248,035 research outputs found

    Experiential Role of Artefacts in Cooperative Design

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    The role of material artefacts in supporting distributed and co-located work practices has been well acknowledged within the HCI and CSCW research. In this paper, we show that in addition to their ecological, coordinative and organizational support, artefacts also play an ‘experiential’ role. In this case, artefacts not only improve efficiency or have a purely functional role (e.g. allowing people to complete tasks quickly), but the presence and manifestations of these artefacts bring quality and richness to people’s performance and help in making better sense of their everyday lives. In a domain like industrial design, such artefacts play an important role for supporting creativity and innovation. Based on our prolonged ethnographic fieldwork on understanding cooperative design practices of industrial design students and researchers, we describe several experiential practices that are supported by mundane artefacts like sketches, drawings, physical models and explorative prototypes – used and developed in designers’ everyday work. Our main intention to carry out this kind of research is to develop technologies to support designers’ everyday practices. We believe that with the emergence of ubiquitous computing, there is a growing need to focus on personal, emotional and social side of people’s everyday experiences. By focusing on the experiential practices of designers, we can provide a holistic view in the design of new interactive technologies

    Embodied conversations: Performance and the design of a robotic dancing partner

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    This paper reports insights gained from an exploration of performance-based techniques to improve the design of relationships between people and responsive machines. It draws on the Emergent Objects project and specifically addresses notions of embodiment as employed in the field of performance as a means to prototype and develop a robotic agent, SpiderCrab, designed to promote expressive interaction of device and human dancer, in order to achieve ‘performative merging’. The significance of the work is to bring further knowledge of embodiment to bear on the development of human-technological interaction in general. In doing so, it draws on discursive and interpretive methods of research widely used in the field of performance but not yet obviously aligned with some orthodox paradigms and practices within design research. It also posits the design outcome as an ‘objectile’ in the sense that a continuous and potentially divergent iteration of prototypes is envisaged, rather than a singular final product. The focus on performative merging draws in notions of complexity and user experience. Keywords: Embodiment; Performance; Tacit Knowledge; Practice-As-Research; Habitus.</p

    How analysis and synthesis have been understood in design

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    In the disciplines related to the design of products and services, such as New Product Development and Design Science, there is a lack of a commonly accepted theoretical and methodical basis. This papers starts with the proposition that the ancient method of analysis and synthesis, developed originally by Greek geometers, is the basis of models that have been used to classify and describe the ill structured design problem. In this paper, we examine the possibility of improving our understanding of the design process and therefore lean design management by bringing to light a discussion about the concepts of analysis and synthesis and how these have been interpreted through time. Also, how this concept has been used within engineering design methods. To do so, we investigate how analysis and synthesis have been understood in the literature, indicating similarities and differences between ancient and current understandings

    Roles and responsibilities in agile ICT for development

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    This paper examines the different roles in designing interactive software in a ICT for development context. Using experiences from a participatory action research project, in which we used agile methods to design and deploy an system to support ‘agricultural information flow’ for a co-operative of small farmers in rural India, we identify points of difference between the roles in standard descriptions of agile software methods and the roles as they emerged in our project. A key finding is the critical role played by a ‘Development Project Manager’ in facilitating dialogue, orchestrating the activities of other actors and in building the capabilities and confidence of all the participants in joint action

    Numerical product design: Springback prediction, compensation and optimization

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    Numerical simulations are being deployed widely for product design. However, the accuracy of the numerical tools is not yet always sufficiently accurate and reliable. This article focuses on the current state and recent developments in different stages of product design: springback prediction, springback compensation and optimization by finite element (FE) analysis. To improve the springback prediction by FE analysis, guidelines regarding the mesh discretization are provided and a new through-thickness integration scheme for shell elements is launched. In the next stage of virtual product design the product is compensated for springback. Currently, deformations due to springback are manually compensated in the industry. Here, a procedure to automatically compensate the tool geometry, including the CAD description, is presented and it is successfully applied to an industrial automotive part. The last stage in virtual product design comprises optimization. This article presents an optimization scheme which is capable of designing optimal and robust metal forming processes efficiently

    Complexity models in design

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    Complexity is a widely used term; it has many formal and informal meanings. Several formal models of complexity can be applied to designs and design processes. The aim of the paper is to examine the relation between complexity and design. This argument runs in two ways. First designing provides insights into how to respond to complex systems – how to manage, plan and control them. Second, the overwhelming complexity of many design projects lead us to examine how better understanding of complexity science can lead to improved designs and processes. This is the focus of this paper. We start with an outline of some observations on where complexity arises in design, followed by a brief discussion of the development of scientific and formal conceptions of complexity. We indicate how these can help in understanding design processes and improving designs

    Design for (every)one: co-creation as a bridge between universal design and rehabilitation engineering

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    In this paper the authors describe a general framework for co-designing assistive devices in a horizontal user innovation network [1] by and for disabled users. This framework attempts to identify, share and use “hidden solutions” in rehabilitation contexts and translate them into disruptive assistive devices build with local resources. Within healthcare contexts local solutions are frequently more effective, as they reflect the physical, emotional and cognitive needs of specific patients and engage all the stakeholders in a specific local context. By using an open horizontal innovation network, where assistive devices can be easily shared and physically hacked by other paramedics, general patterns can be detected and translated into standard universal design objects. This generative design thinking approach [2] is more than feasible with digital trends like crowd sourcing, user-generated content and peer production [3]. Cheap and powerful prototyping tools have become easier to use by non-engineers; it turns them into users as well as self manufactures [4]. We discuss the different aspects of this open innovation process within a ‘design for disability’ context and suggest the first steps of an iterative co-design methodology bringing together professional designers, occupational therapists and patients. In this paper the authors sketch the holistic framework which starts with the innovation development and the co-creation process between these disciplines

    Creating strategy by design

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    Collaborative Practices that Support Creativity in Design

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    Design is a ubiquitous, collaborative and highly material activity. Because of the embodied nature of the design profession, designers apply certain collaborative practices to enhance creativity in their everyday work. Within the domain of industrial design, we studied two educational design departments over a period of eight months. Using examples from our fieldwork, we develop our results around three broad themes related to collaborative practices that support the creativity of design professionals: 1) externalization, 2) use of physical space, and 3) use of bodies. We believe that these themes of collaborative practices could provide new insights into designing technologies for supporting a varied set of design activities. We describe two conceptual collaborative systems derived from the results of our study
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