163 research outputs found

    Design and the transformation of cities

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    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

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    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

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    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

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    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?

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    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

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    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

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    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

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    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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