227,408 research outputs found

    Methodological bricolage: What does it tell us about design?

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    This paper explores an approach to design research that is becoming more prevalent in practice-based doctoral studies and examines what it tells us about the current state of design research. A previous examination of design PhD case studies has shown that the bricolage approach is evident in a majority of contemporary practice-based design PhDs [1]. The usual academic norm of using an established method or methodology is often discarded in favour of a ‘pick and mix’ approach to select and apply the most appropriate methods. Does it suggest a discipline in crisis, where existing methods are unfit for purpose? Or does this suggest that design as a discipline is maturing and developing a distinct research model? Is design undisciplined? The paper answers these questions by proposing that design researchers navigate a complex, indeterminate and temporal framework where the bricoleur is the best operative

    On the Roots of Undiscipline

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    This document is the author deposited version. You are advised to consult the publisher's version if you wish to cite from it

    The Effects of the Quantification of Faculty Productivity: Perspectives from the Design Science Research Community

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    In recent years, efforts to assess faculty research productivity have focused more on the measurable quantification of academic outcomes. For benchmarking academic performance, researchers have developed different ranking and rating lists that define so-called high-quality research. While many scholars in IS consider lists such as the Senior Scholar’s basket (SSB) to provide good guidance, others who belong to less-mainstream groups in the IS discipline could perceive these lists as constraining. Thus, we analyzed the perceived impact of the SSB on information systems (IS) academics working in design science research (DSR) and, in particular, how it has affected their research behavior. We found the DSR community felt a strong normative influence from the SSB. We conducted a content analysis of the SSB and found evidence that some of its journals have come to accept DSR more. We note the emergence of papers in the SSB that outline the role of theory in DSR and describe DSR methodologies, which indicates that the DSR community has rallied to describe what to expect from a DSR manuscript to the broader IS community and to guide the DSR community on how to organize papers for publication in the SSB

    Interdisciplinary working in service design: case studies for designing touch points

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    The paper argues that interdisciplinary design can be successful in services design. It offers information about 2 case studies in which interdisciplinary teams address design services problems. The paper explains the design method employed in the case studies. It also identifies “user design centred” as the main concept that drove the design approach. It explains the meaning of “user centred design”, of “services design” and highlights the importance of “interdisciplinary services design”. The paper also offers a framework for interdisciplinary working in service design. KEYWORDS: Service Design, Touch Points, Interdisciplinary workin

    The Relevance of Rigour for Design Practise

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    Design is an inverted discipline. The concept of rigour, as understood within the natural sciences, cannot be applied to Design Practice. Rigour for the natural sciences is a quality assurance mechanism ensuring that the knowledge bases of the disciplines are developed to an accepted set of standards. Design’s ontology is not like the natural sciences and as such an understanding of rigour for Design must proceed from an appropriate standpoint about the nature of Design Practice. This paper builds upon Harfield’s [1] ontological assessment of Design, Schön’s [2] [3] work on Reflective Practice and Spencer’s [4] investigation into the experience and practise of designing to develop a standpoint about Design Practice and make a proposition about the relevance of rigour for Design Practise. This paper considers how individual Reflective Practice practitioners, within the context of Design Practice, manage and ensure quality control through the application of care and thoroughness. This paper argues that rigour for Design Practise is the personal and phenomenological quality control of a design inquiry: a process of managing expanding mental chaos and restricting order

    Designing a novel virtual collaborative environment to support collaboration in design review meetings

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    Project review meetings are part of the project management process and are organised to assess progress and resolve any design conflicts to avoid delays in construction. One of the key challenges during a project review meeting is to bring the stakeholders together and use this time effectively to address design issues as quickly as possible. At present, current technology solutions based on BIM or CAD are information-centric and do not allow project teams to collectively explore the design from a range of perspectives and brainstorm ideas when design conflicts are encountered. This paper presents a system architecture that can be used to support multi-functional team collaboration more effectively during such design review meetings. The proposed architecture illustrates how information-centric BIM or CAD systems can be made human- and team-centric to enhance team communication and problem solving. An implementation of the proposed system architecture has been tested for its utility, likability and usefulness during design review meetings. The evaluation results suggest that the collaboration platform has the potential to enhance collaboration among multi-functional teams

    Product design as a vehicle to integrate arts and sciences in design education

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    In many parts of the world, Higher Education has often considered arts and sciences as an odd combination and many institutions have avoided this particular mix. Historically, this has been the accepted view; however, this view is changing. This paper provides a detailed account of curriculum development and strategies for enabling arts and science disciplines to blend in an effective way. It shows how strong alliances can be built in line with industry and general design practice expectations through “Live Projects”, that is projects sponsored by industry or other clients. The case studies provided in the paper are based on work conducted in the Product Design and Engineering Department at Middlesex University. The paper further demonstrates the importance of industry involvement, and how industrial collaborations can be managed to ensure that the academic provision is both relevant to the sector as well as responding to the needs of students. The paper was presented at the International Association of Societies of Design Research (IASDR07), held at the Hong Kong Polytechnic University. The papers for the conference were reviewed in a double blind review process, and the conference was attended by an audience of over 400 delegates, focusing on emerging trends in design researc

    Information Systems in University Learning

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    The authors of this article are going to bring into light the significance, the place and the role of information systems in the university education process. At the same time they define the objectives and the target group of the subject named Economic Information Systems and state the competence gained by students by studying this subject. Special attention is given to the curriculum to be taught to students and to a suggestive enumeration of a series of economic applications that can be themes for laboratory practice and for students’ dissertation (graduation thesis).Information System, Academic Partnership, Curriculum, General Competence, Specific Competence, Open Systems

    Safe environments for innovation: developing a new multidisciplinary masters programme

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    This paper outlines the research and resulting curriculum design activities conducted as a collaborative venture between Northumbria University’s School of Design, School of Computing, Engineering and Information Sciences and Newcastle Business School undertaken in the creation of a new postgraduate programme in Multidisciplinary Design Innovation. With the area of multidisciplinary innovation education practice being comparatively new, the research conducted in support of the programme development was undertaken through a series of industry-linked pilot-study projects conducted with Philips, Hasbro, Lego and Unilever. The key finding from this research was an understanding of the importance of freeing students from different disciplines of the inhibitions that limit creativity in collaborative settings. This paper gives an account of the pilot studies and the associated learning derived from them, the collaborative development of the programme and approaches in curriculum and assessment design adopted in order to create what we call ‘safe environments for innovation’; environments designed to free students of these evident inhibitions
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