A PAN-EUROPEAN TRANSFORMATION TO BRIDGE THE GAP BETWEEN TANGIBLE EXPERIENCE AND VIRTUAL IDEATING SPACES

marina-elena Wachs, Theresa-Marie Scholl, Giulia D'Aleo
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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.
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一个泛欧洲的转变,弥合有形体验和虚拟想象空间之间的差距
泛欧设计创新需要新的创意空间和持续的转型。这种转变的关键是“互动学习和景观构想”之间的共生关系,以及尊重混合利益相关者的利益。重要的是不要将学术和工业空间彼此分开,我们必须弥合这些空间之间的差距-“渗透的思想空间”可以成为未来。在构建创新的跨界体验时,设计研究方法比以往任何时候都更有用,其最大的影响是在跨学科领域。可以将注意力吸引到数字交互设计上,作为一种平衡行为科学和计算机科学的实践,它们被用来指导技术朝着人类欲望、情感和需求的发展。一种(共同)设计方式引起了设计教育领域的新关注。因为与人类的互动不像那些有技术成分的互动那样可预测;我们需要社会科学,比如硬件设计教育领域的“人种学”。在不同利益相关者的需求和利益之间找到平衡,在用户体验和产品设计的观点之间找到平衡,无论他们是学生还是企业家,他们都是在可持续的社会互动中一起构思的。从经济和教学的角度来看,这对各方都有利。转变的一个重要参数是根据我们作为人类的“价值”来重新生成设计体验;此时,“设计工程师艺术家”就会成为创新者,并对转型的成功和可持续发展目标的实现负责。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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