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Design Thinking Applied in Higher Education: Exploring Participant Experiences 设计思维在高等教育中的应用:探索参与者经验
Q Engineering Pub Date : 2021-06-01 DOI: 10.22059/JDT.2021.314024.1050
Taryn Akgul, Jessica J. Brown, B. Milz, Kenneth C. Messina
Higher Education is facing challenges that necessitate innovative problem-solving approaches. Design Thinking is an effective approach to address problems universities are facing. This exploratory study used a qualitative approach to survey individuals involved in the Design Thinking group and further explore their experiences participating in a Design Thinking project at a mid-sized university in the Midwest. For this study, the data was collected through open-ended questions, which were sent by email to participants with a link to a Qualtrics survey. The participants were chosen frommembers of campus community, who then formed a Design Thinking group. The findings criteria contain positive interaction, teamwork/collaboration, problem-solving, structure, facilitator and group size. Conclusions and future considerations that are discussed, comprise the importance of including student perspective, Design Thinking as a method for innovation to work towards solving problems in Higher Education as well as the importance of exploring participant experiences with Design Thinking.
高等教育面临的挑战需要创新的解决问题的方法。设计思维是解决高校面临问题的有效途径。本探索性研究采用定性方法对参与设计思维小组的个人进行了调查,并进一步探讨了他们在中西部一所中等规模大学参与设计思维项目的经历。在这项研究中,数据是通过开放式问题收集的,这些问题通过电子邮件发送给参与者,并附有Qualtrics调查的链接。参与者是从校园社区成员中挑选出来的,然后他们组成了一个设计思维小组。调查结果标准包括积极互动、团队合作、解决问题、结构、促进者和团队规模。讨论的结论和未来的考虑,包括包括学生观点的重要性,设计思维作为一种创新方法来解决高等教育中的问题,以及探索设计思维参与者经验的重要性。
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引用次数: 1
Design Thinking in Large Companies and Design Consulting Firms in Japan 日本大公司和设计咨询公司的设计思维
Q Engineering Pub Date : 2021-06-01 DOI: 10.22059/JDT.2020.305278.1044
Satoru Tokuhisa
This paper focuses on large companies in Japan and derives insights into how large Japanese enterprises have adopted Design Thinking (DT). By comparing patterns for large companies that has adopted it by themselves and with support from design consulting firms, the author reveals each relevant feature and develops approaches to adopt DT into company operations. Towards these research questions, the author conducts a literature review on definitions of DT, tools, methods and frameworks related to DT, as a basis for deriving interview questions for design thinkers in large companies and design consulting firms. The author conducted semi-constructed interviews with interviewees from large operating companies as well as design consulting firms. Having analyzed interview data using M-GTA as a textual analysis method, the author discovered five key concepts: 1. Adoption of user observation and user study, 2. Development and usage of original tools and methods, 3. Emphasis on the sharing of feelings about participation, 4. Non-Affinity with existing development processes, and 5. Necessity of a mindset and organizational structure. The contributes of this paper reveals individual and common characteristic of large operating companies and design consulting firms.
本文以日本大企业为研究对象,探讨日本大企业如何采用设计思维(DT)。通过比较大公司自己采用的模式和在设计咨询公司的支持下采用的模式,作者揭示了每一个相关的特征,并开发了将DT引入公司运营的方法。针对这些研究问题,笔者对DT的定义、与DT相关的工具、方法和框架进行了文献综述,以此为基础推导出大公司和设计咨询公司中设计思考者的面试问题。笔者对来自大型运营公司和设计咨询公司的受访者进行了半构造访谈。通过使用M-GTA作为文本分析方法对访谈数据进行分析,作者发现了五个关键概念:1。采用用户观察和用户研究;开发和使用原始工具和方法;3 .强调参与感受的分享。4 .与现有开发过程没有亲和性;心态和组织结构的必要性。本文的贡献揭示了大型运营公司和设计咨询公司的个性和共性。
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引用次数: 0
Integrating Design Thinking in Service Design Process: A Conceptual Review 在服务设计过程中整合设计思维:一个概念回顾
Q Engineering Pub Date : 2021-06-01 DOI: 10.22059/JDT.2021.314271.1051
Tapish Panwar, Kalim Khan
This paper is based on a theoretical approach to service design, Design Thinking and the integration between the two concepts. The evolution of the traditional service design process was argued and its limitations critically examined. Furthermore, the adoption of Design Thinking in the service design process was discussed so that it helps organizations overcome the existing limitations in service design. This was aided graphically by comparing the differences and similarities between the service design process, with and without the Design Thinking approach. It was argued that Design Thinking has the ability to plug gaps in traditional service design methods due to its human-centric core and co-design shell. This paper shall help service designers and managers decide on the adoption of Design Thinking for service design process based on the slated arguments. Finally, a set of organizational challenges that may influence the application of Design Thinking were listed for managers to be cognizant of while trying to integrate Design Thinking in their existing service design process.
本文是以服务设计的理论方法为基础,将设计思维与设计思维这两个概念相结合。讨论了传统服务设计过程的演变,并对其局限性进行了严格的检查。此外,还讨论了在服务设计过程中采用设计思维,以帮助组织克服服务设计中的现有限制。通过比较使用和不使用设计思维方法的服务设计过程之间的差异和相似点,以图形化的方式辅助了这一点。有人认为,设计思维由于其以人为中心的核心和协同设计的外壳,有能力填补传统服务设计方法的空白。本文将帮助服务设计者和管理者决定在服务设计过程中采用设计思维。最后,列出了一组可能影响设计思维应用的组织挑战,供管理人员在试图将设计思维整合到现有服务设计过程中时认识到。
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引用次数: 1
Identifying Unspoken Desires and Demands: A Collection of Design Ideas for Living Room Furniture and Zones 识别未说出口的欲望和需求:客厅家具和区域的设计思想集合
Q Engineering Pub Date : 2021-06-01 DOI: 10.22059/JDT.2021.313667.1049
Esra Bici Nasır
In this study, the outcomes of a particular elective course — Furniture Design and Everyday Life — were analyzed and discussed, in which the students were given an assignment regarding the development of design ideas for living room units. The common living room discourse established by professional actors such as designers, manufacturers, and marketing experts requires the user to undertake a set of generic activities like watching television, eating, hosting, relaxing, sitting, etc. However, one of the important tenets of design thinking is applying user-based research for discovering unarticulated user needs and providing a source of inspiration for design practice. Therefore, it was hypothesized that the emphatic approach of design thinking would contribute well to the area of living room furniture design, which has been a realm often dominated by stereotypes and normative configurations. During my elective course, industrial design sophomores were expected to develop design ideas considering the research analysis regarding respondents’ desires and demands in the living room context. This article overlays the students’ design ideas for new zones, furniture units and products that addressed the activities of studying, dancing, exercising, pet rearing and playing PlayStation games.
在这项研究中,对一门特殊的选修课程——家具设计和日常生活——的结果进行了分析和讨论,在这门课程中,学生们被分配了一项关于客厅单元设计思想发展的任务。由设计师、制造商、营销专家等专业演员建立的共同客厅话语,要求用户承担一套通用的活动,如看电视、吃饭、主持、放松、坐着等。然而,设计思维的一个重要原则是应用基于用户的研究来发现未表达的用户需求,并为设计实践提供灵感来源。因此,假设设计思维的强调方法将有助于客厅家具设计领域,这是一个经常被刻板印象和规范配置所主导的领域。在我的选修课程中,我要求工业设计专业的大二学生在客厅环境中结合受访者的愿望和需求的研究分析来发展设计思路。这篇文章覆盖了学生对新区域、家具单元和产品的设计思路,解决了学习、跳舞、锻炼、养宠物和玩PlayStation游戏的活动。
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引用次数: 0
An Overview of Co-Design: Advantages, Challenges and Perspectives of Users’ Involvement in the Design Process 协同设计概述:用户参与设计过程的优势、挑战和观点
Q Engineering Pub Date : 2021-06-01 DOI: 10.22059/JDT.2020.272513.1018
Matteo Antonini
Co-design is currently one of the most emergent approaches within design practices. Building on participatory design tradition and User-Centered approach, this approach affirmed in the literature's headlines as well as got adopted in a wide range of practices.  Being described as capable toincrease general processes’ effectiveness by ensuring compatibility between users’ needs and products/services’ features scholars emphasize the advantages of replacing traditional top-down design approaches with a co-design one. While highlighting the advantages the field literature alsoindicates several challenges stemming from the adoption of co-design, generally revolving around the need to root the approach into a theoretical framework. According to an analysis of some main contributions developed in the literature, this paper aims to point out potential developments for the field, building on the analysis of the development of the approach throughout decades and analysing the challenges that practitioners and scholars are currently facing. A constructivist approach built on cultural psychology theory is finally argued as a theoretical framework capable to provide an advancement for the field.
协同设计是目前设计实践中最新兴的方法之一。基于参与式设计传统和以用户为中心的方法,这种方法在文献标题中得到肯定,并被广泛采用。被描述为能够通过确保用户需求和产品/服务特征之间的兼容性来提高一般过程的有效性,学者们强调用协同设计方法取代传统的自顶向下设计方法的优势。虽然强调了协同设计的优势,但该领域的文献也指出了采用协同设计所带来的一些挑战,这些挑战通常围绕着将该方法根植于理论框架的需要。根据对文献中一些主要贡献的分析,本文旨在指出该领域的潜在发展,建立在分析几十年来该方法的发展的基础上,并分析从业者和学者目前面临的挑战。建立在文化心理学理论基础上的建构主义研究方法作为一种理论框架,为该领域的发展提供了理论基础。
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引用次数: 4
Design Thinking-Based Internship; An Efficient Alternative for Hiring Product Designers 基于设计思维的实习;雇佣产品设计师的有效选择
Q Engineering Pub Date : 2021-06-01 DOI: 10.22059/JDT.2021.319631.1053
N. Yashmi, Elham Momenzade, P. Adibzade, Sara Taghipour Anvari, Mohammad Saghafi, Shabnam Tajbakhsh, K. Feridouni, M. Sarikhani
To fill a specialized job position, organizations should provide onboarding training. Therefore, investigating more rapid and efficient training is unavoidable. This case study reports a method based on Design Thinking for training product designers during an internship to prepare them for a professional job position. This training, including the theory and practice, was conducted twice, with each taking three months. We organized two intern groups containing four participants under a senior product manager’s supervision as a mentor in — Bahar E-Commerce Company— a Fintech startup. After completing these internships, five external referees evaluated the trainees’ skills such as problem determination, ideation, design thinking, user experience, user interface design and product evaluation. In addition, the result of their design project was evaluated with real users. The results showed that trainees could conduct a design project at a professional level, offering great value to startups. On the other hand, the internship was more time-effective and cost-effective than onboarding a new employee and provided better compliance. For the trainees, applying the Design Thinking approach via an actual project in a startup was a fast way to become an expert in product design.
为了填补一个专门的工作岗位,组织应该提供入职培训。因此,研究更快速有效的培训是不可避免的。本案例研究报告了一种基于设计思维的方法,在实习期间培训产品设计师,使他们为专业工作岗位做好准备。本次培训分为理论和实践两部分,每部分为期三个月。我们组织了两个实习小组,每组四人,由一位资深产品经理作为导师指导,在一家金融科技创业公司——Bahar电子商务公司。在完成这些实习后,五位外部评审对学员的问题判断、创意、设计思维、用户体验、用户界面设计和产品评估等技能进行了评估。此外,他们的设计项目的结果与实际用户进行了评估。结果显示,学员可以在专业水平上进行设计项目,为创业公司提供了巨大的价值。另一方面,与新员工入职相比,实习更具时间效益和成本效益,并提供了更好的合规。对于学员来说,通过在初创公司的实际项目中应用设计思维方法是成为产品设计专家的快速途径。
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引用次数: 0
Design Guidelines for implementation of User-Friendly Mass Customization Toolkits 实现用户友好的大规模定制工具包的设计指南
Q Engineering Pub Date : 2021-06-01 DOI: 10.22059/JDT.2020.304017.1041
Hesam Yavari, A. N. Fard, I. Campbell, M. Sinclair
Mass Customization (MC) Toolkits are basically user interfaces that facilitate communication between the company and customer for customization of products, which transfers design data to customers and user data to companies. These toolkits have some characteristics such as 3D visualization, price feedback, material selection and design tools that make them different from common websites. Therefore, current guidelines for common user interfaces should be improved specifically for mass customization toolkits. This paper aims to propose design guidelines from users’ point of view for web-based MC toolkits that enable software developers and designers to have some fundamentals in hand and to follow them. First the elements of mass customization toolkits, which had been obtained by literature review were presented. Next, result of a study was illuminated to demonstrate the ranking of the elements and their preferred on-screen position. Finally, guidelines were provided for designers and software developers, followed by conclusions and future works.
大规模定制(MC)工具包基本上是促进公司和客户之间进行产品定制沟通的用户界面,它将设计数据传递给客户,将用户数据传递给公司。这些工具包有一些特点,如3D可视化,价格反馈,材料选择和设计工具,使他们不同于普通的网站。因此,当前针对公共用户界面的指导方针应该针对大规模定制工具包进行改进。本文旨在从用户的角度为基于web的MC工具包提出设计指南,使软件开发人员和设计人员能够掌握一些基本原理并遵循它们。首先介绍了通过文献综述获得的大规模定制工具包的要素;接下来,一项研究的结果被照亮,以展示元素的排名和他们在屏幕上的首选位置。最后,为设计人员和软件开发人员提供了指导方针,随后是结论和未来的工作。
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引用次数: 0
A Reading of Political Reproduction of Design at French World Expos 法国世博会设计的政治再生产解读
Q Engineering Pub Date : 2020-05-01 DOI: 10.22059/JDT.2020.76038
F. Zarezadeh, Roghayeh Maleki
Throughout the history of international Expos, first held in Great Britain in 1851, governments made constant effort to reproduce a realm of design aligned with their policies. For instance, the republican French government decided to run a series of dynamic Expos in Paris in 1878, 1889 and 1900. Having just survived the 1870s crisis, the nation used them as respond to a fresh political situation at both national and international levels. Accordingly, this study attempts to provide a reading of the three Expos through a descriptive-explanatory approach, so as to find how design in the realm of Expos held by the French government was reproduced to fulfill political goals. The results suggest that the French government adopted various strategies to institutionalize innovative designs, somehow regarded as political reproductions of art, including: promoting tourist consumerism, building revolutionary monuments, and inventing primitive traditions. As for the first strategy, a new visual representation of information and knowledge about products was exhibited to create a kind of enjoyable entertainment. This provided the government with an opportunity to fulfill its developmental needs as consumer goods or industrial structure through interaction with public opinion and viewpoint. On the other hand, growth of economic capital was supposed to be aligned with its function and value of innovative progress. As for the second strategy, a kind of visual infatuation was created to portray the revolution eternally ideal. Finally, the third strategy kept its human utilization through a comprehensive monitoring over ethnic designs.
自1851年首届世博会在英国举行以来,在历届世博会的历史上,各国政府一直在努力打造一个符合其政策的设计王国。例如,法国共和政府决定于1878年、1889年和1900年在巴黎举办一系列充满活力的世博会。在经历了19世纪70年代的经济危机后,这个国家利用它们来应对国内和国际上新的政治形势。因此,本研究试图通过描述-解释的方法来解读三届世博会,从而发现法国政府举办的世博会领域的设计是如何被复制以实现政治目标的。结果表明,法国政府采取了各种策略将创新设计制度化,这些设计在某种程度上被视为艺术的政治复制品,包括:促进旅游消费主义,建造革命纪念碑,以及发明原始传统。对于第一个策略,展示了一种新的关于产品信息和知识的视觉表示,以创造一种愉快的娱乐。这为政府提供了一个机会,通过与公众舆论和观点的互动来满足其消费品或产业结构的发展需求。另一方面,经济资本的增长应该与其创新进步的功能和价值相一致。第二种策略是创造一种视觉上的迷恋,以描绘永恒的革命理想。最后,第三个战略通过对民族设计的全面监测,保持了其人性化的利用。
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引用次数: 0
The Role of Culture in the Experience of Perceiving Different Products and Their Categories 文化在感知不同产品及其类别的体验中的作用
Q Engineering Pub Date : 2020-05-01 DOI: 10.22059/JDT.2020.76034
Somayeh Afrashteh, N. Shadmehri, Markos Konstadakis
The present paper studies the products in which the created experiences are more perceived. It examines 404 products, claimed by the designer or manufacturer as experience-designed, by means of a questionnaire with four open-ended and closed questions. The validity of the questionnaire was determined via formal methods. As for its reliability, it has been tested through representation along with Cronbach's Alpha methods. The paper employs SPSS-22 for a statistical analysis of the results, chi-square and one-sample T-Student test. The results indicated that (p<0.05) furniture, lighting and decorative products are mostly influenced by experience-design and that users percept the experience from different aspects of a product. Aesthetic aspect is the first one through which a user gains the experience, followed by function, material and manufacturing. Lastly there are the ergonomic features which play an important role in creation of the experience. In general, there is a significant relation between product groups and the aspect that demonstrates the new experience.
本文研究的是那些创造的体验更容易被感知的产品。通过一份包含四个开放式和封闭式问题的调查问卷,研究了404种由设计师或制造商声称为体验式设计的产品。通过正式方法确定问卷的效度。在信度方面,采用表征法和Cronbach’s Alpha法对其进行了检验。本文采用SPSS-22对结果进行统计分析,采用卡方检验和单样本T-Student检验。结果表明,体验设计对家具、照明和装饰产品的影响最大(p<0.05),用户从产品的不同方面感知体验。审美方面是用户获得体验的第一个方面,其次是功能、材料和制造。最后是人体工程学特征,它在创造游戏体验方面发挥着重要作用。一般来说,产品组和展示新体验的方面之间存在着重要的关系。
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引用次数: 0
The Effect of Computer-Aided Rehabilitation on Creativity and Computer Problem Solving 计算机辅助康复对创造力和计算机问题解决能力的影响
Q Engineering Pub Date : 2020-05-01 DOI: 10.22059/JDT.2020.76037
L. Mozekesh, Y. Movahedi, Hamid Reza Amarlou
The present study aims at investigating the effect of computer-aided rehabilitation on creativity and computer problem solving of industrial design students at the Islamic Art University of Tabriz. A semi-experimental design with two groups of subjects, each consisted of 15 people, the research uses a computer-aided program along with London Tower Computer Tower and Abedi’s Creativity Test. At first, an announcement was given in the industrial design faculty of Islamic Art University of Tabriz in 2016 to introduce the experiment and those students, willing to attend the experiment, submitted. Among the submitted, 30 students have been initially chosen in random, then to get divided again randomly in two groups with 15 members each. One is the subject group and the other, the control. Prior to taking the test itself, both groups have been given a creativity and problem solving pre-test. In the next 2 months, the subject group has been given rehabilitation, while the control group has not. After the mentioned time, both groups have taken a creativity and problem solving post-test and comparisons between the pre-test and post-test have been done afterwards. Data analysis has been performed by means of SPSS software program, version 21, based on multivariate covariance analysis, to show that the mean scores of pre-test and post-test of both subject and control groups have varied so significantly (P <0.01) that the computer-aided rehabilitation has improved in creativity and problem solving in the former. Considering the positive effects of this method on improvement of creativity and problem solving of industrial design students, the study shows that computer rehabilitation could be used as a method to achieve optimal performance among industrial design students.
本研究旨在探讨计算机辅助康复对大不里士伊斯兰艺术大学工业设计专业学生创造力和计算机问题解决能力的影响。这是一项半实验设计,分为两组,每组15人,研究使用计算机辅助程序以及伦敦塔计算机塔和阿贝迪的创造力测试。最初,大不里士伊斯兰艺术大学工业设计学院于2016年发布了一份公告,介绍该实验,并邀请愿意参加实验的学生提交。在提交的学生中,最初随机选择30名学生,然后再次随机分为两组,每组15人。一个是被试组,另一个是对照组。在参加测试之前,两组都进行了创造力和问题解决能力的预测试。在接下来的2个月里,实验组接受康复治疗,对照组未接受康复治疗。在上述时间后,两组都进行了创造力和解决问题的后测,并在后测中进行了前测和后测的比较。采用SPSS 21版软件进行数据分析,基于多变量协方差分析,结果显示,被试组和对照组的前测和后测均分差异显著(P <0.01),说明计算机辅助康复在被试组的创造力和问题解决能力上有显著提高。考虑到该方法对提高工业设计专业学生的创造力和解决问题的积极作用,研究表明计算机康复可以作为工业设计专业学生实现最佳绩效的方法。
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引用次数: 0
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Journal of Display Technology
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