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    4839 research outputs found

    Generative AI in creative design processes: a dive into possible cognitive biases

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    In this paper, we report on the initial results of an explorative study that aims to investigate the occurrence of cognitive biases when designers use generative AI in the ideation phase of a creative design process. When observing current AI models utilised as creative design tools, potential negative impacts on creativity can be identified, namely deepening already existing cognitive biases but also introducing new ones that might not have been present before. Within our study, we analysed the emergence of several cognitive biases and the possible appearance of a negative synergy when designers use generative AI tools in a creative ideation process. Additionally, we identified a new potential bias that emerges from interacting with AI tools, namely prompt bias

    Reimagining design education: Renewal and transformation

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    We live in a time when change is happening globally to an unprecedented extent. The awareness of the phenomena underpins the current discourse and research activities in design and design education. Many design educators understand the demand for change and are looking for new strategies to respond to it. The challenge is how to transform and renew design disciplines and its learning processes so that the next generation of designers can actively and responsibly promote change. Some educators are already focusing on the dimensions of change, namely, contemporary issues such as climate change and sustainable goals. Others are reflecting on how to deal with a world which is becoming more complex and uncertain and considering alternative ways of identifying and developing more sustainable solutions to cope with pressing complex issues. Others yet, are investigating the role of evolving technologies in design education and curricula development. Some are exploring the designers\u27 role and their impact on the changing society. Faced with the complexities that define our present and future lives, design practices can intervene in different ways. In our view, design education must have the capacity to create connections and forms of collaborations amongst creative, human, and science research areas to address the complexities of our times and generate new knowledges, new experiences of experimentation, and new forms of collaboration. With such approach, design educators can support design students in becoming agents of change

    Embedding and embodying narratives in the collaborative development of life-changing healthcare technologies

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    In order to empower communities of practice to move towards social and design justice, it is critical to advance the archetypal role of design from passively upholding dominant narratives, to proactively uncovering, interrogating and embedding a diversity and plurality of narratives throughout a design process. This research uses the case study of designing a novel upper-limb exoskeleton to facilitate a collaborative and multidisciplinary exploration of the emerging roles of narrative at various phases and levels of an inclusive mobility design project. The ‘Design as an Agent of Narratives’ conceptual framework is adopted, which assigns three strategic narrative roles to design i.e. (1) acknowledging and capturing; (2) negotiating and speculating; and (3) embedding and scaling narratives. This research focuses on the latter two stages of the framework i.e. establishing which narratives to include in the design and exploring how to incorporate them. A qualitative study is conducted to capture project stakeholders’ thoughts and expectations on which narratives to include as well as to map how narratives could and should be embedded within or scaled beyond the project-specific design process. The value of incorporating narrative into an inclusive design process is discussed, and practical suggestions are offered for designers seeking to embed and embody narratives through their work. We argue that narratives can be used in design to amplify and centre the voice of end-users, enhance shared and inclusive decision-making, challenge dominant mindsets, stereotypes and disciplinary bias, and democratise participation to ultimately help define, facilitate, and guide systemic transitions

    Are all Pokémons created equal? Assessing the value-neutrality of Pokémon TCG design process

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    The cultural evolution research program is useful for quantitatively explaining complex creative processes such as design. From a design studies perspective, its variation generation process is particularly intriguing. However, cultural transmission theorists have long modelled the process as a random novelty invention, far from the real-life modern design process. Here we show an instance of such a deviation, examining how the design process and its resulting frequencies of Pokémon TCG variants deviate from a neutral model in which an agent randomly selects and introduces cultural variants to the population from the design pool

    Next generation textile designers. A research project to connect the textile-knitwear manufacturing system with future design talents and its impact on education.

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    The textile-knitting industry has always been in connection and dialogue with a constellation of manufacturing realities that contribute season after season to the success of the fashion system but are little considered when young talents with design backgrounds enter the marketplace. The research project reported in this article combines the expertise in the textile-knitwear area of the research group knitdesign.polimi of Politecnico di Milano with the one in the communication field of Imagis Lab, aiming at investigating the mismatch between education and manufacturing companies and laying valid foundations for the creation of an effective ecosystem that can make them converge towards a common meeting point. The goal is to update the educational methods, tools and practices with a twofold aim: on the one hand, to introduce young talents to the manufacturing reality; on the other hand, to facilitate the inclusion in the company of the same talents and create space for them to grow as high-potential profiles. In the first part of the paper, we will present the research background and the methodology applied. In contrast, in the second part, the main evidences that emerged are highlighted and discussed, presented together with the research actions taken and the space opened for further investigations

    Practice what you preach: co-designing a lecture on co-design

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