpose of the study is to categorize, analyse, and describe the influence of digital simulation tools and methods in architectural and urban design. The study analyses techniques, applications, and research in the field of digital simulations of architectural/urban ensembles while also referring to the benefits of their use both at the level of scientific and spatial perception of architectural/urban design

    Revaluing the behaviorist ghost in enactivism and embodied cognition

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    Despite its short historical moment in the sun, behaviorism has become something akin to a theoria non grata, a position that dare not be explicitly endorsed. The reasons for this are complex, of course, and they include sociological factors which we cannot consider here, but to put it briefly: many have doubted the ambition to establish law-like relationships between mental states and behavior that dispense with any sort of mentalistic or intentional idiom, judging that explanations of intelligent behavior require reference to qualia and/or mental events. Today, when behaviorism is discussed at all, it is usually in a negative manner, either as an attempt to discredit an opponent’s view via a reductio, or by enabling a position to distinguish its identity and positive claims by reference to what it is (allegedly) not. In this paper, however, we argue that the ghost of behaviorism is present in influential, contemporary work in the field of embodied and enactive cognition, and even in aspects of the phenomenological tradition that these theorists draw on. Rather than take this to be a problem for these views as some have, we argue that once the behaviorist dimensions are clarified and distinguished from the straw-man version of the view, it is in fact an asset, one which will help with task of setting forth a scientifically reputable version of enactivism and/or philosophical behaviorism that is nonetheless not brain-centric but behavior-centric. While this is a bit like “the enemy of my enemy is my friend” strategy, as Shaun Gallagher notes (2019), with the shared enemy of behaviorism and enactivism being classical Cartesian views and/or orthodox cognitivism in its various guises, the task of this paper is to render this alliance philosophically plausible. Doi: 10.1007/s11229-019-02432-

    Digital-Concrete Materials: Revisiting Fröbel in Sketchpad Tasks

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    The present paper sets out to revisit Fröbel’s play theory, through the open-ended instructional materials, designed for pupils’ learning which he bequeathed to us. Many researchers have highlighted the advantages of digital or computer concrete materials including DGS manipulatives for teaching and learning. In terms of the present study, it is interesting to mention the introduction of Fröbel’s first Gift that I adapted in the DGS environment, designed to provide a play-based way of presenting/inquiring about geometric objects. The proposed DGS materials can be displayed, inquired about, and managed through properly set-up tasks, using linking visual active representations. The dynamic notions (e.g., dynamic point, segment, instrumental decoding, hybrid-dynamic objects, etc.), are taken as given and form the specific theoretical basis for the required processes. Dynamic interdependencies of tools in various sequential steps will be considered for the idea of building DGS Gifts, linked to the pupils’ level of conceptualization

    Design Fiction Diegetic Prototyping: A Research Framework for Visualizing Service Innovations

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Purpose: This paper presents a design fiction diegetic prototyping methodology and research framework for investigating service innovations that reflect future uses of new and emerging technologies. Design/methodology/approach: Drawing on speculative fiction, we propose a methodology that positions service innovations within a six-stage research development framework. We begin by reviewing and critiquing designerly approaches that have traditionally been associated with service innovations and futures literature. In presenting our framework, we provide an example of its application to the Internet of Things (IoT), illustrating the central tenets proposed and key issues identified. Findings: The research framework advances a methodology for visualizing future experiential service innovations, considering how realism may be integrated into a designerly approach. Research limitations/implications: Design fiction diegetic prototyping enables researchers to express a range of ‘what if’ or ‘what can it be’ research questions within service innovation contexts. However, the process encompasses degrees of subjectivity and relies on knowledge, judgment and projection. Practical implications: The paper presents an approach to devising future service scenarios incorporating new and emergent technologies in service contexts. The proposed framework may be used as part of a range of research designs, including qualitative, quantitative and mixed method investigations. Originality: Operationalizing an approach that generates and visualizes service futures from an experiential perspective contributes to the advancement of techniques that enables the exploration of new possibilities for service innovation research
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