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Design Creativity in the Belly of the Beast 《野兽肚子里的设计创意
Pub Date : 2024-12-20 DOI: 10.1111/dmj.12101
Frido Smulders

C-K theory is about design creativity & innovation. Operational theory is about optimization and efficiency. C-K theory is about the search for the new in the unknown. Operational theory is about squeezing out inefficiency in the known. C-K theory works best under low pressure whereas operational theory works best under high pressure. C-K theory provides a framework for an exploration of a metaphorically unknown jungle whereas operational theory provides the procedures for traveling by public transport.

This paper addresses the challenging situation of applying design creativity within tightly organized operational processes. Processes are tightly woven organizational routines which resemble the parasympathetic system of our digestion that proceeds autonomously. How can we break in and make room for design creativity?

From a situational perspective on C-K theory, we then look at the theory of organizational routines. What are they and how are they created? These thoughts form the prelude to an exploration of the possible inclusion forces of routines, the forces that keep people within the behavior of the routines. Along the lines of a Deweyan inquiry, we look for integration of these elements to ultimately arrive at a proposal for resolution. Not easy, but fundamental.

C-K 理论是关于设计创意和创新的。运营理论是关于优化和效率。C-K 理论是关于在未知中寻找新事物。运营理论则是要挤出已知事物中的低效率。C-K 理论在低压条件下效果最佳,而操作理论在高压条件下效果最佳。C-K 理论为探索隐喻的未知丛林提供了一个框架,而操作理论则提供了乘坐公共交通工具的程序。流程是严密编织的组织例行程序,它类似于我们消化系统中的副交感神经系统,可以自主运行。从 C-K 理论的情境视角出发,我们探讨了组织常规理论。它们是什么?这些思考构成了探索常规的可能包容力的前奏,也就是使人们保持常规行为的力量。按照杜威式探究的思路,我们将这些要素进行整合,最终提出解决问题的建议。这并非易事,但却是根本。
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引用次数: 0
Unlocking Threshold Concepts: Transforming Student Identities through an International ‘Year-Out’ Multidisciplinary Design Education Programme 解锁门槛概念:通过国际“年度”多学科设计教育计划转变学生身份
Pub Date : 2024-12-20 DOI: 10.1111/dmj.12095
Charles Richardson, Daniel Harrison

Industry demands that graduates excel in their academic disciplines while creatively solving problems and challenges across various contexts, while collaborating effectively as part of a multidisciplinary team. This paper reflects on key learnings and implications from delivery of an innovative and novel “year-out” multidisciplinary design education programme for third-year undergraduate students from multiple disciplinary backgrounds. The programme's core aim was to facilitate learning and application of a range of design tools and methods, while concurrently allowing students to apply knowledge and skills from their home disciplines. Bringing together students from a range of disciplines helped to create novel solutions to complex problems while fostering critical thinking, creativity, adaptability, communication and collaboration – key skills for graduate employability. This paper derives and interrogates key learnings associated with two years of programme delivery. With a focus on pedagogical approaches through the lens of Threshold Concepts, we provide recommendations that support students to develop their own agency, to make this transition possible.

行业要求毕业生在自己的学科领域出类拔萃,同时创造性地解决各种背景下的问题和挑战,同时作为多学科团队的一部分进行有效合作。本文反映了从一个创新的和新颖的“全年”多学科设计教育计划交付的主要学习和启示,该计划面向来自多个学科背景的三年级本科生。该课程的核心目标是促进一系列设计工具和方法的学习和应用,同时允许学生应用其家乡学科的知识和技能。将来自不同学科的学生聚集在一起,有助于为复杂问题创造新颖的解决方案,同时培养批判性思维、创造力、适应能力、沟通和协作能力——这些都是毕业生就业的关键技能。本文推导并询问了与两年计划交付相关的关键学习。通过阈值概念的视角关注教学方法,我们提供建议,支持学生发展自己的代理,使这种转变成为可能。
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引用次数: 0
Bridging the Skills Gap: The Design Education Landscape with AI and Experiential Learning 弥合技能差距:用人工智能和体验式学习的设计教育景观
Pub Date : 2024-12-20 DOI: 10.1111/dmj.12094
Pamela Napier, Terri Wada

The rapid integration of artificial intelligence (AI) like ChatGPT into educational settings has irreversibly transformed teaching and learning paradigms. Recognizing that conventional instructional methods may fall short in equipping students with essential skills, this paper advocates for a shift towards experiential learning through service-learning (SL) and problem-based learning (PBL) in design education. These pedagogies, which promote intellectual growth and hands-on experience, are critical for students' career readiness and provide valuable real-world client engagement. Despite enthusiasm, incorporating SL and PBL faces significant hurdles, including a lack of educator training, resources, and structural support, coupled with the complexities of establishing partnerships, particularly affecting small businesses and disenfranchised entities. This research delves into the experiential learning landscape, examining successes and identifying skills gaps impacting educators and students. The findings, based on various design schools within a single university, assess challenges of integrating SL and PBL into design curricula and propose solutions to mitigate these barriers. Aiming to forge a stronger bridge between research, business, and academia, this paper underscores the necessity of preparing students for the 21st century's demands. Through this exploration, it contributes to the discourse on experiential learning within design education, enhancing the overall quality and relevance of student learning experiences.

像ChatGPT这样的人工智能(AI)迅速融入教育环境,不可逆转地改变了教学范式。认识到传统的教学方法可能无法为学生提供基本技能,本文主张在设计教育中通过服务学习(SL)和基于问题的学习(PBL)向体验式学习转变。这些促进智力发展和实践经验的教学方法对学生的职业准备至关重要,并提供有价值的现实世界客户参与。尽管热情高涨,但整合SL和PBL面临着重大障碍,包括缺乏教育培训、资源和结构支持,以及建立伙伴关系的复杂性,特别是对小企业和被剥夺公民权的实体的影响。这项研究深入研究了体验式学习的前景,考察了成功案例,并确定了影响教育工作者和学生的技能差距。研究结果基于同一所大学内的不同设计学院,评估了将SL和PBL整合到设计课程中的挑战,并提出了缓解这些障碍的解决方案。为了在研究、商业和学术之间架起一座更牢固的桥梁,本文强调了让学生为21世纪的需求做好准备的必要性。通过这一探索,有助于设计教育中体验式学习的论述,提高学生学习体验的整体质量和相关性。
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引用次数: 0
A Business Model for Communication Design Enterprises 通信设计企业的商业模式
Pub Date : 2024-12-20 DOI: 10.1111/dmj.12096
Dr. Con Kennedy

Several international reports and studies indicate that the Communication Design sector has a skill deficit in entrepreneurship and business management, and a greater understanding of these topics is needed. Some authors advocate applying existing business models for design enterprises. However, the skill deficit prevails. It is worth noting that these reports discuss the entrepreneurship deficit in general terms without an explanation of the causes of this deficit or how to remedy the issue. Therefore, this paper explores the development of a Business Model specific for Design Entrepreneurs for deployment in Communication Design enterprises.

A theoretical framework for a specific business model for design entrepreneurs for application in their enterprises was developed by assessing the literature in the field, in which a previously unidentified connection between the themes of design and the entrepreneurship process was identified. This review evaluated themes for their applicability in a business model for design enterprises. This hypothesis was tested and evaluated through this study's primary phenomenological research, conducted through semi-structured interviews with prominent and successful design entrepreneurs. Thematic analysis methods guided the research findings. The data analysis identified various themes that emerged from interviews. These themes helped further develop the theoretical framework and iterate a proposed entrepreneurship model applicable to design entrepreneurs. This proposed entrepreneurship model better explains the entrepreneurship process from the point of view of designers, meaning that the model is relevant and valuable to the sector.

This paper contributes to the academic knowledge of entrepreneurship by developing a framework for a business model, specifically for design entrepreneurs in the Communication Design sector. In addition, it proposes a thematic relationship between entrepreneurship and design processes, a connection that has not been explored in the literature before. This novel perspective enriches the academic discourse on entrepreneurship and design, offering new avenues for research and understanding.

一些国际报告和研究表明,传播设计部门在创业和商业管理方面存在技能缺陷,需要对这些主题有更深入的了解。一些作者主张将现有的商业模式应用于设计企业。然而,普遍存在技能不足的问题。值得注意的是,这些报告笼统地讨论了企业家精神不足的问题,但没有解释造成这种不足的原因或如何补救这一问题。因此,本文探索开发一种专门针对设计企业家的商业模式,以便在通信设计企业中部署。通过评估该领域的文献,为设计企业家在其企业中应用的特定商业模式开发了一个理论框架,其中确定了设计主题与创业过程之间先前未确定的联系。这篇综述评估了主题在设计企业商业模式中的适用性。通过对杰出和成功的设计企业家进行半结构化访谈,本研究的主要现象学研究对这一假设进行了检验和评估。专题分析方法指导了研究结果。数据分析确定了采访中出现的各种主题。这些主题有助于进一步发展理论框架,并重复提出适用于设计企业家的创业模式。这个提出的创业模型从设计师的角度更好地解释了创业过程,这意味着该模型对该行业具有相关性和价值。本文通过开发一个商业模式框架,特别是针对通信设计领域的设计企业家,为企业家精神的学术知识做出了贡献。此外,它提出了创业和设计过程之间的主题关系,这种联系在以前的文献中没有被探讨过。这种新颖的视角丰富了关于创业和设计的学术论述,为研究和理解提供了新的途径。
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引用次数: 0
Researching Climate through Design 通过设计研究气候
Pub Date : 2024-12-20 DOI: 10.1111/dmj.12097
Erika Conchis

This paper explores how design can be used as a process of enquiry in climate research in collaboration with climate scientists. The research discusses the value of design in navigating the complexities of transdisciplinary climate research by engaging with the mess and researching everyday climate actions.

The ordinary can be described as the realm of social life where the repetition of daily cycles that we learn is eventually taken for granted. Climate actions that are situated in this ordinary are vital to delivering larger-scale transformations and achieving carbon reductions. However, climate scientists across disciplines often overlook the importance of engaging with the messiness of such climate initiatives – such as understanding how ordinary climate initiatives emerge, impact a place, and move across contexts. As a result, academics and policymakers tend to focus on global and high-tech responses to climate issues. However, by shifting our focus on the mundane, we can research and present situated perspectives of climate actions that are crucial to achieving carbon emission reductions and improving resilience to the impact of climate change at different scales.

This paper presents theoretical grounding for design to be used as an integral part of ‘ordinary’ climate research.

本文探讨了在与气候科学家合作的气候研究中,如何将设计作为一种探究的过程。该研究讨论了设计的价值,通过参与混乱和研究日常气候行动来引导跨学科气候研究的复杂性。普通人可以被描述为社会生活的领域,在那里我们学习的日常循环的重复最终被认为是理所当然的。在这种情况下采取的气候行动对于实现更大规模的转型和实现碳减排至关重要。然而,跨学科的气候科学家往往忽视了参与此类气候倡议的复杂性的重要性——比如理解普通的气候倡议是如何产生的,如何影响一个地方,以及如何跨环境移动。因此,学者和政策制定者倾向于关注全球和高科技对气候问题的反应。然而,通过将我们的注意力转移到平凡的事物上,我们可以研究和展示气候行动的情境视角,这些行动对于实现碳减排和提高对不同尺度气候变化影响的适应能力至关重要。本文提出了作为“普通”气候研究的组成部分的设计的理论基础。
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引用次数: 0
Patient Ecosystem Mapping (PEM): Supporting System-Shifting in Healthcare 患者生态系统映射(PEM):支持医疗保健系统转移
Pub Date : 2024-12-20 DOI: 10.1111/dmj.12098
Tom Inns

Many approaches to innovation are active in the health sector, the majority derived from the world of quality improvement. While these methods are potent and can yield significant results, when used in healthcare they frequently concentrate on individual patient pathways or specific components of a healthcare system - yet many of the challenges in healthcare are associated with patient and staff experiences and the poor interfaces between different parts of a service.

In the conventional quality improvement (QI) toolbox there are relatively few methods that support exploration of these more holistic challenges. Design and systems thinking, however, have much to offer. Design thinking has methods and frameworks that put the user at the centre, encourage divergent and convergent thinking, promote early prototyping & iteration and support collaboration through visualisation. Systems thinking helps map the complex connections and relationships between different actors and elements within a system, it explores flows & feedback loops and encourages looking at the system in its entirety from the perspectives of events, trends, connections and mindsets.

To translate design and systems thinking into action, healthcare professionals need design and systems methods that are framed around their very particular challenges, are described in the vocabulary of health and complement existing paradigms of quality improvement.

This paper describes how a Patient Ecosystem Mapping methodology has been developed that enables a healthcare team to build a ‘London Underground’ style map of the patient pathways within which they work and then use this to reflect on potential improvements. The principles of the mapping process are described.

Examples of how the Patient Ecosystem Mapping methodology has been used on various projects and Scotland and Northern Ireland are described. The maps have acted as Boundary Objects, breaking down silos and empowering teams to take ownership of their areas of healthcare. The way different frameworks from systems thinking, such as the iceberg model, have been used to help review the maps is also described.

The work is a case study in how design and systems thinking principles can be integrated into a working method with real world value. The work is also a case study in how non-design professionals (from healthcare) can be upskilled in design approaches.

卫生部门正在积极采取许多创新办法,其中大多数来自质量改进领域。虽然这些方法很有效,可以产生显著的结果,但在医疗保健中使用时,它们通常集中于单个患者途径或医疗保健系统的特定组件——然而,医疗保健中的许多挑战与患者和工作人员的经验以及服务不同部分之间的不良接口有关。在传统的质量改进(QI)工具箱中,支持探索这些更全面的挑战的方法相对较少。然而,设计和系统思维有很多东西可以提供。设计思维的方法和框架以用户为中心,鼓励发散和收敛思维,促进早期原型设计。通过可视化进行迭代和支持协作。系统思维有助于绘制系统中不同参与者和元素之间的复杂联系和关系,它探索流程。反馈循环并鼓励从事件、趋势、联系和心态的角度整体看待系统。为了将设计和系统思维转化为行动,医疗保健专业人员需要围绕他们非常特殊的挑战进行设计和系统方法,这些方法用健康词汇进行描述,并补充现有的质量改进范例。本文描述了如何开发患者生态系统映射方法,使医疗团队能够构建他们工作的患者路径的“伦敦地铁”风格地图,然后使用它来反映潜在的改进。描述了映射过程的原理。描述了患者生态系统测绘方法如何用于各种项目以及苏格兰和北爱尔兰的例子。这些地图起到了边界对象的作用,打破了孤岛,使团队能够拥有自己的医疗保健领域。本文还描述了来自系统思维的不同框架,如冰山模型,用于帮助审查地图的方式。这项工作是一个案例研究,说明如何将设计和系统思考原则集成到具有现实世界价值的工作方法中。这项工作也是一个非设计专业人士(来自医疗保健)如何提高设计方法技能的案例研究。
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引用次数: 0
Creating Cross-Locational Experiential Service Journeys in Tourism 创造跨地域的旅游体验服务之旅
Pub Date : 2024-12-20 DOI: 10.1111/dmj.12100
Sune Gudiksen

Cultural tourism is a fast-growing segment in the tourism industry and is estimated to be around 40% of the tourist segments globally. After COVID-19, this has come back with renewed force. Regional attractions such as experience centers, museums, event developers, city developers, tourism offices, and so forth need to work together to create enough “reason-to-go” and subsequent “reason-to-stay” experiential qualities in their tourism service value propositions.

Through two larger cultural tourism case projects, we investigate how one can bring ecosystem tourism stakeholders together through codesign tangible methods to ideate on cross-locational experiential service value propositions and what opportunities and difficulties seem to emerge through this. In the first project, three regional museums and a tourism destination office worked together to find shared themes and connected stories. In the second project, seven Second World War museums, three tourism offices, and design developers collaborated to extract three experiential journeys that visitors could follow.

We illustrate how a series of codesign interventions can engage a cross-disciplinary circle of stakeholders and lead to novel insights and shared understandings, establish common ground, and generate ideas with potential. In addition, we analyze the use and effect of introducing codesign methods that can support the development of shared themes and stories attracting visitors and international tourists. Through observations, video recordings, and interaction analysis, we outline both the opportunities and difficulties found in these collaborations.

The opportunities point to the possibilities in providing an attractive offering through a series of connected stories that involve the value chain of travel, food, and accommodation providers and in training the front personnel to guide to the next places. The difficulties point to issues such as the gap between stories as marketing and the stories as they are experienced on location and the difficulty in aligning practices according to a central story line and overall service value proposition across various distances and time.

From the perspective of experiential service design, the results have theoretical implications because a holistic service flows through cross-locational and cross-organizational touchpoints while the practical implications also point to the development of ecosystems of tourism actors working closely together.

文化旅游是旅游业中一个快速增长的部分,估计约占全球旅游部分的40%。在2019冠状病毒病之后,这种情况又卷土重来。体验中心、博物馆、活动开发商、城市开发商、旅游办公室等区域景点需要共同努力,在其旅游服务价值主张中创造足够的“去的理由”和随后的“留的理由”体验品质。通过两个更大的文化旅游案例项目,我们研究了如何通过共同设计切实可行的方法将生态系统旅游利益相关者聚集在一起,以构思跨地域体验服务的价值主张,以及由此出现的机遇和困难。在第一个项目中,三个地区博物馆和一个旅游目的地办公室合作,寻找共同的主题和相互关联的故事。在第二个项目中,七个二战博物馆、三个旅游办事处和设计开发商合作,提炼出游客可以跟随的三个体验之旅。我们说明了一系列共同设计干预如何能够吸引跨学科的利益相关者,并导致新的见解和共享的理解,建立共同点,并产生具有潜力的想法。此外,我们分析了引入协同设计方法的使用和效果,这些方法可以支持共享主题和故事的发展,吸引游客和国际游客。通过观察、录像和互动分析,我们概述了在这些合作中发现的机遇和困难。这些机会表明,通过一系列涉及旅游、食品和住宿供应商价值链的相关故事,提供有吸引力的产品,以及培训前线人员,引导他们前往下一个地方的可能性。这些困难指出了一些问题,比如作为市场营销的故事与作为现场体验的故事之间的差距,以及根据中心故事线和跨越不同距离和时间的整体服务价值主张调整实践的困难。从体验式服务设计的角度来看,研究结果具有理论意义,因为整体服务是通过跨地点和跨组织的接触点流动的,而实践意义也指向了旅游行为体紧密合作的生态系统的发展。
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引用次数: 0
Form Follows Context: Exploring the Effect of Usage Context on Human-likeness of Mobile Service Robots Using Generative AI 形式追随情境:基于生成式AI的移动服务机器人使用情境对人形的影响
Pub Date : 2024-12-20 DOI: 10.1111/dmj.12099
Yong-Gyun Ghim

With various types of mobile service robots gradually taking their place in our homes and public spaces, robot designs are diversifying to address a wide range of tasks and usage contexts. While research on robot morphology within human-robot interaction (HRI) has primarily focused on anthropomorphic design, studies on robot appearance and human perception yield conflicting findings regarding the effect of anthropomorphism and the desired level of human-likeness across contexts. This study hypothesizes that the optimal level of human-likeness varies depending on the nature of the context. By exploring the design of mobile service robots across three different service contexts - restaurants, supermarkets, and delivery services - this study examines the relationship between usage context, perceived capabilities, and the desired level of human-likeness. Generative image artificial intelligence (AI) tools were employed to facilitate the development of design variations and their visualization in context as photorealistic renderings. A total of nine renderings were created and presented in an online survey, from which 36 responses were collected and analyzed. The survey results indicate a preference for low-level human-likeness for robots in supermarket and delivery contexts. However, the restaurant context had mixed results, exhibiting no clear preference for a certain human-likeness level.

随着各种类型的移动服务机器人逐渐在我们的家庭和公共空间中占据一席之地,机器人的设计正在多样化,以解决广泛的任务和使用环境。虽然人机交互(HRI)中机器人形态的研究主要集中在拟人化设计上,但机器人外观和人类感知的研究在拟人化的影响和跨环境的人类相似性期望水平方面产生了相互矛盾的发现。这项研究假设,人类相似度的最佳水平取决于环境的性质。通过探索移动服务机器人在三种不同服务环境(餐馆、超市和送货服务)中的设计,本研究考察了使用环境、感知能力和期望的人类相似程度之间的关系。生成图像人工智能(AI)工具被用来促进设计变化的发展及其在逼真渲染的背景下的可视化。在一项在线调查中,共创建了9个效果图,并从中收集和分析了36个回复。调查结果表明,在超市和送货环境中,人们更喜欢与人类相似程度较低的机器人。然而,餐厅环境的结果好坏参半,没有显示出对某种人类相似程度的明确偏好。
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引用次数: 0
From the President 来自总统
Pub Date : 2024-12-20 DOI: 10.1111/dmj.12102
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引用次数: 0
Creating Value on the Inside: Design-Driven Innovation to Create New Meanings for Internal Stakeholders 在内部创造价值:设计驱动的创新为内部利益相关者创造新的意义
Pub Date : 2024-12-20 DOI: 10.1111/dmj.12093
Emily Hayhurst, Tim Haats

Design-driven innovation (DDI) is an approach to innovation that focuses on creating new meanings for the products and services a company offers. DDI differs from other forms of innovation, which are typically more so driven by the development of breakthrough technologies or on addressing current market needs. It is argued that DDI is an effective approach to creating value and promoting the growth of a company. Research regarding DDI has largely focused on the outcomes for end-users or overall company growth. While these outcomes are important, a lot goes on behind the scenes to successfully deliver them. Internal stakeholders such as managers and employees are responsible for delivering these outcomes, and research regarding value creation for them is currently limited. This paper serves as a starting point for further research by presenting a critical literature review that investigates how DDI could be a catalyst for innovation and growth through the creation of new meanings for internal stakeholders involved in the development of products and services. The result of this literature review is the identification of possible areas for intervention and a proposal for further primary research.

设计驱动创新(DDI)是一种创新方法,其重点是为公司提供的产品和服务创造新的意义。设计驱动创新不同于其他形式的创新,后者通常以开发突破性技术或满足当前市场需求为驱动力。有人认为,DDI 是一种创造价值和促进公司发展的有效方法。有关 DDI 的研究主要集中于最终用户的成果或公司的整体增长。这些成果固然重要,但要成功实现这些成果,背后还有很多工作要做。管理人员和员工等内部利益相关者负责实现这些成果,而有关为他们创造价值的研究目前还很有限。本文通过对重要文献的综述,探讨了 DDI 如何通过为参与产品和服务开发的内部利益相关者创造新的意义来促进创新和增长,以此作为进一步研究的起点。文献综述的结果是确定了可能的干预领域,并提出了进一步开展初级研究的建议。
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引用次数: 0
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Design Management Journal
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