8,553 research outputs found

    Categorisation of visualisation methods to support the design of Human-Computer Interaction systems

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    During the design of Human-Computer Interaction (HCI) systems, the creation of visual artefacts forms an important part of design. On one hand producing a visual artefact has a number of advantages: it helps designers to externalise their thought and acts as a common language between different stakeholders. On the other hand, if an inappropriate visualisation method is employed it could hinder the design process. To support the design of HCI systems, this paper reviews the categorisation of visualisation methods used in HCI. A keyword search is conducted to identify a) current HCI design methods, b) approaches of selecting these methods. The resulting design methods are filtered to create a list of just visualisation methods. These are then categorised using the approaches identified in (b). As a result 23 HCI visualisation methods are identified and categorised in 5 selection approaches (The Recipient, Primary Purpose, Visual Archetype, Interaction Type, and The Design Process).Innovate UK, EPSRC, Airbus Group Innovation

    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

    Underdogs and superheroes: Designing for new players in public space

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    We are exploring methods for participatory and public involvement of new 'players' in the design space. Underdogs & Superheroes involves a game-based methodology – a series of creative activities or games – in order to engage people experientially, creatively, and personally throughout the design process. We have found that games help engage users’ imaginations by representing reality without limiting expectations to what's possible here and now; engaging experiential and personal perspectives (the 'whole' person); and opening the creative process to hands-on user participation through low/no-tech materials and a widely-understood approach. The methods are currently being applied in the project Underdogs & Superheroes, which aims to evolve technological interventions for personal and community presence in local public spaces

    Impact and Evaluation in Designing Social Innovation: Insights from the DESIAP KL Workshop and Symposium

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    Measuring social impact is hard. If we want to achieve meaningful social impact, we need to acknowledge that dominant impact evaluation models are limited. The dominant models of evaluation prioritises quantifiable outcomes that poorly take into account longer term impact related to social value and transformative potential. There is often a disconnect between funders and communities because of the chain of intermediaries caught between the two constituents that are often tasked to serve different agendas. Impact evaluation was identified by practitioners in DESIAP events as a key theme and challenge in their work. This report is guided by this key question: How can impact evaluation be undertaken in a way that is centred on community-led, culturally grounded and iterative nature that typify most designing social innovation (DSI) projects? We invited 12 researchers and change-makers from Malaysia, Thailand, Myanmar, Cambodia, Indonesia and The Philippines, who are designing social innovation to share their experiences and identify challenges and opportunities related to evaluating the impact of their work. This gathering aimed to explore alternative social impact evaluations that are more suited to the dynamic and complex characteristics of community-led DSI projects. This report is a summary of the three days (19-21st December 2017), beginning with an intensive 2-day workshop that led to insights and themes that were shared with the wider public on the 21st of December 2017. The report considers: 1) How designing social innovation practices shape the form and purpose of impact evaluation 2) How evaluation is embedded in designing social innovation processes 3) Questions and propositions for understanding impact evaluation. Alternative and culturally grounded evaluative practices are present if we choose to recognise them. For funders and commissioners, acknowledging evaluation as a form of learning requires a change in mindset from one of monitoring to one of support. We identify existing evaluative practices in D&SI projects, which often goes unnoticed because they differ from dominant or common models of evaluation. Highlighting and surfacing these differences is an important step forward in diversifying existing approaches. Key to undertaking effective evaluation in D&SI is to build trust among commissioners, communities and partners. This can open up discussions about how and what kind of impact could be achieved together. Adopting a culturally grounded evaluative practice enables project teams to be true to the needs of the communities they serve. For funders and commissioners, acknowledging evaluation as a form of learning requires a change in mindset from one of monitoring to one of support. It requires trust in the organisations that they fund and to co-design evaluative practices that acknowledges the transformative potential. It involves expanding evaluation methods and approaches to include a broader spectrum of informal and qualitative evaluation approaches to complement traditional outcome-driven approaches. It is also important to build an eco-system of practitioners who have strong evaluative practices to support people who want to apply a more evaluative practice to their work

    Include 2011 : The role of inclusive design in making social innovation happen.

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    Include is the biennial conference held at the RCA and hosted by the Helen Hamlyn Centre for Design. The event is directed by Jo-Anne Bichard and attracts an international delegation

    Design, Design Thinking and Innovation: The Electrolux Professional Practices Assessment

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    The design thinking label assumed a plurality of minings since its first adoption in the design discipline and its subsequent developments in the management realm. Over its long journey, its different interpretations polarised the academic and practitioner audience eliciting appreciation and critiques. Today, the term coexists in different meanings. Still, both parties seem to agree on the positive impact of design thinking practices on organisations. Electrolux Professional is not an exception. Since the first adoption of the concept, the design department started to expand its influence, arriving to play a strategic role in the organisation’s innovation dynamics. The literature suggests a correlation between design thinking practices and innovation, but what are their real implications and impacts on the company’s innovation infrastructure? This research exploited the Electrolux Professional collaboration to investigate the design thinking practices in context. Firstly, it proposes a historical transdisciplinary interpretation of design thinking. Secondly, it focuses on the Electrolux Professional case, inquiring about its innovation ecosystem, the design department and the implication design thinking had. Thirdly, it describes the development of a multi-level framework and a correlated tool to explore the practices and perceived impacts. Finally, the framework was used to assess the design thinking practices in Electrolux Professional and develop three models summarising the primary characteristic of the design thinking practices. The last part aims to evaluate the design thinking impact on Electrolux Professional’s innovation system. Still, it is not concluded yet. The strategy is defined, and the monitoring system is being implemented, but data have not been collected yet. On the academic side, this study strived to reconnect design thinking with the design discipline, giving the designers and managers new evidence of its impact on innovation. On the practice side, the framework and the evaluation strategy aim to offer practitioners valuable tools to manage and leverage design and design thinking in the organisational innovation discussion.The design thinking label assumed a plurality of minings since its first adoption in the design discipline and its subsequent developments in the management realm. Over its long journey, its different interpretations polarised the academic and practitioner audience eliciting appreciation and critiques. Today, the term coexists in different meanings. Still, both parties seem to agree on the positive impact of design thinking practices on organisations. Electrolux Professional is not an exception. Since the first adoption of the concept, the design department started to expand its influence, arriving to play a strategic role in the organisation’s innovation dynamics. The literature suggests a correlation between design thinking practices and innovation, but what are their real implications and impacts on the company’s innovation infrastructure? This research exploited the Electrolux Professional collaboration to investigate the design thinking practices in context. Firstly, it proposes a historical transdisciplinary interpretation of design thinking. Secondly, it focuses on the Electrolux Professional case, inquiring about its innovation ecosystem, the design department and the implication design thinking had. Thirdly, it describes the development of a multi-level framework and a correlated tool to explore the practices and perceived impacts. Finally, the framework was used to assess the design thinking practices in Electrolux Professional and develop three models summarising the primary characteristic of the design thinking practices. The last part aims to evaluate the design thinking impact on Electrolux Professional’s innovation system. Still, it is not concluded yet. The strategy is defined, and the monitoring system is being implemented, but data have not been collected yet. On the academic side, this study strived to reconnect design thinking with the design discipline, giving the designers and managers new evidence of its impact on innovation. On the practice side, the framework and the evaluation strategy aim to offer practitioners valuable tools to manage and leverage design and design thinking in the organisational innovation discussion

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge

    What do they really mean by “design”? A textual analysis of the reports from design-led labs that strive for better service provision and policymaking

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    This master’s thesis investigates the notion of design depicted by the design-led labs (DLLs) in the emergent field of design for public sector through the viewpoints of two eminent design scholars, namely Bryan Lawson and Nigel Cross. The DLLs in this thesis refer to various agencies with design as their core competence that are involved in the attempts to improve public service provision and policymaking in collabo-ration with their respective governments. These DLLs have largely owed their origins to the governments’ demands for creating better services and policies with decreased financial re-sources. As a result of budgetary constraints and a variety of complex societal problems, the public sectors has been obligated to seek ways to innovate their solutions. In the effort to miti-gate the difficulties, design seems to have arisen as one of the alternative approaches to ad-dress these challenges on account of its prevalent emergence and achievements around the world. However, the usage of the term “design”, constantly mentioned by the DLLs appears confusing and remains undefined. Due to this lack of clarity with the most essential concept, this thesis attempts to disclose the actual meaning of “design” as seen by the DLLs. This thesis analyses the notion of design adopted by DLLs and explicated in their reports. The notion of design is operationalised on the basis of four landmark design research publications. These serve as investigate lenses in examining the reports from DLLs in four different coun-tries, namely the Design Council (UK), Public Policy Lab (US), Strategic Design Unit at SITRA (Finland), also known as Helsinki Design Lab, and MindLab (Denmark), in order to identify the various notions of design. Through the analysis of the four books, the notions of design are identified and categorised under three themes: design tendencies; design capabilities; design skills. The analysis based on the aforementioned themes shows that the notions of design expressed in the DLL’s reports extend or contradict those established by Lawson and Cross. As a conclusion, this study presents the four extended design capability and design skills, as well as a new set of design capabilities that may contribute to the process of expanding the notions of design adapted for the public sector in order to improve service provision and poli-cymaking. Additionally, the thesis summarises the arguments presented by the DLLs in sup-port of fostering design as a viable tool for the public sector and governments to achieve more effective service provision and policymaking
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