1,724,221 research outputs found

    Determinant moments for the design management occurrence in fashion industry

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    Design management has occupied a privileged place in debates related to the field of design and innovation in fashion industry. The apparel industry, in particular, presents a dynamic character, requiring constant updates on raw materials, changes in colours and textures, innovations and new product launches to follow trends in this industry. It becomes clear the need to understand design as a strategic element as well as using the design management in organizations. Therefore, this paper aims to systematize the process of product development, identifying the players and their competencies involved and mapping the determinant moments for the design management occurrence in context analysis. The methodology used was a systematic literature review and a multiple case study. As results, players involved have been identified as well the product development process and the intervenient factors in design management of companies imbricated in the apparel industry. We also have identified determinant moments for the occurrence of design management, throughout the product development process

    The Design Research Society in the 1980s and 1990s: a memoir

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    This paper records some experiences of the author as a Council member and Officer of the Design Research Society during the 1980s and 1990s. This included a precarious period when the Society\u27s very existence was in question and it was in danger of being wound up. During this time we managed to get the Society back on to a firm footing and broke new ground, firstly embracing the internet which massively improved communications between members, and secondly we began to co-operate with the Design Societies of East Asia. We re-established DRS as a learned society with a truly international reach

    Co-designing the future in complex systems

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    The face-to-face co-design workshop has been the default mode for designers to collaborate with stakeholder groups to solve complex challenges. However, the disruption associated with COVID-19 led to practitioners exploring alternative modes of collaboration that opened an array of new possibilities. The aim of this paper is to present the case study of Reboot STEMM, a distributed co-design process that combined live and asynchronous modes of contribution, and explored how digital technologies could be used to scale-up co-design processes, while also prioritising accessibility, and promoting empowerment. The case demonstrates the success of using an augmented version of the Multi-Level Perspective as a facilitation tool for co-designing complex systems, and of using a digital platform as an ongoing and interactive record of project data alongside traditional reporting practices

    Preferences of youth for social engagement in neighbourhood-parks

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    The settings of parks can offer youth opportunities for experiences with nature, physical activities, and social interaction, which contribute to their overall well-being. Unfortunately, a focus of youth preferences for physical activity in parks does not necessarily lead youth to socially interact with other people. This research will expand our understanding of youth social activities, and collect data about the conditions and locations for social activities among youth (10-13 years old). The methods include two different visual and youth-friendly approaches; a Participatory-Approach and Structured-Activity approach

    Contradictions, complexity and the 'conversational self' design research methodology: 'Australian Citizens' Parliament' documentary

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    This paper addresses the role of the designer as actor/agency working within and across flows of knowledge, perception and information for filtering, negotiating and mediating design decision making. The research methodology uses auto-ethnographic writing to construct and explore a series of deliberative conversations as (I /You/ Me / We). Each of these personas offers a distinctive mediatory stance for the designer/self to engage with relations to other-ness across personal and public social contexts. As a second order cybernetic approach, the designer/self is thus constructed as being simultaneously participant and observer in ongoing collaborative design conversations as synthesis. These fictive and auto/biographical personae provide access to a range of viewpoints and perspectives, which can be used to actively reflect, mirror and respond to stakeholder interests and investments, whilst effectively being considered in light of the designer's own reflections on, in, and through action (Schön). Whilst the paper proposes this methodology as having general benefit for design research in any field, its application for a visual design narrative project is described. The case study is of the making of a video documentary about the 'Australian Citizens' Parliament' (2009), as 150 randomly selected citizen participants take part in a deliberation about ways to improve Australian democratic governance systems. The designer's process of decision-making and story telling is guided by using the personae methodology to engage with synthesis of multiple perspectives from the video capture process. Key stages of the script design process are described, where the designer uses the framing and mediating concepts of public/private; and individual/collective (I/ You/ Me/ We) to generate a revised form for the documentary as an essayistic work consisting of a series of ambient scenes. What emerges in this final video piece is an engaging narrative treatment and shared understanding about a uniquely Australian political context, titled ‘Deliberation Nation’

    Call for Papers for the 1973 Design Activity International Conference

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    The 1973 Design Research Society Conference was held jointly with the US Design Methods Group on 29-31 August 1973 at The Polytechnic of Central London. This document is the call for papers that contains: the advance booking form for the conference; invitation for paper submission; abstract pro-forma; stimulus statements by Donald P. Grant, Thomas A. Markus, Mike Simpson, Philip Steadman, Sydney Gregory, and John Christopher Jones and Christopher Crickmay; call for activites; information about the venue; conference concept and administration; list of the conference committee.https://dl.designresearchsociety.org/design_activity_conference_1973/1000/thumbnail.jp

    Rendering soil care across hotel, retailer, and farm with a mutuality service blueprint

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    Design Research Society (DRS) conference, Boston, MA (USA), June 23rd-28th, 2024202406 bcchVersion of RecordOthersZero Foodprint AsiaPublishedC

    Food’s urban graphic heritage in Walthamstow

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    Food’s material and symbolic values are central to cultural heritage. Urban foodscapes are dense in graphic communication, with memories and meanings that connect us with place often triggered by food’s ‘graphic heritage’, for example, through fascia signs, packaging, branding, patterns, and lettering. This paper’s focus is on everyday grass roots manifestations of food’s graphic heritage within urban settings. It introduces and argues that food’s urban graphic heritage ‘speaks’ differently to diverse individuals and communities, inviting different interpretations that play a part in the development of place attachment and social interaction. The paper also proposes methods for the recording and analysis of these relatively understudied urban features. Questions about what ‘design literacy’ might mean in a multicultural context are discussed as well as notions of power and politics inherent within design choices made in urban environments.</p

    Design for wellbeing during Covid-19: A cybernetic perspective on data feedback loops in complex socIotechnical systems

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    The COVID-19 pandemic has put wellbeing on the global agenda like neverbefore. Many businesses, organizations, and even governments have recognizedwellbeing as a formal policy goal. This paper addresses the question of how to designcomplex systems to improve the wellbeing of their stakeholders. We present a case ofhelping a university adopt a systematic approach to wellbeing assessment andimprovement during the COVID-19 crisis. To support the improvement of student andstaff wellbeing, we adopted a cybernetic perspective. Practically, this involved focusingon the design of a feedback loop that used wellbeing assessments to informorganizational actions. We argue that “off-the-shelf” assessments of wellbeing areoften insufficient for supporting a systemic response to data because they lackcontext-sensitivity and actionability. While a “cybernetic perspective” may evoke asense of the inhuman or mechanical in the optimization of wellbeing, our case studysuggests otherwise. At least from our perspective, a society that aims to improvewellbeing may look more like a deliberative or dialogical democracy than anautomated AI system.Design Aesthetic

    Happy moments: A well-being driven design of a Car2Go

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    User well‐being is increasingly addressed in design and design research. Previous work has proposed a design for well-¬‐being framework that includes three main ingredients: pleasure, personal significance, and virtue. While useful for analysing the well-¬‐being impact of existing designs, it is difficult to use the framework as a resource in well-¬‐being focussed design projects. This paper presents a design case study in which two key challenges have been addressed. The first is to understand how to identify relevant pleasures, personal significances and virtues in the context of design practice. The second is to understand how design concepts can be developed that integrates these three ingredients in a meaningful way. The design case was to develop a car interior for a car sharing service. The first challenge was addressed with two user studies where it was found that especially conflicts or tensions between ingredients stimulated design creativity. The second challenge was addressed by including the factor of time in the design concept (creating a concept in which experiences unfold over time). The design case is presented and the techniques that were used to address the well-¬‐being-¬‐specific design challenges are discussed and reflected on. Design Aesthetic
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