604 research outputs found
An aesthetic for sustainable interactions in product-service systems?
Copyright @ 2012 Greenleaf PublishingEco-efficient Product-Service System (PSS) innovations represent a promising approach to sustainability. However the application of this concept is still very limited because its implementation and diffusion is hindered by several barriers (cultural, corporate and regulative ones). The paper investigates the barriers that affect the attractiveness and acceptation of eco-efficient PSS alternatives, and opens the debate on the aesthetic of eco-efficient PSS, and the way in which aesthetic could enhance some specific inner qualities of this kinds of innovations. Integrating insights from semiotics, the paper outlines some first research hypothesis on how the aesthetic elements of an eco-efficient PSS could facilitate user attraction, acceptation and satisfaction
Future bathroom: A study of user-centred design principles affecting usability, safety and satisfaction in bathrooms for people living with disabilities
Research and development work relating to assistive technology
2010-11 (Department of Health)
Presented to Parliament pursuant to Section 22 of the Chronically Sick and Disabled Persons Act 197
Feasibility investigation of crowdsourcing-based product design and development for manufacturing
In the era of Industry 4.0, to help manufacturers make quick response to rapidly changing market and customer needs, this research explores the feasibility of realizing benefits of crowdsourcing in product design and development from a lifecycle point of view through investigations on product design quality control and crowdsourcing technology theories, product design lifecycle information modelling, and simulation platform prototyping. It intends to help manufacturers create a product-service ecosystem to deliver values to all involved stakeholders of a PDD process.
This study started with building up the theoretical foundation of product design quality control in crowdsourcing design environment. Then, key crowdsourcing technologies for realizing a lifecycle PDD process on a crowdsourcing platform while enabling the design quality were explored. Thirdly, a multi-layer product design lifecycle information model was developed to accommodate all design related information in a PDD process and the identified information at each design phase and the relationships and interactions among information entities were evaluated by case studies and ORM modelling method, respectively. Finally, two crowdsourcing platform prototypes based on the PDLIM were developed to test their effectiveness in communicating design information among stakeholders and delivering value to them.
The proposed research made contributions to knowledge through the following improvements/advancements: (1) understanding of key factors affecting product design quality in crowdsourcing design environments, (2) a technical foundation of crowdsourcing technologies for PDD process, (3) a novel product design lifecycle information model accommodating design information in crowdsourcing environments, and (4) guidelines on developing intermediary and integrated crowdsourcing platforms for PDD
Biographies of an innovation: an ecological analysis of a strategic technology project in the auto-industry
The âlocalist turnâ in technology studies, exemplified by Actor-Network Theory (ANT)
and Social Construction of Technology (SCOT), emphasises the agency of actors in
innovation processes while, arguably, neglecting structural influences. They provide
rather little guidance regarding methodological choices apart from encouraging rich
description and offer only limited capacity to explain the dynamics of technological
change. This thesis addresses the need to articulate a more nuanced and comprehensive
understanding of the contextually-shaped, often highly contingent processes of
technological innovation. For this purpose a single, in-depth longitudinal case study was
conducted of the development, implementation and use of a strategic information
system - a strategic network planning tool - in a German car company. It was analysed
applying a biographical perspective which argues for extended analytical foci across
multiple sites, moments and time frames in technology studies to account for the
complexities and uncertainties inherent in technological change processes. A mixed
repository of historical and ethnographic data has been collected, drawing on public and
internal corporate documents as well as 44 interviews and extended periods of
participant observation at multiple sites. The data was coded and analysed aided by
simultaneously building an extensive data-rich timeline of the innovation journey. As a
result, our empirically detailed focus on a twelve-year period is contextualised by a
historical narrative considering corporate historical developments over three decades.
An ecology metaphor is articulated to appreciate multiple episodes and moments of
innovation dispersed in space and time - a view neglected by common metaphors of
systems and networks. The metaphor underpins a loose framework, tentatively entitled
the Ecological Shaping of Technology, that draws on concepts from science and
technology studies and cognate discussions in the sociology of professions to engage
with the intricacies of space and scales of time in studying the âBiographies of Artefacts
and Practicesâ (Pollock and Williams, 2009; Hyysalo, 2010). The framework pursues a
dynamic, longitudinal understanding of the evolution of a protracted technology
development project which went through significant changes in conception and in the
players involved and their configuration. This is conceptualised in terms of the
development of a âkernelâ (Ribes & Polk, 2015) of resources and services managed by,
and made available to, an alliance of players. While alliances can shift, the kernel persists
and evolves over time as players try to attract more resources by entering into
negotiations in promising âarenas of expectationâ (Bakker et al., 2011) or navigating
around those that are less amenable. Technology is portrayed as an element of a package
of instrumentalities (de Solla Price, 1983) comprising theories, methods and instruments
that are spread across a wider ecology of distributed boundary objects (Star &
Griesemer, 1989). Technologies crystallise from efforts of adopting, testing and
developing packages to solve specific problems (Fujimura, 1995). A specific technology
is co-developed, according to the set of local constrains and specifications delineated by
a kernel's alliance of ecologies. These are understood in terms of Abbottâs (2005)
conception of linked ecologies. The historically shaped and contingent ecological
topography of an innovation project is highlighted as a major influence in the social
shaping of technological artefacts
Data for design: Adopting data-driven approaches for long term citizen participation and social sustainability in design for the public realm
The world is flooded with more information than ever before. Ubiquitous digital
technologies have enabled direct access to large amounts of empirical data to inform a
wide range of topics and investigations. This thesis set out to explore how these novel data
technologies offer new opportunities to designers to greatly increase their knowledge of
the built environment and how people inhabit it, to inform design in the public realm.
The research has been developed under the umbrella of TRADERS (âTraining Art and
Design Researchers in Participation for Public Spaceâ), an EU-funded international and
interdisciplinary research project. My research on the TRADERS project explored the
intersection between digital data analysis (including the topics of Big Data, data mining,
smart cities, algorithms, and more) and citizen participation in design for the public
realm. Moving beyond temporary effects of many current âdisruptiveâ participatory design
projects that have adopted digital technologies, the thesis concentrates on public realm
projects that aim to facilitate their active afterlife beyond the designersâ involvement. The
research identifies a recurring issue in current participatory design practices: designers
tend to create a community around themselves, and therefore place the wrong actor at the
centre of a projectâs social network. Rather than building social constructs from scratch,
the research demonstrates that analysing socio-spatial digital data could help architects
identify existing active communities, design the physical conditions to facilitate longterm
citizen engagement, thereby helping to shape socially sustained, resilient public
space projects that are able to adapt to changing demands and a dynamic demographic.
There is a vast amount of digital data on users available today; however, their potential
as empirical input for the social dimension within spatial design has so far remained
underexplored by designers. While digital tools are not new to the spatial design
professions, technologies they have adopted, such as computer-aided design (CAD)
and parametric modelling, all concentrate primarily on the built object. By introducing
a human-centred focus, the thesis moves beyond the current object-oriented fixation
of digital technologies for architecture and urban design. Through several case studies
from practice, the thesis demonstrates how digital data analysis could help design firms
conduct more thorough and in-depth explorations of the social layer of a local context.
Furthermore, the thesis argues that an extensive and advanced analysis of a local context
in an initial phase of the design process can help develop a more relevant initial premise,
and therefore help develop a more context-appropriate and socially sustainable design.
While it can be tempting to use technology for technologyâs sake, the thesis argues that
data-driven approaches should become another tool in an architectâs kit. New digital
tools do not have to be foregrounded within the architectural discipline; instead, they can
function as an aid to develop and consolidate more empirically-based human-centred
designs. The thesis concludes that digital data technologies are useful instruments
that enable alternative approaches and interventions aimed at serving the public.
Incorporating these technologies into existing design practices, however, requires
training and education
Hierarchical categorisation of tags for delicious
In the scenario of social bookmarking, a user browsing the Web bookmarks web pages and assigns free-text labels (i.e., tags) to them according to their personal preferences.
In this technical report, we approach one of the practical aspects when it comes to represent users' interests from their tagging activity, namely the categorization of tags into high-level categories of interest. The reason is that the representation of user profiles on the basis of the myriad of tags available on the Web is certainly unfeasible from various practical perspectives; mainly concerning the unavailability of data to reliably, accurately measure interests across such fine-grained categorisation, and, should the data be available, its overwhelming computational intractability. Motivated by this, our study presents the results of a categorization process whereby a collection of tags posted at Delicious #http://delicious.com# are classified into 200 subcategories of interest.Preprin
Exploring sources of competitive advantage in e-business applications: A cross-industries case study in mainland China
A review of existing literature revealed that little theoretical framework exists to capture e-business-enabled value creation through an integrated approach that includes the environmental view and resource-based view (RBV). Furthermore, little empirical research has been conducted to test these theoretical frameworks, in particular in the Chinese business context. The aim of this research is to extend the theoretical and practical understanding of e-business-enabled sources of competitive advantage (SCA) in China. The value chain (VC) concept, virtual value chain (VVC) framework and RBV were identified from the literature as the key constructs to underpin the theoretical basis. The research design used a qualitative research methodology consisting of indepth case studies of nine leading Chinese companies in three industries - housing development, manufacturing, and B2C.
The principle finding is the formulation of a theoretical framework for investigating ebusiness value creations which integrates the key constructs of the VVC, online information capabilities (OIC), value system and RVB. This research also proposes a typology of five generic types of key e-business applications which states clearly the relationships between key e-business applications and SCA. Finally, this research demonstrates that e-business value creation features differently between two groups: Internet pragmatist and Internet pioneers.
The research offers a number of contributions to the field of e-business value creation. Firstly, it introduces the concepts of OIC and value system to the VVC. It also provides empirical test of the analytical framework. In addition, this research provides an indepth understanding of the relationships between types of e-business applications and key SCA. Finally, this research identifies and explains the key differences and similarities between the three industries, within each industry, and between the two key groups
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