8,599 research outputs found

    Innovative construction and the role of boundary objects: a Gehry case study

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    © 2016 Informa UK Limited, trading as Taylor & Francis Group. Physical objects have long been used in addressing the challenges involved in constructing innovative buildings, yet their significance for collaborative problem solving in inter-organizational projects is rarely acknowledged. The aim of this research is to investigate what happens when a project team has to collaboratively innovate to address radical design challenges in a construction setting. We focus on the role of a full-scale mock-up of a façade in transforming the design intent for a building by Frank Gehry into design realization. The concept of boundary objects is used as an analytical lens via a case study methodology utilizing non-participant observation of weekly meetings and workshops over a period of 10 months covering client, consultant and contractor involvement. The research shows the role of mock-ups in radical construction settings is in tension along three delivery dimensions: performance, aesthetic and technical construction. Task completion competed with the requirements for experimentation around innovative problem solving with the how to construct it problem left unresolved. The findings suggest that co-location and synchronicity are critical conditions for collaborative and innovative problem solving in radical construction contexts. Project teams need to create open-ended ‘moments’ for iterating critical objects and the interactions that take place around them

    Designing with and for people living with visual impairments: audio-tactile mock-ups, audio diaries and participatory prototyping

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    © 2015 Taylor & Francis. Methods used to engage users in the design process often rely on visual techniques, such as paper prototypes, to facilitate the expression and communication of design ideas. The visual nature of these tools makes them inaccessible to people living with visual impairments. In addition, while using visual means to express ideas for designing graphical interfaces is appropriate, it is harder to use them to articulate the design of non-visual displays. In this article, we present an approach to conducting participatory design with people living with visual impairments incorporating various techniques to help make the design process accessible. We reflect on the benefits and challenges that we encountered when employing these techniques in the context of designing cross-modal interactive tools

    Hidden value - towards an understanding of the full impact of engaging students in user-led research and innovation projects between universities and companies

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    ‘Live’ projects have been the staple of degree programmes in design for as long as design education has existed. They represent the perfect vehicle through which students can test their evolving knowledge and skills. They provide an ideal constructivist platform through which problem-centred, authentic learning can be achieved and deliver immediate value to student learning. This study explores the value to the other stakeholders in such projects: the Company and the University. A suite of projects undertaken over a ten-year period between a leading Design School and one of the largest Fast Moving Consumer Goods companies in the world has been reviewed. Semi-structured interviews with Company employees and academics have been used to establish the impact of each project, and this data has been mapped against the original objective of each project in order to identify the hidden value of these collaborations. Through this exploration of a decade of University-Company collaborations, the authors identify levels of engagement that go beyond the ‘live project’. The paper illustrates the value of such projects for the ‘client’ organisation, and the academic community, as well as reflecting, briefly, on the student experience

    Undercurrents – A Computer-Based Gameplay Tool to Support Tabletop Roleplaying

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    This paper introduces Undercurrents, a computer-based gameplay tool for providing additional communication and media streams during tabletop roleplaying sessions. Based upon a client-server architecture, the system is intended to unobtrusively support secret communication, timing of audio and visual presentations to game events, and real-time documentation of the game session. Potential end users have been involved in the development and the paper provides details on the full design process

    Participatory simulation in hospital work system design

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    When ergonomic considerations are integrated into the design of work systems, both overall system performance and employee well-being improve. A central part of integrating ergonomics in work system design is to benefit from emplo y-ees’ knowledge of existing work systems. Participatory simulation (PS) is a method to access employee knowledge; namely employees are involved in the simulation and design of their own future work systems through the exploration of models representing work system designs. However, only a few studies have investigated PS and the elements of the method. Yet understanding the elements is essential when analyzing and planning PS in research and practice.This PhD study investigates PS and the method elements in the context of the Danish hospital sector, where PS is applied in the renewal and design of public hospitals and the work systems within the hospitals. The investigation was guided by three research questions focusing on: 1) the influence of simulation media on ergonomic evaluation in PS, 2) the creation of ergonomic knowledge in PS, and 3) the transfer and integration of the ergonomic knowledge into work system design.The investigation was based on three PS cases in the Danish hospital sector. The cases were analyzed from an ergonomics system perspective combined with theories on knowledge creation, transfer, and integration. The results are presented in six scientific papers from which three core findings are extracted: 1) simulation media attributes influence the type of ergonomic conditions that can be evaluated in PS, 2) sequences and overlaps of knowledge creation activities are sources of ergonomic knowledge creation in PS, and 3) intermediaries are means of knowledge transfer, and interpretation and transformation are means of knowledge integration

    Authentic And Concurrent Evaluation –Refining An Evaluation Approach In Design Science Research

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    This paper addresses the need for more detailed accounts for evaluation in design science research literature. By revisiting a design project regarding the future e-newspaper we give detailed descriptions of its authentic and concurrent evaluation approach by illustrating the what, why and how of all evaluation activities throughout the whole project. The project produced seven different design artifacts that were evaluated. The utility and theoretical outcomes of the evaluation activities clearly influenced design decisions regarding newspaper design, user value and business model design as well as decisions on strategic levels. We emphasize a holistic and concurrent approach to evaluation compared to the general design science research thinking and argue that reflecting on how to seek authenticity is important. By authenticity we refer to the notion of how closely an evaluation captures the context and actual use of an artifact. With the holistic approach we encourage evaluation to be inclusive of different aspects and relationships between stakeholder groups in the evaluation activities. Further we think that concurrency is not narrowed to evaluation but also regards theorizing. While it makes sense for planning to distinguish between phases and stages of evaluation and theorizing, in practice they are intrinsically interlinked and concurrent

    Challenging creativity constraints : Three design studios in craft teacher education

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    Head up ; an interdisciplinary, participatory and co-design process informing the development of a novel neck support for people living with progressive neck muscle weakness

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    This paper presents the Head-Up project that aims to provide innovative head support to help improve posture, relieve pain and aid communication for people living with progressive neck muscle weakness. The initial focus is motor neurone disease. The case study illustrates collaborative, interdisciplinary research and new product development underpinned by participatory design. The study was initiated by a two-day stakeholder workshop followed by early proof-of-concept modeling and patient need evidence building. The work subsequently led to a successful NIHR i4i application funding a 24-month iterative design process, patenting, CE marking and clinical evaluation. The evaluation has informed amendments to the proposed design we refer to here as the Sheffield Support Snood (SSS). The outcome positively demonstrates use and performance improvements over current neck orthoses and, the process of multidisciplinary and user engagement has created a sense of ownership by MND participants, who have since acted as advocates for the product.</p
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