{"title":"A PAN-EUROPEAN TRANSFORMATION TO BRIDGE THE GAP BETWEEN TANGIBLE EXPERIENCE AND VIRTUAL IDEATING SPACES","authors":"marina-elena Wachs, Theresa-Marie Scholl, Giulia D'Aleo","doi":"10.35199/epde.2022.7","DOIUrl":null,"url":null,"abstract":"Pan-European design innovation needs new spaces for ideation and ongoing transformation. The key to this transformation is a symbiosis between ‘interactive learning and ideating landscapes’, and respecting mixed-stakeholder interests. It is important not to separate the academic and industrial spaces from one another, we have to bridge the gap between these – ‘osmotic ideating spaces’ can be the future. When building innovative cross-border experiences, the design research approach is more useful than ever, with its greatest influence being on interdisciplinary fields. Attention can be drawn to digital interaction design, as a practice that balances behavioural and computer sciences that are used to direct the development of technology towards human desires, emotions and needs. One way of (co-)designing draws a new focus to the field of design education. Because the interactions with humans are not as predictable as those with a technological component; we need social sciences, such as ‘ethnography’ in the field of hardware design education. Finding a balance between the needs and interests of different stakeholders, and between the perspectives of UX and product design, it becomes irrelevant whether they are a student or an entrepreneur, they are ideating together in a sustainable social interaction. From an economic and didactical point of view, this benefits all parties. A great parameter for transformation is to regenerate designing experiences in relation to our ‘values’ as humans; this is when the ‘design engineer artist’ becomes the innovator and is responsible for the success of the transformation and reaching the SDGs.","PeriodicalId":147286,"journal":{"name":"DS 117: Proceedings of the 24th International Conference on Engineering and Product Design Education (E&PDE 2022), London South Bank University in London, UK. 8th - 9th September 2022","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"DS 117: Proceedings of the 24th International Conference on Engineering and Product Design Education (E&PDE 2022), London South Bank University in London, UK. 8th - 9th September 2022","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.35199/epde.2022.7","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
Pan-European design innovation needs new spaces for ideation and ongoing transformation. The key to this transformation is a symbiosis between ‘interactive learning and ideating landscapes’, and respecting mixed-stakeholder interests. It is important not to separate the academic and industrial spaces from one another, we have to bridge the gap between these – ‘osmotic ideating spaces’ can be the future. When building innovative cross-border experiences, the design research approach is more useful than ever, with its greatest influence being on interdisciplinary fields. Attention can be drawn to digital interaction design, as a practice that balances behavioural and computer sciences that are used to direct the development of technology towards human desires, emotions and needs. One way of (co-)designing draws a new focus to the field of design education. Because the interactions with humans are not as predictable as those with a technological component; we need social sciences, such as ‘ethnography’ in the field of hardware design education. Finding a balance between the needs and interests of different stakeholders, and between the perspectives of UX and product design, it becomes irrelevant whether they are a student or an entrepreneur, they are ideating together in a sustainable social interaction. From an economic and didactical point of view, this benefits all parties. A great parameter for transformation is to regenerate designing experiences in relation to our ‘values’ as humans; this is when the ‘design engineer artist’ becomes the innovator and is responsible for the success of the transformation and reaching the SDGs.