3,426 research outputs found

    Underdogs and superheroes: Designing for new players in public space

    Get PDF
    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

    My boy builds coffins. Future memories of your loved ones

    Get PDF
    The research is focus on the concept of storytelling associated with product design, trying to investigate new ways of designing and a possible future scenario related to the concept of death. MY BOY BUILDS COFFINS is a gravestone made using a combination of cremation’s ashes and resin. It is composed by a series of holes in which the user can stitch a text, in order to remember the loved one. The stitching need of a particular yarn produced in Switzerland using some parts of human body. Project also provides another version which uses LED lights instead of the yarn. The LEDs - thanks to an inductive coupling - will light when It will be posed in the hole. The gravestone can be placed where you want, as if it would create a little altar staff at home. In this way, there is a real connection between the user and the dearly departed

    Contextual impacts on industrial processes brought by the digital transformation of manufacturing: a systematic review

    Get PDF
    The digital transformation of manufacturing (a phenomenon also known as "Industry 4.0" or "Smart Manufacturing") is finding a growing interest both at practitioner and academic levels, but is still in its infancy and needs deeper investigation. Even though current and potential advantages of digital manufacturing are remarkable, in terms of improved efficiency, sustainability, customization, and flexibility, only a limited number of companies has already developed ad hoc strategies necessary to achieve a superior performance. Through a systematic review, this study aims at assessing the current state of the art of the academic literature regarding the paradigm shift occurring in the manufacturing settings, in order to provide definitions as well as point out recurring patterns and gaps to be addressed by future research. For the literature search, the most representative keywords, strict criteria, and classification schemes based on authoritative reference studies were used. The final sample of 156 primary publications was analyzed through a systematic coding process to identify theoretical and methodological approaches, together with other significant elements. This analysis allowed a mapping of the literature based on clusters of critical themes to synthesize the developments of different research streams and provide the most representative picture of its current state. Research areas, insights, and gaps resulting from this analysis contributed to create a schematic research agenda, which clearly indicates the space for future evolutions of the state of knowledge in this field

    How Chinese SMEs innovate with a ‘diegetic innovation templating’? - the stimulating role of Sci-fi and fantasy

    Get PDF
    Use of established fiction provides a connection to society at large, tapping into the creative abilities of great authors and filmmakers, which can offer a valuable source of creative ideas. This paper explores how science fiction and fantasy, particularly in the form of films, is being used to stimulate creativity and produce innovation outputs in non-science SMEs in China. We argue that fiction has the potential to inspire innovation through a constructive organisational process, we provide a simple metric, the ‘Diegetic Gap’, as a means for illustrating this. In particular, we present four empirical case studies that explore the application of science fiction and fantasy to product and process innovation, utilising a concept we call a Diegetic Innovation Template to merge fictional narrative and tangible innovation output

    Threatcasting in a Military Setting

    Get PDF
    The intersection of digital and physical security is critical to the future security of our military and national defense. Coming technological advances widen the attack plain over the next decade including cyber, physical and kinetic vulnerabilities. Visualizing what the future will hold and what new threat vectors will emerge is a task that traditional military planning mechanisms struggle to accomplish given the wicked problem space. Helping to understand and plan for the future operating environment is the basis of a research effort known as Threatcasting. Arizona State University’s School for the Future of Innovation in Society in collaboration with the Army Cyber Institute at West Point use the threatcasting process to give researchers a structured way to envision and plan for risks ten years in the future. For many organization the scope of this problem can seem overwhelming. Threatcasting, as an analytic technique, focuses on the intersection between cyber and physical domains and how it can revolutionize or paralyze the future. Threatcasting uses inputs from social science, technical research, cultural history, economics, trends, expert interviews, and even a little science fiction. These inputs allow the creation of potential futures. By placing the threats into an effects based model (e.g. a person in a place with a problem), it allows organizations to understand what needs to be done immediately and also in the future to disrupt possible threats. The Threatcasting framework also exposes what events could happen that indicate the progression towards an increasingly possible threat landscape. Threatcasting draws strength from futures studies, a field that provides theoretical and applied tools designed to shed light on deep uncertainties and complexities that futures hold. Foresight tools are rooted in exploratory, rather than predictive, methods of futures thinking, learning, and strategy as a means to prepare and plan for long-term outcomes that are difficult to imagine and impossible to predict. Such methods often stand in contrast to causal, linear, ‘plan and predict’ thinking that characterizes many contemporary practices of making and knowing futures. As national security and technological possibilities change rapidly, new threats and opportunities become ever present. Threatcasting is a means to make-sense and anticipate military futures so that relevant institutions are able to anticipate, manage, navigate uncertainty and complexity ahead. This chapter will use the weaponization of artificial intelligence as a case study to walk readers through the research technique and results. Specifically, we will outline two case studies where the technique was applied with specific results. One case study focuses on the digital and physical supply chain in private industry (Cisco Systems) and the second investigates similar threats to the military’s supply chain (Military Logistics Officers). The weaponization of any organization\u27s supply chain and logistics systems poses a significant threat to national and global economic security. The very systems that are the engine of economies and the lifeline of goods and services to the world’s population could and most probably will be turned against the very people and organizations that they serve. This new threat landscape and associated challenges will affect industry, militaries and governments through loss of revenue, productivity and even loss of life. This weaponization will allow adversities whether they are criminal, state sponsored, terrorists or hacktivists to transform these systems from engines of productivity to enemies on the inside. Upon reading this chapter, the student/practitioner will: - Have an understanding of the threatcasting methodology so to be able to apply it against other problems of interest - Appreciate the close ties between the advancement of technology and the effect to society, economies, and national security - Apply the Threatcasting methodology to the specific problem of supply chains and the weaponization of Artificial Intelligence - Create powerful narratives and fact-based illustrations to provide decision makers on the resultshttps://digitalcommons.usmalibrary.org/aci_books/1022/thumbnail.jp

    Visions, Values, and Videos: Revisiting Envisionings in Service of UbiComp Design for the Home

    Get PDF
    UbiComp has been envisioned to bring about a future dominated by calm computing technologies making our everyday lives ever more convenient. Yet the same vision has also attracted criticism for encouraging a solitary and passive lifestyle. The aim of this paper is to explore and elaborate these tensions further by examining the human values surrounding future domestic UbiComp solutions. Drawing on envisioning and contravisioning, we probe members of the public (N=28) through the presentation and focus group discussion of two contrasting animated video scenarios, where one is inspired by "calm" and the other by "engaging" visions of future UbiComp technology. By analysing the reasoning of our participants, we identify and elaborate a number of relevant values involved in balancing the two perspectives. In conclusion, we articulate practically applicable takeaways in the form of a set of key design questions and challenges.Comment: DIS'20, July 6-10, 2020, Eindhoven, Netherland

    A Critique of Personas as representations of "the other" in Cross-Cultural Technology Design

    Get PDF
    A literature review on cross-cultural personas reveals both, a trend in projects lacking accomplishment and personas reinforcing previous biases. We first suggest why failures or incompleteness may have ensued, while then we entice a thoughtful alteration of the design process by creating and validating personas together with those that they embody. Personas created in people's own terms support the design of technologies by truly satisfying users' needs and drives. Examining the experiences of those working "out there", and our practises, we conclude persona is a vital designerly artefact to empowering people in representing themselves. A persona-based study on User-Created Persona in Namibia contrasts the current persona status-quo via an ongoing co-design effort with urban and rural non-designers. However we argue persona as a design device must ease its implicit colonial tendency to and impulses in depicting "the other". Instead we endorse serenity, mindfulness and local enabling in design at large and in the African context in particular

    Media Communication, Consumption and Use: The Changing Role of the Designer

    Get PDF
    Consumers are changing the way in which they create, experience and consume media. User Generated Content (UGC) marks a shift in the way in which ordinary people are now able to contribute to the creation of media. They have become active citizens in what is now a two way conversation. The advent of UGC has created new challenges for communication designers who now need to take on the role of a facilitator in this process. The challenge for communication design is not only to identify appropriate methods for communication, but to understand how best to facilitate connections between users such that they create structures that they can inhabit. This paper explores the changing role of design in UGC rich media communication and presents a Decision Making Framework (DMF) that engages designers in the consideration of the user in the development process. In-depth interviews with leading industry proponents ensure currency of the insights gained. Keywords: Design Process, User Generated Content, Communication Design, Fraimwork</p

    Spimes:A Multidimensional Lens for Designing Future Sustainable Internet Connected Devices

    Get PDF
    There are numerous loud and powerful voices promoting the Internet of Things (IoT) as a catalyst for changing many aspects of our lives for the better. Healthcare, energy, transport, finance, entertainment and in the home – billions of everyday objects across all sorts of sectors are being connected to the Internet to generate data so that we can make quicker and more efficient decisions about many facets of our lives. But is this technological development completely benign? I argue that, despite all their positive potential, IoT devices are still being designed, manufactured and disposed of in the same manner that most other ‘non-connected’ consumer products have been for decades – unsustainably. Further, while much fanfare is made of the IoT’s potential utility for reducing energy usage through pervasive monitoring, little discourse recognises the intrinsically unsustainable nature of the IoT devices themselves. In response to this growing unsustainable product culture, my thesis centres on the role that sustainability can potentially play in the design of future IoT devices. I propose the recharacterisation of IoT devices as spimes in order to provide an alternative approach for facilitating sustainable Internet-connected product design practice. The concept of spimes was first introduced in 2004 by the futurist Bruce Sterling and then outlined further a year later in his book Shaping Things. When viewed simply, a spime would be a type of near future, internet-connected device which marries physical and digital elements with innate sustainable characteristics. Whereas the majority of sustainable design theory and practice has focused on the development of sustainable non-connected devices, a credible strategy for the design of environmentally friendly Internet-connected physical objects has yet to be put forward. In light of this, I argue that now is the right time to develop the spimes concept in greater depth so that it may begin to serve as a viable counterpoint to the increasing unsustainability of the IoT. To make this case, my thesis explores the following three key questions: • What are spimes? • Can we begin to design spimes? • What does spime-orientated research mean for unsustainable Internet-connected design practice? I outline how, in order to explore these important questions, I utilised a Research through Design approach to unpack and augment the notion of spimes through three Design Fiction case studies. Each case study concretises different key design criteria for spime devices, while also probing the broader implications that could arise as a result of adopting such spime designs in the near future. I discuss the significance of reflecting upon my Spime-based Design Fiction Practice and how this enabled me to develop the spimes concept into a multidimensional lens, which I contend, other designers can potentially harness as a means to reframe their IoT praxis with sustainability baked-in. The key aspects of my process and its outputs are also summarised in form of a design manifesto with the aim of inspiring prospective designers and technologists to create future sustainable Internet-connected devices
    • …
    corecore