1,027 research outputs found
Bio-based plastics in durable applications: The future of sustainable product design? A design review
This design review evaluates the use of bio-based plastics in durable consumer products. The main question is: how does the use of bio-based plastics influence the product’s design, functionality, marketing & communication, and sustainability? Although higher material prices would lead one to expect that higher value applications would be targeted, research shows bio-based plastics are mainly used in short-lived applications like packaging. This study investigates their use in durable consumer products through a design review. The results indicate that bio-based plastic usage is still in its early days in durable products. Bio-based plastics appear to be utilized as straightforward replacement of fossil-based plastic. Designers are not yet using the unique properties of bio-based plastics in the design of their products. Companies mainly exploit the green image of bio-based plastics in their marketing & communication. Their focus is on the renewable feedstock and not on sourcing, or on recovery at end-of-life.Circular Product DesignDesign for Sustainabilit
A community-based learning program to improve wellbeing and design student success
While the Pandemic has increased awareness towards student wellbeing in higher education (HE), it also exacerbated existing challenges. Specifically, students pursuing their master graduation thesis often find themselves isolated and overwhelmed due to the individualistic nature of their project and the pressure to create a ‘masterpiece’. In this paper, we provide insight into how designing for community can positively impact thesis design students’ motivation, sense of community and wellbeing, which we identify as drivers of student success. We discuss and evaluate a community-based learning (CBL) program we designed and implemented to improve student success during the master thesis journey of 92 students at the Faculty of Industrial Design Engineering, XXXX. Our findings from the program are that; (1) facilitating connections between students generates a sense of community; (2) a customizable program supports student agency which in turn drives motivation; (3) a focus on student success instead of performance improves wellbeing.Methodologie en Organisatie van DesignMarketing and Consumer Researc
A study on strategic activities to foster design practices in a local government organization
In recent years, governments have increasingly pursued innovation by embed-ding design into their organizations. One particularly common approach to em-bedding design in government organization is to establish public sector innova-tion labs. These labs are described as contributors and facilitators of innovation in policymaking processes; however, less light has been shed on the role of in-house designers (including these labs) in fostering and managing the changes made by design practices within government organizations. In the current study, design management has been used as a theoretical lens to study the strategic activities of in-house designers in a Dutch municipality to embed design within the organization. The findings show the importance of strategic activity by in-house designers to foster design practice and resulting organizational changes and the need for participation of more organizational members in this activity. We conclude with setting an agenda for more research and practices on strategic activities to foster design practices and organizational changes in government.Methodologie en Organisatie van DesignDesign Conceptualization and Communicatio
Metaphors for Designers Working with AI
In this paper, we explore the use of metaphors for people working with artificial intelligence, in particular those that support designers in thinking about the creation of AI systems. Metaphors both illuminate and hide, simplifying and connecting to existing knowledge, centring particular ideas, marginalising others, and shaping fields of practice. The practices of machine learning and artificial intelligence draw heavily on metaphors, whether black boxes, or the idea of learn-ing and training, but at the edges of the field, as design engages with computational practices, it is not always apparent which terms are used metaphorically, and which associations can be safely drawn on. In this paper, we look at some of the ways metaphors are deployed around machine learning and ask about where they might lead us astray. We then develop some qualities of useful metaphors, and finally explore a small collection of helpful metaphors and practices that illuminate different aspects of machine learning in a way that can support design thinking.Human Information Communication Desig
Proceedings of DRS 2022: Design Research Society International Conference (DRS2022), Bilbao
Design AestheticsMethodologie en Organisatie van Desig
PenerapanModel PembelajaranKooperatif Examples Non Examples UntukMeningkatkanKeaktifanSiswaDalamPembelajaranSejarah
Abstrak Hermanto, Baron. 2017. PenerapanModel PembelajaranKooperatif Examples Non Examples UntukMeningkatkanKeaktifanSiswaDalamPembelajaranSejarah Di Kelas X IPA 3 MAN 2 Probolinggo.Skripsi, JurusanSejarah, FakultasIlmuSosial, UniversitasNegeri Malang. Pembimbing: Drs. KasimanuddinIsmain, M.Pd. Kata Kunci: pembelajaransejarah, kooperatifexamples non examples,keaktifansiswa Model pembelajaranadalahsalahsatucara yang digunakanolehseorang guru untukmembuatpembelajaranmenjadimenarikdanmenyenangkan,dalamkenyataannyaberdasarkanhasilobservasipadapembelajaransejarah di kelas X IPA 3 MAN 2 Probolinggomenunjukkanbahwa model pembelajaranmasihmenggunakan model ceramah. Hal inimengakibatkansiswadalammengikutipembelajarankurangantusias, ada yang berbicaradengantemannya, ada yang mencoret-coretbukudanada yang ramaisendiri, danberakibatkeaktifansiswamenjadirendah. Hal tersebutdisebabkankarena guru dalampenyampaianmaterimasihmenggunakan model ceramahtanpaadavariasi model pembelajaran yang lain. Olehkarenaitupenelitimencobamengusulkankepada guru untukmenggunakan model pembelajaranExamples Non Examples di kelas X IPA 3 denganharapandapatmeningkatkankeaktifansiswa, model Examples Non Examples memilikipoinpentingyaitudapatmembuatsiswalebihkritisdalammenganalisisgambar. Jenispenelitian yang digunakanolehpenelitiadalahPenelitianTindakanKelas (PTK) yang dilaksanakandengan 2 siklusdimanasetiapsiklusterdiridari 4 tahapan, yaitutahapperencanaan, tahappelaksanaantindakan, tahappengamatan, dantahaprefleksi. Dalampenelitianinipenelitimenggunakan model PenelitianTindakanKelas model Kemmis&Mc Taggart. Pengumpulan data dalampenelitianinidilakukanmelaluitahapobservasi, wawancara, dokumentasi, angket, lembarketerlaksanaanpembelajaran, danlembarpenilaiankeaktifansiswa.Analisis data yang dilakukandalampenelitianinimeliputireduksi data, penyajian data dankesimpulan. Berdasarkanhasilpenelitian di kelas X IPA 3 MAN 2 Probolinggodiperoleh data sebagaiberikut: padapra-tindakandiperolehnilaiklasikalsebesar 13.51, siklus I siswa yang aktifsebanyak 21 dengannilaiklasikal 56.75. Pelaksanaanpembelajaransiklus II berdasarkananalisis data yang didapatkan di kelas X IPA 3siswa yang aktifsebanyak 31 dengannilaiklasikal 83.78. Dari data analisispembelajaransiklus II telahmengalamipeningkatandimanasiklus I sebesar 56.75meningkatpadasiklus II menjadi 83.78. Berdasarkanpenelitian yang sudahdilakukandapatdisimpulkanbahwapenerapanmodel pembelajarankooperatifExamples Non Examples dapatmeningkatkankeaktifansiswakelas X IPA 3 MAN 2 Probolinggo, melaluitindakan yang dilakukanpadasiklus I dansiklus II, dimanasetiapsiklusdilakukan 2 kali pertemuandenganalokasiwaktu 90 menit
Sensing in the Wild: a DCODE DRS Lab exploring a more-than-human approach to distributed urban sensing
Sensing in the Wild is a speculative experiment in designing a decentralised urban sensing system from a more-than-human perspective. During the Lab, run during DRS 2022 in Bilbao, Spain, participants assumed different identities – roleplaying as children but also as moss, as municipal authorities but also as CCTV cameras, as pigeons but also as undocumented immigrants trying to evade the authorities – and were asked to feed into the sensing system data that reflects their particular perspectives and interests
Sounds that satisfy:: Describing the relationship between sound and need fulfilment
Psychological needs of users as a basis for design are at the core of design practice, yet the importance of fundamental human needs when designing soundscapes has not been studied specifically. This paper investigates the relationship between nine fundamental human needs and the affective qualities and categories of soundscapes. In a free-labeling survey study, we collected descriptions of imagined sound environments for the fulfilment of the needs, as well as ratings of the perceived affective quality of these environments. We found that needs were associated with pleasant soundscapes, while their eventfulness varied. ‘Human’ sounds were a common category for each of the nine needs considered in this study, but systematic variations of the categories were found dependent on the need. Results suggest that designing categorically different soundscapes dependent on the users’ needs will have beneficial effects
What if data protection embraced foresight and speculative design?
Acknowledgements: Arianna Rossi’s research is partially supported by the Luxembourg National Research Fund (FNR) – IS/14717072 “Deceptive Patterns Online (Decepticon)”. Rossana Ducato’s work has been supported by the Erasmus+ Jean Monnet programme of the EU. The European Commission's support for the production of this publication does not constitute an endorsement of the contents, which reflect the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein
Designing living artefacts: Opportunities and challenges for biodesign
Biodesign is an emerging form of design practice integrating biological materials and processes, and there is a growing interest in the field for structured conversations to generate insights on how it can be best taught, researched, and disseminated. In our conversations, we began exploring biodesign under the framework of Living Artefacts, in which livingness is prolonged to the use time of artefacts, and understood as a biological, ecological, and experiential phenomenon. Two researchers investigating Living Artefacts, through their short show-and-tell presentations, initiated threads of moderated open discussions. Using the Living Artefacts framework as a departure point, we collectively explored opportunities and challenges in biodesign, and possible ways in which they could be addressed.Materials and ManufacturingMechatronic DesignEmerging Material
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