80,527 research outputs found

    Traditional as radical

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    An essay that considers the traditional methodologies of making as a model for contemporary sustainable design

    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

    Emotional Durability Design Nine: A Tool for Product Longevity

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    How can we develop products that consumers want to use for longer? The lifetime of electrical products is an ongoing concern in discussions about the circular economy. It is an issue that begins at an industry level, but that directly influences the way in which consumers use and discard products. Through a series of workshops and knowledge exchange sessions with Philips Lighting, this paper identifies which design factors influence a consumer’s tendency to retain their products for longer. These were distilled into a guiding framework for new product developers—The Emotional Durability Design Nine—consisting of nine themes: relationships, narratives, identity, imagination, conversations, consciousness, integrity, materiality, and evolvability. These nine themes are complemented by 38 strategies that help in the development of more emotionally engaging product experiences. We propose that the framework can be applied at multiple points during the new product development process to increase the likelihood that ‘emotion building’ features are integrated into an end product

    An audio-visual approach to teaching the social aspects of sustainable product design

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    This paper considers the impact of audio-visual resources in enabling students to develop an understanding of the social aspects of sustainable product design. Building on literature concerning the learning preferences of ‘Net Generation’ learners, three audio-visual workshops were developed to introduce students to the wider social aspects of sustainability and encourage students to reflect upon the impact of their practice. The workshops were delivered in five universities in Britain and Ireland among undergraduate and postgraduate students. They were designed to encourage students to reflect upon carefully designed audio-visual materia ls in a group-based environment, seeking to foster the preferences of Net Generation learners through collaborative learning and learning through discovery. It also sought to address the perceived weaknesses of this generation of learners by encouraging critical reflection. The workshops proved to be popular with students and were successful in enabling them to grasp the complexity of the social aspects of sustainable design in a short span of time, as well as in encouraging personal responses and creative problem solving through an exploration of design thinking solutions

    The Development of an On-Line Learning and Teaching Resource for the Socio-Centric Aspects of Sustainable Design

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    This paper fits into the topics of socially relevant design, design and emotion and sustainable design and explores the question how can we create a more sustainable way of life? The paper also addresses the central theme of the conference – Design Education – creating a better world. This paper reports on the next phase in the development of a web-based learning and teaching resource specifically aimed at the socio-centric dimension of sustainable design which can be found at www.sociocenticdesign.com . A more extensive literature review was conducted, of which a summary is presented, however, the focus is on the outcomes learned from the collection of further primary data. It is confirmed that there is strong dominance by the techno and eco-centric dimensions and that there is a lack of awareness of the socio-centric dimension. It is concluded that being sustainable in design actually is about leaving the final design to later; it means that first and foremost sustainable design is to consider the designs purpose and its effects on the user, the community and society as a whole. An evaluation of two existing web-based resources, that focus on eco-design, was also conducted and informed the outcomes presented in this paper. The paper sets outs in some detail the content, arrangement and suggested web-interfaces for the new learning resource focused on the socio-centric dimension. The content is arranged into the following sections based upon the recommendations generated by Conrad: Past and Future; Time; People; Consumption, Design and Theories. The results of the research suggest that a high level of interactivity in the web-interface will be required

    Investigating Emotions in Creative Design

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    A wealth of research has suggested that emotions play a significant role in the creative problem solving process, but less work has focused on investigating the role of emotions in the design process. This is surprising given that creative problem solving lies at the heart of the design processes. In an exploratory study we interviewed 9 expert designers about their emotions during the design process. The content analysis allowed us to identify the various types of emotions relevant in the design process and to extend Wallas’ model of creative problem solving with emotional components for each of its stages. In addition, we identified two important roles of emotions in design and several ways in which expert designers regulate their emotions. We discussed the theoretical and practical applications of our work

    Emotional Durability Design Nine—A Tool for Product Longevity

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    This is the final version. Available from MDPI via the DOI in this record.How can we develop products that consumers want to use for longer? The lifetime of electrical products is an ongoing concern in discussions about the circular economy. It is an issue that begins at an industry level, but that directly influences the way in which consumers use and discard products. Through a series of workshops and knowledge exchange sessions with Philips Lighting, this paper identifies which design factors influence a consumer’s tendency to retain their products for longer. These were distilled into a guiding framework for new product developers—The Emotional Durability Design Nine—consisting of nine themes: relationships, narratives, identity, imagination, conversations, consciousness, integrity, materiality, and evolvability. These nine themes are complemented by 38 strategies that help in the development of more emotionally engaging product experiences. We propose that the framework can be applied at multiple points during the new product development process to increase the likelihood that ‘emotion building’ features are integrated into an end product.Arts and Humanities Research Council (AHRC) Collaborative Doctoral Awar
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