19 research outputs found

    A Typology of Design Knowledge: A Theoretical Framework

    Get PDF
    This paper is a theoretical approach to structure design-specific knowledge into a framework, which can be used within the context of organizational and societal development. We conducted an extensive literature review about existing definitions of design knowledge, and knowledge in general. Based on this, we developed a typology, which consists of four different types of design knowledge and three interjacent transitions. According to our proposed framework, design knowledge can be represented in physical artifacts, as tacit gut feeling, as codified knowledge, or as scientific theories. To illustrate further we present examples for each knowledge type and transition and we suggest prototypical approaches for transferring these types of design knowledge in the context of design education. We believe this paper contributes to a better understanding of design knowledge, and our suggested framework might serve as a foundation for further design research, and for developing ITsystems to support design processes

    Understanding Artifact Knowledge in Design Science: Prototypes and Products as Knowledge Repositories

    Get PDF
    This article analyzes the role of artifacts in Information Systems regarding their capability to store and transfer designknowledge and to support the researcher-practitioner collaboration. A definition for design artifacts and their characteristicsis presented that distinguishes between prototypes and products. Based on three examples for artifacts from the field ofInformation Systems, deficits concerning the accessibility of artifacts are identified, as well as problems of unintentionalembedding of knowledge into artifacts—both results in a \u27design science dilemma\u27. A strategy of \u27open artifacts\u27 is suggested,since this might support the collaboration between authors of artifacts (practitioners) and researchers who may want to extractand analyze the embedded knowledge. The work in this paper contributes to a better understanding of knowledge transfermechanisms in design science and can be used as a foundation for further research in the development of artifact-basedknowledge transfer and re-engineering

    Augmented Spaces: Introducing a Technology-Supported Home Environment to Improve our Mental Health during “Work from Home” Isolation

    Get PDF
    During the COVID-19 pandemic many restrictions were implemented to prevent the spread of the disease. These restrictions included working from home (WFH) and self-isolating as much as possible. However, this situation had a negative impact on our mental health, causing depression and anxiety in many employees around the world. In this context, we hypothesized that our home spaces could become a catalyst of positive emotions through the use of technology-supported home environments, which use cyber-physical systems to reduce mental health symptoms during the lockdown. We used a qualitative approach, through interviews and cultural probes, to understand the experience of people who were forced to work from home during the lockdown. Additionally, we used a design science approach to explore technology-supported solutions that could enhance our home spaces. The result is a system that mixes analog and digital elements to create interactive rooms, which have a positive impact on people’s well-being

    Crowdsourcing with Semantic Differentials: A Game to Investigate the Meaning of Form

    Get PDF
    This paper presents a tool to collect empirical data about the collaborative meaning of form. We developed an online crowdscouring game, in which two users rate randomly assigned three-dimensional shapes. The more similar the ratings are, the more points both players get. This crowdsourcing method allows identifying what certain shapes mean to people. This paper is a contribution on two levels: First, the game presents a particular research method—an experimental survey using semantic differentials—, which adds a motivational benefit for the participants: It is fun to play. Also, it involves a quality control mechanism through the pairing of two participants who rate the same image and therefore act as verification. Second, the semantic collection of forms might help designers to better control the connotative meanings embedded in their designs. This paper is focused on introducing the game; the analysis of the data will be covered in further research

    Designer? User? Player! – A Framework of Opportunities to Improve Interpersonal Dynamics During Usability Testing Through Gamification

    Get PDF
    Usability testing is an important technique in the design process. However, most existing research takes usability testing as a research method, not as the research topic itself. This paper explores the relationships and the interpersonal dynamics between participants and researchers during usability testing. In this study, we use interviews and observations to uncover the interpersonal dynamics that might be hidden in the complex multilevel structure of the testing process. Our findings suggest that interpersonal dynamics impact the testing experience and results: participants in a nervous or tense atmosphere may not perform as in real life or conceal their real thoughts. To improve the usability testing experience and results, we developed a framework of opportunities for improving the interpersonal dynamics through gamification

    Mind the Future Gap: Introducing the FOD Framework for Future-Oriented Design

    Get PDF
    There are many uncertainties and ambiguities in the design of future-oriented artifacts. Societal and environmental developments are unclear; technologies not ready; target users not accessible. Nevertheless, designing future-oriented artifacts provides opportunities to either create radical innovations that present a competitive advantage, or to engage with relevant stakeholders in a speculative way. This paper provides a framework for developing, discussing, and evaluating future-oriented artifacts, which was developed based on literature and conceptual theorizing. It consists of a process model and a morphological box, outlining eight categories of relevance along with several options to choose from. Subsequently, we applied the framework to an existing future design project to illustrate its applicability. The framework spans the space of possible design and evaluation approaches and, hence, provides a guiding schema for researchers and practitioners to discuss the potentials and implications of design concepts for future-oriented artifacts

    Designing the Future With the “Delphi Design Sprint”: Introducing a Novel Method for Design Science Research

    Get PDF
    This paper introduces a novel innovation method that focuses on the development of future-oriented artifacts. The “Delphi Design Sprint” combines two existing methods—the Delphi method and Design Sprints. The development of the method follows an action research approach and was tested and validated in a university-led design project involving a panel of 20 international experts. This paper introduces the method and describes exemplary results of the project’s outcome

    A Framework of Design Method Corroboration

    Get PDF
    Practitioners design artifacts of different kinds. Researchers and practitioners both create methods for designing such artifacts. The question arises whether those methods are actually valid and useful. In this conceptual paper, we argue that there is a need for “method corroboration”—the deliberate and reflected use and possible validation of a design method. We present a literature review of method corroboration in the IS and more specifically in the DSR literature. The findings are summarized as a conceptual model outlining eight strategies of method use, which are then condensed into a 2-by-2 framework of method corroboration. The results of this paper present insight into the current state of method corroboration in the DSR field and provide guidance for working with design methods in research and practice
    corecore