163 research outputs found
Design and the transformation of cities
The relation between design and the city has changed considerably over
the last years. Quite a few factors have interacted to produce this change:
some are bound to the evolution of design culture and practice itself;
some are bound to the transformation of cities; and some are bound to the
transformation of social relations and their interaction with technologies.
In this context, the traditional disciplines of urban planning and
architecture have undertaken profound transformations, but in the view
of the author, the major changes occurred in the design that used to be
focused on the small scale, where we had a progressive expansion of the
territories of interest and application, which completely changed the role
that design can play in the transformation of cities.
The purpose of this chapter is to offer an overview of the evolution of
the relationships between design and the city. The author discusses the
main practices of design applied to cities from the early 1970s to the
present day. The discussion introduces the different practices of design
for cities as a consequence of the radical transformation of the design
discipline. Then, evolution of some experiences, like that of the Milan
“Fuorisalone”, is illustrated as clear representations of how the visions
of the city that the author described coexist and are connected with the
steady evolution of the culture of design
SIMPACT Project. Deliverable 4.1. Part II. Existing Forms of SI. Dynamics & Features influencing SI Processes and Business Models
Considering the specificity of the SI process and the complexity of SI Business Models, as emerged from the analysis presented and discussed in Part I of this deliverable (Rizzo, Komatsu & Deserti, 2015), Part II of the deliverable undertakes a multi-disciplinary study to advance the understanding of the different factors influencing its peculiar na-ture. The literature review will contribute from one side to build a theoretically sound and comprehensive deepening of the numerous factors that underlie the actual eco-nomic structure of social innovations, and, from the other, will enhance differences or similarities with other forms of innovation
Assessing Co-creation in Relation to Context for RRI Operationalisation
Pilot projects and experimentations, especially when conducted in restricted contexts,
require assessment activities in order to determine not only their success or failure,
but also to identify potential for replication, best practices and obstacles to be tackled
in the future. In addition to this, monitoring and assessment have been a pressing issue
both in the landscapes of co-creation and RRI, the two main fields that SISCODE
operates within. Especially in the field of RRI this issue can be traced back to a gap
between the theoretical concepts underlying RRI and their effective transition into
practice [4, 17]. The scope of this chapter is reporting on the SISCODE approach to
assess the project pilots within the context of co-creation. In the evaluation process,
all aspects of the experimentation were considered in order to effectively derive
considerations from theory to practice and vice versa
Between Science, Technology and Society
The intersection and permeability of science, innovation and society result in a series
of benefits and challenges, underlying the important role the latter can and should
play. The following paragraphs present the theoretical background and the objectives
of the SISCODE (Society in Innovation and Science through CO-DEsign) project
investigating this interconnection, the issues that emerged through its journey and
the results gained. Therefore, it frames the knowledge obtained throughout the threeyear
duration of the project, situating the notion of Responsible Research and Innovation
(RRI) in the co-creation domain, and introducing the issues that emerge when
moving from the theoretical concept to practice [1, 2]. It inspects how co-creation
and design knowledge and tools can be applied to engage citizens in shaping solutions
that are meant to be more inclusive, responsible and sustainable, and how these
approaches and methodologies could be applied to operationalize RRI. Particular
attention is drawn to how small-scale experimentations can lead to significant scalein,
scale-up and scale-out processes. The book will show how these processes can
lead to organizational learning and transformation, but also how they can provide
evidence-based knowledge which nurtures policy making processes with the potential
of achieving broader societal impacts in Science, Technology and Innovation
(STI) policy making [3]. Investigating the benefits and implications of applying
participatory research and innovation approaches in society, this chapter embraces
a context-sensitive perspective [4] and explores the crossroads of diverse forms of
innovation: not only research-driven but also practice-based, and not only technological
but also social. This reasoning provided the theoretical background which led to
the construction of a learning framework, adopted as a guide for the 10 co-creation
labs in which the real-life experimentations described in this volume were conducted
Design, Craftsmanship, Art: Liaisons Dangereuses?
The paper is the invited keynote address given at the opening of the “Imece 2009” Fine Arts & Design International Symposium, held in Eskişehir, Turkey, October 18-24, 2009.
The paper describes design as a mediation culture, in the middle of two complementary and contradictory dimensions. On one hand a concrete discipline, focused on the technical dimension of the product development, shaping the materiality of artefacts, using materials, dealing with technology and production. On the other hand a "creative" discipline, focused on the invention of new meanings, dealing with the immateriality of needs and desires.
Design is connected, with reference to previous and recent literature, with different factors and disciplines, suggesting the opportunity to look at it as an open and expanding field, and to examine some of the trajectories it is taking.
Its development is thus described in terms of progressive expansion from a “solid centre” – which could be described as linked with the traditional interest in giving shape to new products – to much softer peripheral areas, where a wide overlapping with other disciplines can be observed. This can be easily seen in the progressive shift from the interest in the tangibility of industrial products, to the interest in a complex combination of material and immaterial factors and qualities, which must be faced with a new “strategic” attitude.
Within this framework, the relation with arts and craftsmanship, as historical bases of the design culture, can be described at the same time as opportunities, and as problematic questions that should be addressed for the real growth of the design culture
Introducting Design Thinking in Social Innovation and in Public Sector: A design-based learning framework
Design Thinking (DT) is becoming a mantra in the different areas of innovation:
including SI and public sector (Manzini and Rizzo, 2011; Deserti and Rizzo,
2015). Despite its large success DT is still applied in peripheral areas of public
sector and SI where it is used as a methodology to conduct small scale
experiments often supported by national and EU funds. This article focus on the
interaction between DT, public sector innovation and SI from a twofold
perspective: as an emergent trajectory of innovation in public sector; and as a
framework on which to design processes of change in public organisations.The
first line of research deals with the issue of how to produce new services in
public sector SI inspired considering constraints like budget cut and the users’
expectations for high quality of delivery and interactions; the second one is
putting attention on how to support capacity building in public sector in order to
develop new competences to deal with innovation. The paper then reports a case
conducted in the Municipality of Turin during which DT has been introduced as
a design based learning framework to support employees to develop new
competences by taking part in a service design project
Mappe dell'advanced design
Questa pubblicazione raccoglie i contributi del gruppo di ricerca omonimo formato al Politecnico di Milano all’interno del dipartimento di Industrial Design, Arte Comunicazione e moda.
Si tratta del cammino necessario per documentare alla comunità internazionale la tesi che l’intorno delle condizioni e delle pratiche che favoriscono e permettono il predisporsi all’innovazione continua sia un territorio problematico particolarmente fertile per il design.
Nel contempo si ritiene che le organizzazioni, le imprese ed i progettisti, possano trarre grande vantaggio nella comprensione di queste logiche e nella loro pratica sistematica come motore di innovazione.
Il volume è composto da due sezioni: una prima parte offre chiavi interpretative dell’AdvanceDesign, codifica basi teoriche, strumenti e pratiche; una seconda parte raccoglie studi ed esperienze di AdvanceDesign evidenziando il contributo di quest’approccio in alcuni settori specifici
CO-DESIGNING WITH COMPANIES
Today co-design is mostly intended as the activity
that enables new collaborative relations between end
users and designers. Many researchers in design
(Sanders, 2006; Binder and Brandt, 2008;
Westerlund, 2007; Mattelmaki, 2005) have conducted
design experiments to test the effectiveness of the
tools designed to support end users participation in
design processes. Moreover co-design with customers
has become an approach to the project for many
design firms (Brown, 2008).
The paper reports the authors’ experience with codesign
in 4 different companies. All the cases
presented have been planned as an opportunity of
interaction between different actors from companies
and external professional designers. Each of the
design interventions has been conducted to boost
innovation processes in companies with the aim to
encompass the difficulties that people with an
everyday contact with a problem find in expressing
an innovative point of view on it.
The analysis of the cases pointed out that co-design
with company seems to diverge from co-design with
end users for the aims perused, the tools used and
the role that designers play in it. In particular, codesign
with company seems to be more focused on
designing new business models and envisioning
innovation as a dynamic and systematic change at
each level of the company; co-design with company is
better supported by tools that boost envisioning
(scenarios, trends analysis, promising cases) and
support representatives from the different company
internal divisions to discuss together; designers are
sources of inspiration for the employees, they act as
triggers of innovation more than as facilitators of the
co-design process
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