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Disassembly Objects: The Importance of Materials in Product Design Education 拆解对象:材料在产品设计教育中的重要性
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001425
P. Dinis, Inês Veiga
Higher education, more specifically in the scientific area of product design at the School of Architecture of the University of Lisbon, has sought to adopt new methodologies and exercises to balance theory and practice through the articulation of several curricular units. In the scope of the Master in Product Design, the articulation between the units of Sustainability of Products and Services and Product Engineering and Production Systems are positioned as an integral and fundamental part of the project practice. These disciplines integrate the product development exercise through the research and analysis of information associated with the history and life cycle of the object under study, the use of software to obtain technical data, an environmental impact assessment, handling and direct observation to recognise functional modules, components and materials, and the production of diagrams and tables for the identification, description and correlation between the constituent elements of the product-system.The disassembly of existing products on the market in an academic environment combined with the research of the typological evolution of the equipment and the mapping of its life cycle, enables hands-on analysis and exploration of materiality. This approach allows design students to focus on solving real problems and exercise systemic thinking through the reformulation through the possibility of reviewing functional, technical, and ecological priorities of the original product. In this view, this paper results from an analysis to understand the benefits of 'reverse designing' to learning about sustainability strategies and planning of the production system of these products with direct consequences on the results of the projects of the Product and Service Design discipline.
高等教育,特别是里斯本大学建筑学院的产品设计科学领域,已经寻求采用新的方法和练习,通过几个课程单元的衔接来平衡理论和实践。在产品设计硕士的范围内,产品和服务的可持续性以及产品工程和生产系统的单位之间的衔接被定位为项目实践中不可或缺的基本部分。这些学科通过研究和分析与所研究对象的历史和生命周期有关的信息、使用软件获取技术数据、进行环境影响评估、处理和直接观察以识别功能模块、组件和材料,以及制作用于识别的图表和表格,将产品开发工作整合在一起。产品系统的组成要素之间的描述和相互关系。在学术环境中拆卸市场上现有产品,结合设备类型演变的研究和其生命周期的映射,使动手分析和探索材料成为可能。这种方法使设计专业的学生能够专注于解决实际问题,并通过审查原始产品的功能、技术和生态优先级的可能性,通过重新制定进行系统思考。在这种观点下,本文通过分析来理解“逆向设计”对学习这些产品的可持续性战略和生产系统规划的好处,并对产品和服务设计学科项目的结果产生直接影响。
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引用次数: 0
Co-Design as a Tool to Improve Our Cities. 协同设计是改善城市的工具。
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001382
Vera Barradas, C. Rijo
This paper aims to develop an academic project in the field of design under the theme"New European Bauhaus" with the aim of contributing to a better experience andliving in the city and the development of a more sustainable city. The theme has afocus on the project developed in the Master of Digital Identity of PortalegrePolytechnic that intends to know the city of Portalegre from a singular place and itsidentity. This study is part of this international project called “Design, experience,and identity: meeting spaces to design a livable city” that has the collaboration of sixNational and International Higher Education Institutions and aims to address thisinterdisciplinary issue through the development of academic projects in thedisciplinary field of design. In these ways we can contribute to a better experience inthe city, as well as to a more sustainable development of the place, without losingsight of its identity.
本论文旨在开发一个以“新欧洲包豪斯”为主题的设计领域的学术项目,旨在为更好的城市体验和生活以及更可持续的城市发展做出贡献。主题集中在PortalegrePolytechnic的数字身份硕士项目上,该项目旨在从一个独特的地方和它的身份来了解Portalegre市。本研究是一个名为“设计、体验和身份:设计宜居城市的会议空间”的国际项目的一部分,该项目由六个国家和国际高等教育机构合作,旨在通过发展设计学科领域的学术项目来解决这一跨学科问题。通过这些方式,我们可以为城市提供更好的体验,也可以为这个地方的可持续发展做出贡献,同时又不会忘记它的身份。
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引用次数: 0
Strategic Design for “Smellscapes”: Do Smells Get Into Our Decisions? “气味景观”的战略设计:气味会影响我们的决策吗?
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001402
Amadeu Martins, Ana Nunes, Andreia Lima, Carlos Ribeiro, Carolina Pedro, Jéssica Oliveira, Monalisa Vieira, Patrícia Monteiro
Most design interventions manipulate the environment to convey sensory information to the public. However, aside from cosmetic industry, research on the olfactory modality has been broadly overlooked. Being one of the most ancient senses, smell provides motivational guidance within the environment, and some evidence has pointed to multisensory influences of smell. Thus, if the olfactory experience could surpass its mere perception and extend to our decisions, it would become a critical topic for design R&D. We assessed the influence of environmental smells on the performance of two distinct decision tasks, namely, a parallel response selection / conflict monitoring task (see Beste et al. 2013) and a cocoa taste-discrimination task, respectively employing an orthonasal (experiment 1) and a retronasal (experiment 2) smell exposure. Three identical laboratory rooms were used in both experiments to expose the participants to control, pleasant (apple fragrance scented room), and unpleasant (faecal / putrid room) smells in a counterbalanced within-subject design. Although participants’ response times were equivalent between conditions in experiment 1, the unpleasant room was associated with a decreased (albeit non-significant) number of errors. Remarkably, experiment 2 revealed that the unpleasant smell condition produced significantly more accurate judgments about the cocoa content of the trials than those obtained under pleasant (p< 0.01) and control (p< 0.05) conditions. Our findings are discussed considering the salience of smells (i.e., motivational value), and task demands (i.e., exposure length and type of cognitive processes engaged). Those factors likely combine to determine the resources (e.g., attention) allocated at each task and consequently, the degree of interference that smells could have on decision-making. We argue that olfactory design interventions might benefit those people in various contexts where sharp decisions are an asset (e.g., operating rooms, court rooms, etc).
大多数设计干预都是通过操纵环境来向公众传达感官信息。然而,除了化妆品行业,对嗅觉模式的研究一直被广泛忽视。作为最古老的感官之一,嗅觉在环境中提供动机指导,一些证据表明嗅觉的多感官影响。因此,如果嗅觉体验能够超越单纯的感知并延伸到我们的决策中,它将成为设计研发的一个重要课题。我们评估了环境气味对两个不同决策任务的影响,即平行反应选择/冲突监测任务(见Beste et al. 2013)和可可味道辨别任务,分别采用正交鼻(实验1)和后鼻(实验2)气味暴露。两个实验都使用了三个相同的实验室房间,让参与者暴露在控制气味、令人愉快的气味(苹果香味的房间)和令人不愉快的气味(粪便/腐烂的房间)中,以平衡受试者内部的设计。尽管在实验1中,参与者的反应时间在两个条件之间是相等的,但令人不快的房间与错误数量的减少(尽管不显著)有关。值得注意的是,实验2显示,难闻气味条件下对可可含量的判断明显高于难闻气味条件下(p< 0.01)和对照组(p< 0.05)。我们的研究结果是考虑到气味的显著性(即,动机价值)和任务需求(即,暴露时间和参与的认知过程类型)。这些因素可能共同决定了在每项任务中分配的资源(例如,注意力),从而决定了气味可能对决策产生的干扰程度。我们认为,嗅觉设计干预可能会使那些在各种情况下(例如,手术室,法庭等)做出敏锐决策的人受益。
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引用次数: 0
Original-Copy: ideation for a lampshade inspired by nature 原创-复制:灵感来自大自然的灯罩的创意
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003545
P. Maia, Raul Pinto
The following article looks at nature as a cultural pre-set narrative (or set of narratives) and reflects on how it can influence the design process to achieve a concrete result - a product. It describes an ongoing process that intersects intangible (behaviours) and tangible (matter) expressions of nature with the concept of Original-Copy, as the conceptual framework to develop and materialize a lampshade.The inclusion of behaviour patterns presents poetic and imaginative properties to trigger the conceptual phase of a project, while biomatter was chosen to physically materialize the ideas. In this context, the Original-Copy concept works as the archetype on which a new product can be based.The aforementioned approach has been applied and developed through a workshop, which intends to join the three concepts referred to above: behaviours, matter and original-copy.Firstly, a taxonomy of animals´ seduction rituals and courtship behaviours has been developed, which includes various criteria of classification, such as duration, triggers, interaction, or intensity. This taxonomy works as the catalyst of the workshop, to promote imagination and disruption in the design process.In this challenge, the shape of the object is predetermined by an original form (an archetype), in this case, the renowned Constanza lampshade, produced by the Italian brand Luceplan. The poetic dimension is induced by the attempt of translating the patterns of animal mating rituals described in the taxonomy into the characteristics of the biomaterial. The final objective was for the participants to express themselves through the physical dimension (texture, opacity, smell, touch, taste, bias) of created materials, inspired by animal behaviours, and use it to create the reinterpretation of the pre-existing form of the Constanza lampshade.After explaining the workshop methodology, the article presents the main ideas generated. Selected behaviours and the way of their application, composition of the created biomaterials used to materialize the ideas, as well as the final outcomes are described.An important part of the article is the report on the failed attempts of creating the materials and constructing the lampshades, their causes and the impact on the whole process.In the future, further evaluation and development of the proposed approach are anticipated, through the described workshops in different social and geographic contexts. It is awaited the possible creation of collections of other design classics lampshades, based on distinct triggers, for example on endogenous resources, emphasizing different ways how nature can influence design.
下面的文章将自然视为一种文化预设的叙事(或一组叙事),并反思它如何影响设计过程,以实现具体的结果-产品。它描述了一个持续的过程,将自然的无形(行为)和有形(物质)表达与原始-复制的概念相交叉,作为开发和实现灯罩的概念框架。行为模式的包含呈现出诗意和富有想象力的特性,以触发项目的概念阶段,而生物物质被选择来实现这些想法。在这种情况下,原创-复制概念作为新产品的原型。上述方法是通过一个讲习班加以应用和发展的,该讲习班打算将上述三个概念:行为、物质和原始复制结合起来。首先,动物的引诱仪式和求偶行为的分类学已经发展起来,其中包括各种分类标准,如持续时间、触发因素、相互作用或强度。这种分类法作为工作室的催化剂,促进了设计过程中的想象力和颠覆性。在这个挑战中,物体的形状由原始形式(原型)预先确定,在这种情况下,由意大利品牌Luceplan生产的著名的Constanza灯罩。诗意的维度是通过尝试将分类学中描述的动物交配仪式模式翻译成生物材料的特征而产生的。最终的目标是让参与者通过创造材料的物理维度(纹理、不透明度、气味、触觉、味道、偏见)来表达自己,灵感来自动物行为,并用它来重新诠释康斯坦扎灯罩的原有形式。在解释了研讨会的方法之后,本文介绍了产生的主要思想。描述了选定的行为及其应用方式,用于实现想法的创建生物材料的组成,以及最终结果。这篇文章的一个重要部分是对制作材料和灯罩的失败尝试的报告,他们的原因和对整个过程的影响。今后,预计将通过上述在不同社会和地理背景下举办的讲习班进一步评价和发展拟议的方法。人们期待着其他设计经典灯罩系列的可能创造,基于不同的触发因素,例如内生资源,强调自然如何影响设计的不同方式。
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引用次数: 0
The education of the social designer 社会设计师的教育
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003533
Nicos Souleles
The proliferation of Higher Education (HE) programmes of study in the broad area of social design highlights the instructional challenges of how to educate the social designer. The evolution of HE programmes of study in this academic area has developed without agreed-upon criteria. It is characteristic, however, of social designers’ working practices that they deal with complexity that often requires multiple stakeholder participation and cross-disciplinary knowledge. It is a challenging task to strike the right educational balance to provide the appropriate skills. The unpacking of instructional trends in social design programmes of study can provide a stepping-stone to further elaborate on the education of the social designer, and this is the aim of this paper. Through a textual analysis of forty-two (42) programmes of study in social design in thirteen (13) different countries, this paper explores emerging instructional themes with a particular focus on competencies, entry criteria, programme content, teaching and learning and assessment, and it identifies curriculum design innovations.
在广泛的社会设计领域,高等教育(HE)课程的激增凸显了如何教育社会设计师的教学挑战。高等教育课程在这一学术领域的发展没有统一的标准。然而,社会设计师的工作实践的特点是,他们处理的复杂性往往需要多个利益相关者的参与和跨学科的知识。实现教育平衡以提供适当的技能是一项具有挑战性的任务。揭示社会设计专业的教学趋势,为进一步阐述社会设计师的教育提供了一个基础,这也是本文的目的所在。通过对13个不同国家的42个社会设计研究项目的文本分析,本文探讨了新兴的教学主题,特别关注能力、入学标准、项目内容、教与学以及评估,并确定了课程设计创新。
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引用次数: 0
Sustainability (still) on Demand: Tools for Next Generation Designers 可持续性(仍然)需求:下一代设计师的工具
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001371
R. Gomes
Design for Sustainability has been a persistent subject on bachelor Design Degrees curricula for the last decades. However, most of the outcome on students’ projects has been more focused on the use of recycled materials than with systemic sustainable solutions, that would generate a higher impact on the reduction of waste production and into the change into more responsible consumer habits.The actual emergency of a change in scenario in production and consumption habits, leads to the need of a refreshment in the subject of Design for Sustainability concepts and strategies, into schematic proposals as educational tools for next generation designers. Being so, this paper aims to answer the following question: How to synthetize conceptually operational design strategies, as learning tools for bachelor degree design students? To answer this question, a literature review centred on Design for Sustainability, Product Life Cycle Design, Product Service System and User-centred Design was carried out. The collected data was systematized into Design for Sustainability Innovation approaches: i) product design and ii) systemic design. The results led to a graphic systematization of design methodological steps and subsequent design questions that invite students into a reflection on the practitioner's proposals and their wider consequences into a near Future.
在过去的几十年里,可持续设计一直是本科设计学位课程的一个永恒主题。然而,学生项目的大部分成果更侧重于回收材料的使用,而不是系统的可持续解决方案,这将对减少废物产生更大的影响,并改变更负责任的消费习惯。在生产和消费习惯的场景变化的实际紧急情况下,导致需要在可持续发展的设计概念和策略的主题上进行更新,作为下一代设计师的教育工具的方案建议。因此,本文旨在回答以下问题:如何综合概念上可操作的设计策略,作为本科设计学生的学习工具?为了回答这个问题,我们对可持续设计、产品生命周期设计、产品服务系统和以用户为中心的设计进行了文献综述。收集到的数据被系统化为可持续创新设计方法:i)产品设计和ii)系统设计。结果导致了设计方法步骤的图形系统化和随后的设计问题,邀请学生反思从业者的建议及其对不久的将来的更广泛影响。
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引用次数: 0
The Central Role of Empathy in Service Design 同理心在服务设计中的核心作用
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001385
R. Almendra, F. Moreira da Silva
Empathy is commonly defined as “the ability to put yourself in another person’s shoes i.e. to truly see the world through others eyes in a given context or situation. This is particularly important in Service Design since it means that we are designing relationships. To do so implies a process of deep understanding and connection with different persons having a multitude of visions of the world, ways of behaving and acting. Having this central relevance Empathy is a compulsory condition to any Ser-vice Design project, being the engine both of the design thinking process and the design action process. In methodological terms this paper addresses this central role of Empathy and discloses it through the concatenation of literature review and the presentation of Design student’s service projects (developed in the Service Design Course from the Design graduation program at FA ULisbon), done with a social de-sign focus and developed in a specific conjuncture: the Covid pandemics. This peculiar context challenged the way the activities of observing and engaging with people occurred, making it hard to set aside assumptions, thus suspending each student own view of the world around her/him. The critical assessment and discussion of the results of these group design projects allowed us to develop some tactics in order to overcome the constraints imposed by the pandemics. Hopefully this reflection will somehow contribute to the design area of Education and it is in itself an empathic gesture towards the Design education agents.
同理心通常被定义为“设身处地为他人着想的能力,即在特定的环境或情况下,真正通过他人的眼睛看世界。”这在服务设计中尤为重要,因为这意味着我们正在设计关系。这样做意味着一个深刻理解和联系的过程,不同的人对世界有不同的看法,不同的行为方式和行动方式。拥有这种中心相关性移情是任何服务设计项目的必要条件,它是设计思维过程和设计行动过程的引擎。在方法学方面,本文阐述了共情的核心作用,并通过文献综述和设计专业学生服务项目的展示(在FA ullisbon设计专业毕业课程的服务设计课程中开发)来揭示它,这些项目以社会设计为重点,在特定的情况下开发:Covid大流行。这种特殊的环境挑战了观察和与人交往的方式,使得很难抛开假设,从而暂停每个学生对周围世界的看法。对这些小组设计项目成果的批判性评估和讨论使我们能够制定一些策略,以克服大流行病带来的限制。希望这种反思能在某种程度上对教育设计领域有所贡献,它本身就是对设计教育代理人的一种移情姿态。
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引用次数: 0
Slipper Palace. Creative Entrepreneurship for the Common Good 拖鞋宫殿。为共同利益创造企业家精神
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001419
Antonio Gorgel Pinto, Paula Reaes Pinto
The Slipper Palace is an example of the multitude of entrepreneurship within a participatory design project. A group of stakeholders experimented with a workshop model to co-create design patterns for fabrics to use as raw material in the production of fashion accessories. The initiative is related to the urban and cultural context of the National Palace of Queluz, in the municipality of Sintra, the Metropolitan Area of Lisbon, and a community of local artisans who intend to benefit from the cultural and commercial potential of the place. Through their condition of creative workers, the local artisans, with the support of a participatory design methodology, assumed themselves as eminently social beings and active participants for the transformation of society aiming for the common good.
拖鞋宫是参与式设计项目中众多企业家精神的一个例子。一群利益相关者尝试了一个工作坊模式,共同创造布料的设计图案,作为生产时尚配饰的原材料。该项目与位于里斯本大都会区辛特拉市的奎鲁兹国家宫殿的城市和文化背景以及当地工匠社区有关,他们希望从该地区的文化和商业潜力中受益。通过创造性工作者的条件,当地工匠在参与式设计方法的支持下,将自己视为杰出的社会人,并积极参与旨在实现共同利益的社会变革。
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引用次数: 0
[de]Territorialization, the Role of our Brain in a Technological World. 地域化:我们的大脑在技术世界中的角色。
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001375
Luis Miguel Ginja
Since the turn of the 20th century, the act of design has gone through an exercise of problem-solving. It happened in the field of the city, architecture, or objects. Much of this discourse is present in the modernist manifestos. These goals are primarily related to Russian constructivism, in which many modern personalities were engaged. This problem-solving process, oriented toward an economic practice that articulated the available means to the proposed ends, was so necessary to the revolutionary spirit of the time. However, they answered the questions that the post-Russia zeitgeist of the Revolution intended to answer. The articulation of their intended function, coupled with the emergence of their utility, entrusted them with a good and abstract character in the city.However, in its genesis, the project contains much more than that. It cannot be merely the functional resolution of a problem. It must have the instability of that problem in its course, which becomes changeable in the search for the solution. As a result, the merely utilitarian character thus loses its initial grip. As Roger Scruton argues, the definition of a project methodology is complex if a method is indeed the correct word to use in the process. The method, that is, a path composed of specific tools to achieve a purpose, seems to us little convergent with the themes that should flow. To start from this assumption is to invalidate what we previously described as a fundamental part of the process of memory, which should have a high place in the project process. The design process is, in essence, the transit between the identification of a problem until it resolves (one, among many possible ones). To which we allude, it does not refer only to the project in Architecture but to a whole system that involves not only objects but also cities, in what we can understand as relationships with the body. More than a mere technical process, it involves an empirical component based on experience, which we define as physical and intellectual. The act of design, or project, must contain in its origin the state of emptiness, without preconceptions, that gag it. This state, which we wish to bring into discussion, is nothing more than the full potential of the task we want to accomplish.
自20世纪之交以来,设计行为经历了一个解决问题的过程。它发生在城市、建筑或物体的领域。这种论述在现代主义宣言中有很多。这些目标主要与俄罗斯的建构主义有关,许多现代人物都参与其中。这种解决问题的过程,以一种经济实践为导向,将可用的手段与提出的目标结合起来,对当时的革命精神是如此必要。然而,他们回答了革命的后俄国时代精神想要回答的问题。它们的预期功能的清晰表达,加上它们的实用性的出现,赋予了它们在城市中良好而抽象的特征。然而,在其起源中,该项目包含的内容远不止于此。它不能仅仅是一个问题的功能性解决。它在其过程中必须具有该问题的不稳定性,它在寻求解决办法的过程中变得多变。结果,纯粹功利主义的性格因此失去了最初的控制。正如Roger Scruton所说,如果一个方法确实是在过程中使用的正确词汇,那么项目方法学的定义是复杂的。这种方法,即由实现目的的特定工具组成的路径,在我们看来似乎与应该流动的主题不太一致。从这个假设开始,就会使我们之前所描述的记忆过程的基本部分无效,它应该在项目过程中占有很高的位置。从本质上讲,设计过程就是从发现问题到解决问题(许多可能的问题中的一个)之间的过渡。我们所提到的,不仅仅是指建筑项目,而是指整个系统,不仅包括物体,也包括城市,我们可以理解为与身体的关系。它不仅仅是一个技术过程,它还包括基于经验的经验成分,我们将其定义为身体和智力。设计或计划的行为,必须在其起源中包含空的状态,没有先入为主的观念,这阻碍了它。我们希望讨论的这种状态只不过是我们想要完成的任务的全部潜力。
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引用次数: 0
Overcrowded Ecologies: Designing Value through More-than-Human Factors 过度拥挤的生态:通过非人为因素设计价值
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001414
E. Cianfanelli, Maria Claudia Coppola, M. Tufarelli
With artificial intelligence being tirelessly trained and constantly learning about subjects and objects inhabiting given environments, whole new ecosystems have been rising and developing, where beings and things are equally entangled in boundaries, connections and relationships, capable of enacting their own agencies at any time.In fact, since everyday life becomes more and more home to smart objects related to the Internet of Things paradigm at different scales of innovation - private, social, urban systems -, the resulting overcrowded ecologies seem to ask to be tackled through design approaches focusing not only on artifacts understood at a limited stage of use and as passive tools related to human agency only. Autonomous vehicles, robots, sensing surfaces, recording devices are populating society in increasing numbers, pushing the social sphere towards its more-than-human futures. In this sense, the resulting computational environment produces a more-than-human experience, with all its clustering, classifying and patterning information happening almost instantaneously and often without the need of a perceiving subject. This leads to a significant change in the way information is experienced and used: examining the interlocking nature of humans and technology by looking at the way technology is humanised, and humans are technologised, it seems that smart objects are gaining complex features like being deliberative, reflectional, experiential and communicative, allowing them to produce both reflectional knowledge, - namely knowledge which humans can use to think about phenomena with new insights - and actionable knowledge - namely knowledge which non-human actants can use to do things and achieve goals. Thus, human knowledge and data-driven knowledge promote specific values, influencing collective life, launching a twofold challenge in overcrowded ecologies: from one side, designers might address thing factors so that they could sense and understand the world through more-than-human values; from the other side designers might address being factors to build meaning through shared values.As both beings and things learn and act, the world is full of extended agencies, where it is not worth distinguishing whether humans extend their own agency through objects or vice versa. According to the “hybrid” behaviorism making its way and leading to new insights for design culture, the contribution aims at investigating more-than-human factors and values in times of hyper-communication, where contemporary landscapes appear so heterogeneously populated, that embracing diversity and the radical interdependence it entails means grasping the diverse needs of design beneficiaries, be they beings or things. Synthetic and organic agency, natural and machinical ones: it is very likely that designers will not only design with them, but also for them: networks of natural and computational entities can in fact be thought of not only given objects - wheter they be en
随着人工智能被孜孜不倦地训练,并不断学习特定环境中的主体和客体,全新的生态系统正在兴起和发展,在那里,生物和事物同样纠缠在边界、联系和关系中,能够随时制定自己的代理。事实上,由于日常生活越来越多地成为与物联网范式相关的智能物体的家园,在不同的创新规模(私人、社会、城市系统),由此产生的过度拥挤的生态似乎要求通过设计方法来解决,不仅关注在有限使用阶段理解的人工制品,而且只关注与人类代理相关的被动工具。自动驾驶汽车、机器人、传感表面、记录设备正在越来越多地涌入社会,推动社会领域走向超越人类的未来。从这个意义上说,由此产生的计算环境产生了一种超越人类的体验,所有的聚类、分类和模式信息几乎都是瞬间发生的,通常不需要感知主体。这导致了信息体验和使用方式的重大变化:通过观察技术人性化和人类被技术化的方式来检查人类和技术的连锁本质,似乎智能物体正在获得复杂的特征,如深思熟虑、反思、经验和交流,使它们能够产生反思知识,即人类可以用来思考具有新见解的现象的知识,以及可操作的知识,即非人类行为者可以用来做事和实现目标的知识。因此,人类知识和数据驱动的知识促进了特定的价值观,影响了集体生活,在过度拥挤的生态中发起了双重挑战:一方面,设计师可能会解决事物因素,从而通过超越人类的价值观来感知和理解世界;从另一方面来看,设计师可能会通过共同的价值观来构建意义。由于存在和事物都在学习和行动,世界充满了扩展的代理,在这里,不值得区分人类是通过物体扩展自己的代理,还是反之亦然。根据“混合”行为主义的发展和对设计文化的新见解,该贡献旨在研究超通信时代的人类因素和价值观,当代景观显得如此异类,拥抱多样性和它所带来的根本相互依存意味着把握设计受益者的多样化需求,无论是人还是物。合成的和有机的代理,自然的和机械的代理:很有可能设计师不仅会与它们一起设计,而且还会为它们设计:事实上,自然和计算实体的网络不仅可以被认为是给定的对象——无论它们是使能者还是残疾者——而且可以被认为是参与设计空间的代理,触发相应的设计方法、框架和实践的发展,以更好地应对当今地球所面临的挑战。因此,在过度拥挤的生态环境中进行设计成为一件值得关注的事情,并激励设计师塑造超越人类的社区,扩大他们的学科实践领域,作为社会管理的一种锻炼。
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Human Dynamics and Design for the Development of Contemporary Societies
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