777 research outputs found

    Designing Gender Inclusivity and Equality

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    In consideration of the labels and definitions of gender identities, and the differences in experience of stasis or fluidity of gender, this paper describes a role for design in the political activities of gender diversity inclusion and equality as a facilitator of open-minded debate and decision-making. The process of design in ‘enabling the improvement of qualities of life’, can positively transform the way we see, think and behave, and so, not only can it enable creation of products and services to support inclusive practices, it can also be socially innovative in developing new models and policies for inclusion and equality. One particular model is the Gender Cube, which enables individuals to dimensionally define and consider their gender identity rather than seek to fit to a category, labelled by society, with its incumbent expectations. With consideration of both personal and social constructs of gender, experienced alone at home and socially in our cities, it is argued here that inclusion cannot be seen as simply an attitude of ‘not excluding’, but must actively develop coherence in both perspective and behaviour through mindful acceptance, integration and equality. The limitations of an androcentric, male dominant, binary model, and associated behaviours are discussed, including the need for a more balanced and credible engagement in supporting the design of gender inclusivity, for equality to be achieved for the expressions of the full range of gender identities

    Inclusive designing with gender fluidity

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    Acting on behalf of the concept

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    This paper discusses how drama process and techniques are providing alternative approaches to product concept generation. An investigation that used drama techniques for concept generation sessions observed that there appears to be an implicit response among designers to investigate functionality before, or instead of form. However, it was proposed that through practice the approach of ‘concept-acting’ would provide support for the designer’s kinaesthetic needs for touch, feel and positional experience. It was also observed that whilst an increasing number of people in the US are actively embracing this type of approach, through a variety of techniques, UK designers appear somewhat more sceptical of the value of drama to their design processes

    Enhancing the potential of design conferences

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    A study of six international design conferences was carried out in 2002, to review opportunities for improving inter and intra-disciplinary knowledge dissemination. A metacognitive perspective (Flavell, 1979) was adopted for the consideration of individual differences and their affect upon delivery and reception of information. A participative observational method was used by the investigator, as a presenter and audience member at all six conferences. This investigation reviewed conference organisation, venue facilities, presentation format, delivery, and audience comments. The investigator’s presentations were all delivered using the same format, which aimed to facilitate ease of contextualisation and retention of information. It was concluded that there are a number of quality improvements that can be adopted in the short and mediumterm, by organisers, presenters and audience members

    Modelling complexity of gender as an agent of change

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    Social inclusion continues to develop as a key issue in responsible design practices. To date, we have witnessed change in the development of inclusivity for the aged, and the physically and mentally challenged, but little more than exploration by certain minorities has been achieved concerning gender diversity and fluidity. A key reason for this is cultural complexity, in terms of differences in social constructs, and conflicts with personal constructs, but there is a perceived need for change, towards more inclusive perceptions and behaviours. The commonly held ‘binary’ model may have appeared to offer society a natural method of controlling complexity, by reducing mental effort involved in social decision-making. However, in terms of innovation, the use of such stereotyping may be seen as acting against originality and individualism, certainly not encouraging of positive change and diversity. The traditions attached to the binary model permeate our language, constraining our perceptions and thinking. To present an alternative perspective, this project developed a more inclusive model of gender to recognize diversity and fluidity, while maintaining a level of simplicity to ensure effective comprehension and application. This paper’s presentation of the ‘Gender Fluidity Cube’, seeks to describe the context for a more inclusive view of gender, sex and sexuality, as three dimensions which enable inclusion of any individual or group within its volume. Through a more indepth study this dimensional model may offer creative opportunities to a number of professions including design, marketing and education, as a stepping-stone ‘population’ model, to inform more effective ‘causal’ models for systems thinking

    Boundless Creativity

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    Service Design Against Organised Crime

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    This paper proposes benefits of using service design against organised crime. As a vehicle to this discussion, the focus is an anti-child-trafficking project at Northumbria University in the UK, involving its multidisciplinary Northumbria Crime Prevention Network. The last 10 years have shown increasing evidence of people trafficking, internationally (DoS, 2010), generally for the purposes of illegal labour and/or sex. A significant fraction of those who are trafficked are children. The majority of these children are in their mid-teens, but some are as young as five years old. The C4 persona-based critical design process, (Hilton, 2008), is proposed to strategically enable a service design approach to counter organised crime, by first developing the required criminal personas in order to use their competitive perspectives in critical review of the preventative initiatives. Opportunities from such a service design approach, to child trafficking for example would include new means of: interruption or redirection of child trafficking services so that these children end up in legitimate care; also the proposition of considering new opportunities and improvements in child trafficking service routes and processes as a means of second guessing how and where Recruiters, Transporters, and Exploiters, (Van Dijck, 2005), might next be found operating, and then through border and security agencies successfully countered

    Five dimensions in the communication of design intent

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    Industries which utilize Computer Aided Design, (CAD), are in a similar situation to the film industry, where the use of Computer Graphics, (CG), has reached such a level of reality that audiences often do not spot where CG has been used. This has resulted in a general attitude among critics of: “CG is what you expect in a film, but what we often lack is a decent plot”. Over a similar period, CAD software has become a powerful tool with proficient users, whilst the marketplace for such services now takes such facilities for granted. The ‘wow factor’ has faded. The special effects used in films has contributed to this dulling of presentation impact, which leads us to question where we stand in relation to a competitive edge, with the realization that: “CAD is what you expect from a firm, but what we often lack is clear intent.” The questioning of competitive edge draws us into some complex issues, concerning the reduction of compromise for design intent, where priorities fight for first place. There is no disputing the importance of time to market, yet the time compression technologies may no longer be providing a sufficient cutting edge. Even if new technologies facilitate even shorter lead-times we will always face the threat of a time management trap and potential loss of design quality. As a high-risk strategy for competitive advantage, contractual agreements for specified short lead-time deliveries, in some cases with penalty clauses written in, have established an expectation among the client base. Such a strategy leads us to effectively burn our bridges, in sacrificing margins for schedule 3 slippage and error compensation, leaving us nowhere to go but back. With such a lean approach to product development we have to improve our focus on the plot and its intent for design quality. The more investment we make at the front end, to enable the decision making process, the more likely we are to avoid pain at the back-end. Presently, decisions are made on a resource of available quality and quantity of data, using a perspective which is based on the experience, tacit knowledge and intuition of those involved. Whilst intuition is a good starting point or fall-back, as with tacit knowledge, it often proves difficult to substantiate. Background experience is the most valuable asset here but proves ineffectual when faced with low quality data, either through ambiguity, error or lack of substance. The improvement of quality standards require that we look closely at the production and presentation of data in the context of decision making and establish a process by which quality decisions can be made quickly and efficiently. This paper focuses on the process of communication between designers and their colleagues and clients, concerning the presentation of CAD models, from a cognitive perspective. It first establishes a context for individual differences in the management of auditory and visual information for decision making. This is followed by a discussion of five approaches to the communication of design intent and concludes with a checklist, to aid selection of an effective approach to communication

    Developing criminal personas for designers

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    This paper describes a research method used to develop criminal personas for use by designers in a process called Cyclic Countering of Competitive Creativity (C4). Personas rather than profiles are developed to encourage designer ownership, to improve the level of engagement with countering the criminal mind, and encourage the responsibility to keep the personas live and developing, rather than be adopted as simple checklists built from available criminal profile data. In this case study indirect access to offender details was used to develop the personas. The aim was to give particular focus to the offenders’ ‘creative prompts’, which enable designers to more effectively counter their own design solutions, by a role-play approach to critical review and counter design. The C4 process enables learning through failure, and strengthens the development and selection that takes place within the design process, but C4 does rely upon the development of relevant and engaging personas to be effective
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