87 research outputs found

    Developing a Framework for Managing Tacit Knowledge in Research using Knowledge Management Models

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    This research investigates whether and how selected models from Knowledge Management (KM) can be used to devise a framework for building coherent and rigorous methodologies for research in the creative and practice-led disciplines (CPD). This research has arisen from methodological problems of research in art and design in the UK concerning how, and the extent to which, non-propositional and tacit kinds of knowledge (e.g. experiential, procedural) can be included and communicated within research. The proposed research builds on previous studies by the authors into the role and relationship of different kinds of knowledge in research (Niedderer, 2007a, 2007b), and into how knowledge management (KM) and creative disciplines provide complementary insights on how knowledge can be managed and transferred (Imani, 2007). The research investigates whether and how the SECI model (Nonaka &amp; Takeuchi, 1995; Nonaka, 2000) can be used to develop a framework for managing different kinds of knowledge in research. Our research goes beyond existing approaches by offering a generic and flexible framework which researchers can use to better understand and build their own research methodologies and to integrate individual methods with regard to managing different kinds of knowledge.</p

    Designing the Performative Object: a study in designing mindful interaction through artefacts

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    Merged with duplicate record 10026.1/648 on 07.03.2017 by CS (TIS)This thesis investigates the potential of design to intentionally mediate social interaction in ethical (mindful) ways. The subject of the study has evolved from observations and reflections on my own practice. In using the drinking vessel to explore the mediation of human face-to-face interaction through the artefact, the question arose whether some objects can influence interaction more actively than others. In particular, the question was whether and how an artefact can stimulate the user's behaviour by means of its function, and whether this stimulation can cause mindful reflection and interaction. The aim was to understand better the characteristics of this kind of object, of their impact and design, and whether they could be useful as a wider concept for design (Buchanan 2001). In the course of the study, I have developed the concept of the performative object (PO) to describe objects with these qualities of interaction. At the core of the study is a concern with identifying the PO as a separate category of definable design objects. This is under the recognition that the PO has not hitherto been recognised as a separate category and therefore it has not yet been put to its full potential use. The activity of proposing the PO as a new category determines the study as a naming and classification study (Fawcett 1999). This means, first, it is necessary to find out what POs are by defining their characteristics. Second, it is necessary to distinguish POs from other categories of objects in order to show their originality. And third, it is useful to try to assess the benefits of proposing this new category. Consequently, this thesis offers the concept development and testing of the category of PO. The concept development is used to define the concepts of mindfulness and function in the context of interaction as the main characteristics of the PO. The concept of mindfulness (Langer 1989; Udall 1996) is taken to refer to the attentiveness of the user towards the social consequences of the action performed with the object. The concept of interaction as used in this study unites concepts of human-object-interaction from Material Culture (Miller 1987; Pearce 1994 and 1995) and of social interaction from Sociology (Goffman 1967; Mead I Morris 19671) in order to accommodate the understanding of human-object-human-interaction as a triangular relationship in the context of design. The testing is conducted through the conceptual and comparative analysis of examples with regard to examining the probability and originality of the concept of Po. While the comparison is theoretical in its nature, the theoretical development of the conceptual analysis is complemented by an element of practice. The practice is used to explore the potential of function to cause mindfulness in order to develop an understanding of the characteristics of POs and to provide further evidence in terms of examples. The drinking vessel is chosen as a focus of investigation due to its distinct position within social interaction; however it is complemented by selected examples from product and interaction design in order to indicate the wider significance of the concept. The outcome and contribution of this thesis is that we can identify artefacts with certain characteristics of mindfulness and function as performative objects (POs) and that we can distinguish them as a separate category of definable design objects. In reflection on the usefulness of the proposed concept, I argue that the benefit of recognising the category of performative objects will give designers more scope to utilise the social and cultural potential of design, and to create mindfulness

    Research Practice in Art and Design: Experiential Knowledge and Organised Inquiry

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    Experiential knowledge is not often associated with research and organized inquiry, and even less often with the rigour of debating and honing research methods and methodology. However, many researchers in art and design and related fields perceive experiential knowledge or tacit knowledge as an integral part of their practice. The editorial article for the special issue on "Research Practice in Art and Design: Experiential Knowledge and Organised Inquiry" explores how research can recognise the relationship between creative practice, experience, and knowledge generation in art and design in order to develop relevant approaches to organised inquiry. This discussion provides the backdrop against which the different articles of this special issue are introduced. The first section, "Experiential Knowledge and Organised Inquiry" addresses issues of integration and communication of experiential and tacit knowledge within the context of organised inquiry. The second section, "Experiential Knowledge in Doctoral Research" examines research practice options within doctoral research in art and design

    Designing with and for People with Dementia: Wellbeing, Empowerment and Happiness

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    Designing with and for People with Dementia: Wellbeing, Empowerment and Happiness is the International Conference 2019 of the MinD Consortium, the DRS Special Interest Group on Behaviour Change and the DRS Special Interest Group on Wellbeing and Happiness, hosted by the Technische Universität Dresden, in Dresden, Germany. The conference proceedings provide trans-disciplinary contributions for researchers, practitioners, end-users and policy makers from the design and health care professions in terms of new findings, approaches and methods for using design to improve dementia care and to support people with dementia and their carers. The conference has received funding from the European Union’s Horizon 2020 research and innovation programme under the Marie Skłodowska-Curie grant agreement No 691001, and from the DFG German Research Foundation

    Design for Social Behaviour Change

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    Design for behaviour change is by now applied in several areas, such as environmental sustainability, health, safety and crime prevention. Although there is an increasing recognition of the social potential of design, the impact of design on social behaviour change has remained largely ignored and under-researched. This paper reviews the emerging interest in social behaviour change in relation to current approaches of design for behaviour change. It explores what we mean by design for social behaviour change, and analyses the different levels of its application as output, process and intent. The analysis will be underpinned by selected case studies to demonstrate its role and benefits for society
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