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Design Futures Now: Literacies & Making 现在的设计未来:素养和制作
Q1 Arts and Humanities Pub Date : 2020-10-01 DOI: 10.46467/TDD36.2020.8-15
L. Clèries, A. Morrison
This issue of Temes de Disseny addresses a mix of topics concerning how design literacies and design making may be understood as ‘future facing’. By doing so, we convey the ways and means design practice and design education may be positioned and activated to work prospectively and be ahead of current concerns with environmental, social and ethical challenges. Doing so also means tackling tough, complex and often unknown problems and offering potential and imaginary responses. Accordingly, tools and techniques originating in futures studies intertwine with design practices offering exploratory, methodological and anticipatory work on how we might shape our futures through design together. Literacies as design futures making and making futures literacies by design are therefore featured in this special issue of the journal.
本期《当代艺术》探讨了如何将设计素养和设计制作理解为“面向未来”的一系列主题。通过这样做,我们传达了设计实践和设计教育可以定位和激活的方式和手段,以前瞻性地工作,并领先于当前对环境,社会和道德挑战的关注。这样做还意味着要解决棘手、复杂和通常未知的问题,并提供潜在的和想象中的解决方案。因此,源自未来研究的工具和技术与设计实践交织在一起,为我们如何通过设计共同塑造未来提供了探索性、方法学和前瞻性的工作。因此,这期杂志的特刊特别介绍了作为设计期货的文学制作和设计期货的文学制作。
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引用次数: 2
The Service Design Platform for People with Dementia: Person-centred Reminiscence Therapy with Artificial Intelligence in Immersive Environments 失智症患者服务设计平台:沉浸式环境下以人为本的人工智能回忆疗法
Q1 Arts and Humanities Pub Date : 2019-07-25 DOI: 10.46467/tdd35.2019.154-169
Jinyoung Lee
The goal of this research is to provide a conceptual service design framework based on literature reviews to help people living with dementia and their caregivers cope with the symptoms of dementia through the use of person-centered reminiscence therapy with Artificial Intelligence in immersive environments. Dementia impairs cognitive functions, such as memory and communication, and there is currently no cure for the condition. Treating people with dementia  requires long care hours and is physically and psychologically demanding for caregivers. Brodaty and Donkin (2009) and Poulshock and Deimling (1984) have found a strong correlation between the caregiver’s stress and the person with dementia’s quality of life, and, in some cases, the caregiver’s stress and the vulnerable person with dementia’s situation has resulted in abuse. Colomer and de Vries (2016) insist that the caregivers’ lack of understanding about people with dementia’s needs results in repeated communication difficulties that often escalate to friction between the caregivers and the people with dementia in dementia care. In reminiscence dementia care, the emphasis is put on understanding a person with dementia’s life to find out their underlying dementia care needs, since symptoms and coping methods differ according to individual situations. This understanding provides the necessary information to create a tailored approach that is vital to enhance communication between people with dementia and caregivers. However, collecting relevant personal data from a person with dementia and their family is more complicated if the dementia is already in an advanced stage. This difficulty is exacerbated by high caregiver turnover and inexperienced caregivers, many of whom are young or non-native speakers. These issues make the lack of information about the person with dementia's specific needs harder to address. Therefore, innovative solutions are required to share common data about people with dementia, so that the caregivers can better understand their needs, which, in turn, will help to improve the quality of dementia care. How might we enable people at the onset of dementia to collect their memories, with the help of their families, in a smooth, guided, category-specific reminiscence event in a platform while avoiding any of the possible ethical problems associated with personal data gathering? Such a platform could employ the strength of immersive technology to expand the scope of existing reminiscence therapy and be used to store personal memories for people living with dementia. --- www.mymemorymuseum.org
本研究的目的是在文献综述的基础上,提供一个概念性服务设计框架,通过在沉浸式环境中使用人工智能的以人为中心的回忆疗法,帮助痴呆症患者及其照顾者应对痴呆症的症状。痴呆症会损害认知功能,如记忆和沟通,目前还没有治愈这种疾病的方法。治疗痴呆症患者需要长时间的护理,对护理人员的身体和心理都有要求。Brodaty和Donkin(2009)以及Poulshock和Deimling(1984)发现,照顾者的压力与痴呆症患者的生活质量之间存在很强的相关性,在某些情况下,照顾者的压力与痴呆症患者的弱势处境导致了虐待。Colomer和de Vries(2016)认为,护理人员对痴呆症患者的需求缺乏了解,导致在痴呆症护理中,护理人员与痴呆症患者之间反复出现沟通困难,并经常升级为摩擦。在回忆式痴呆症护理中,重点是了解痴呆症患者的生活,以找出他们潜在的痴呆症护理需求,因为症状和应对方法因个人情况而异。这种理解提供了必要的信息,以创建一种量身定制的方法,这对于加强痴呆症患者和护理人员之间的沟通至关重要。然而,如果痴呆症已经进入晚期,从痴呆症患者及其家人那里收集相关个人资料就会变得更加复杂。由于护理人员的频繁更替和缺乏经验的护理人员(其中许多是年轻人或非母语人士),这一困难更加严重。这些问题使得缺乏关于痴呆症患者具体需求的信息更难解决。因此,需要创新的解决方案来共享痴呆症患者的共同数据,以便护理人员能够更好地了解他们的需求,从而有助于提高痴呆症护理的质量。我们如何才能让痴呆症患者在家人的帮助下,在一个平台上顺利、有指导、有类别的回忆活动中收集他们的记忆,同时避免与个人数据收集相关的任何可能的道德问题?这样的平台可以利用沉浸式技术的优势,扩大现有的回忆疗法的范围,并用于存储痴呆症患者的个人记忆。——www.mymemorymuseum.org
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引用次数: 0
AI as a Design Material: Dealing with new agencies 作为设计材料的人工智能:处理新机构
Q1 Arts and Humanities Pub Date : 2019-07-25 DOI: 10.46467/tdd35.2019.6-25
Ramon Sangüesa, Ariel Guersenzvaig
As Artificial Intelligence, Machine Learning, Big Data, and other technologies become widespread they could be seen as new materials for design. But what are the special traits of these materials? How should design incorporate them in its practices? How does it change design research? HCI? UX? What are their ethical implications?
随着人工智能、机器学习、大数据和其他技术的普及,它们可以被视为设计的新材料。但是这些材料的特殊特性是什么呢?设计应该如何在实践中融入它们?它如何改变设计研究?人机交互?用户体验?它们的伦理含义是什么?
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引用次数: 2
Designing organs at the Transpecies Society: hybrid practices between cybernetics and artificial intelligence 跨物种学会的器官设计:控制论和人工智能的混合实践
Q1 Arts and Humanities Pub Date : 2019-07-25 DOI: 10.46467/tdd35.2019.140-153
Tatiana Afanador López, Judit Parés Padrós
Through narrating what happens at the Transpecies Society we will show how certain methodological criteria for designing artificial organs have arisen. What interests us here is the contrast between design inspired by cybernetics and design based on AI, in order to encourage discussions around hybrid practices.
通过讲述跨物种协会发生的事情,我们将展示设计人造器官的某些方法标准是如何产生的。这里让我们感兴趣的是由控制论启发的设计和基于人工智能的设计之间的对比,以鼓励围绕混合实践的讨论。
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引用次数: 0
Death Inc. 死亡(aapl . o:行情)。
Q1 Arts and Humanities Pub Date : 2019-07-25 DOI: 10.46467/tdd35.2019.170-177
Pol Trias, A. Bordanova
On March 23, 2018, the exhibition "Design Does* for better and for worse" opened at the Museu del Disseny de Barcelona (Design Museum). The exhibition was steered through questions that provoked discussion about the roles and responsibilities of design in our society. It featured open-ended questions, with neither a right nor a wrong answer. Questions such as: should everything be automated? With this question Design Does* presented the piece Death Inc., a reflection on design applied to the arms industry. The exploration of a new style of killing that arises from the incorporation of image recognition technologies to military robots. The death of a human by a machine’s hands and decision.
2018年3月23日,在巴塞罗那设计博物馆(museeu del Disseny de Barcelona)开幕的“设计为更好和更坏”展览。展览的主题是设计在社会中的角色和责任。它的特点是开放式问题,没有正确或错误的答案。诸如:一切都应该自动化吗?带着这个问题,Design Does*展示了一件作品Death Inc.,这是对设计应用于武器工业的反思。将图像识别技术结合到军事机器人中,探索一种新的杀戮方式。一个人死于机器之手和决定。
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引用次数: 0
Practicing Fashion with the Anthropocene 与人类世一起实践时尚
Q1 Arts and Humanities Pub Date : 2019-07-25 DOI: 10.46467/tdd35.2019.90-115
Patricia Wu Wu
Odradek, a strange creature in Franz Kafka’s tale “The Cares of a Family Man,” outlives the narrator, thus becoming a device to think about a world devoid of any narrative necessity. In the story, Odradek sends semiotic ripples into the vectors of a future, where its reverberations spread into an ontologically withdrawn world, inaccessible to human thought. Odradek is a symbol, a strange totem of the agitation caused by the thought of human extinction as it embodies the fear of being outlived by a non-human entity. The semiotic relationship of Odradek with the narrator is synonymous to our relationship with the Anthropocene — the geological epoch in which human-induced activities have drastically altered the Earth (Crutzen et al. 2011). At the very core of the Anthropocene is a glimpse of a future in which the human subject, similar to the narrator, cedes its sovereign executive functions in the face of an abstract reality. This paper outlines my practice-based journey, seeking the materialization of an incalculably weird universe of Odradek into a speculative design object. It presents a fashion wearable, a face mask, captured through computational design and materialized through digital fabrication. Through this process of inquiry, the paper asks: how can we think and narrate a non-anthropocentric narrative or fictive thought? How can we mold, compute, and design fashion through the contingencies of the Anthropocene? The presented work explores the generative capacity of Odradek as a means of searching and computing an aesthetic proper to a non-anthropocentric perspective on the human body. I have used Object-Oriented Ontology as a means to access Odradek, especially the notion of a hyperobject - a thing of scale and temporality beyond human comprehension, as posited by Timothy Morton (2013a). The practice opens up creative research methodologies into a disruptive nomenclature by oscillating between the binaries of material and immaterial, exteriority and interiority, organic and inorganic. In the process finding, a practice is found that forms an asymptote with the troubled shores of the Anthropocene — in which contingent aspects of the real reclaim and fundamentally shake the course and hierarchy of relationships between human and non-human. In this regard, it twists fashion design practice with a narrative capacity that provides conditions for an ecological model of thinking.
弗朗茨·卡夫卡(Franz Kafka)的故事《一个顾家男人的烦恼》(The Cares of a Family Man)中,奥德拉戴克是一个奇怪的生物,它比叙述者活得更久,因此成为了思考一个没有任何叙事必要性的世界的工具。在故事中,Odradek将符号学的涟漪传播到未来的载体中,在那里它的回响传播到一个本体论上退缩的世界,人类思想无法进入。Odradek是一个象征,一个奇怪的图腾,象征着人类灭绝的思想引起的骚动,因为它体现了对被非人类实体超越的恐惧。Odradek与叙述者的符号学关系与我们与人类世(Anthropocene)的关系是同义词——人类活动极大地改变了地球的地质时代(Crutzen et al. 2011)。人类世的核心是对未来的一瞥,在未来,人类主体,就像叙述者一样,面对抽象的现实,放弃了至高无上的执行功能。本文概述了我以实践为基础的旅程,寻求将Odradek不可思议的宇宙物化为投机的设计对象。它展示了一种时尚的可穿戴设备,一种通过计算设计捕获并通过数字制造实现的面罩。通过这一探究过程,本文提出了一个问题:我们如何思考和叙述一种非人类中心主义的叙事或虚构的思想?我们如何通过人类世的偶然性来塑造、计算和设计时尚?呈现的作品探讨了Odradek的生成能力,作为一种寻找和计算美学的手段,以非人类中心主义的视角来看待人体。我使用面向对象的本体作为访问Odradek的一种手段,特别是超对象的概念——正如Timothy Morton(2013)所假定的那样,超对象是一种超越人类理解的规模和时间性的东西。实践通过在物质和非物质、外在和内在、有机和无机的二元之间振荡,将创造性的研究方法开辟为一种破坏性的命名法。在这个过程中,发现了一种实践,它与人类世的麻烦海岸形成了渐近线——在人类世中,现实的偶然方面重新获得并从根本上动摇了人类与非人类之间关系的进程和等级。在这方面,它以一种叙事能力扭曲了服装设计实践,为一种生态的思维模式提供了条件。
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引用次数: 0
Landscape Design Methodology: Pattern formation through the use of Cellular Automata 景观设计方法论:通过使用元胞自动机形成图案
Q1 Arts and Humanities Pub Date : 2019-07-25 DOI: 10.46467/tdd35.2019.26-41
Sergi Abellán Sanfélix, Marcel Bilurbina Camps, Marilena Christodoulou
The purpose of this study is to develop a landscape design methodology based on the use of a Cellular Automaton (CA) algorithm in order to introduce the plant-plant interaction factor in the plantating design of a site. This design methodology introduces the relationships between neighboring individuals of different species as parameters for the project. These parameters are codified in order to define the Cellular Automaton rules. Parameters related to the growth and morphologic characteristics of the species as well as programmatic and aesthetic parameters of the project may be introduced as rules that influence the behavior of the CA algorithm. The algorithm developed is called NNB-CA (Natural Neighbouring Behaviour Cellular Automata) and it is based on John Conway’s original “Game of Life” CA. The design methodology takes in account site conditions and is developed in two phases. In the first one, starting with a list of species, a preselection of species is done taking into account the site’s parameters and it defines which species are able to populate on each area of the discretized site. In the second phase, the CA algorithm is run applying the relational rules with the selected species. This iterative process is applied until it reaches an equilibrium state. Rules related to the competition between species according to their growing characteristics are studied comparing an analog/natural evolutive process using rapidly developing plants and the corresponding digital process that simulates the analog one.
本研究的目的是开发一种基于元胞自动机(CA)算法的景观设计方法,以便在场地的种植设计中引入植物-植物相互作用因素。这种设计方法引入了不同物种相邻个体之间的关系作为项目的参数。为了定义元胞自动机规则,对这些参数进行了编码。与物种的生长和形态特征相关的参数以及项目的规划和美学参数可以作为影响CA算法行为的规则引入。所开发的算法被称为NNB-CA(自然邻近行为细胞自动机),它基于John Conway最初的“生命游戏”CA。设计方法考虑了现场条件,分为两个阶段开发。在第一种方法中,从一个物种列表开始,考虑到地点的参数,对物种进行预选,并确定哪些物种能够在离散地点的每个区域居住。在第二阶段,应用与所选物种的关系规则运行CA算法。这个迭代过程被应用,直到它达到一个平衡状态。通过比较快速发育植物的模拟/自然进化过程和模拟模拟过程,研究了物种间根据生长特征进行竞争的相关规律。
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引用次数: 1
A framework for systematically applying humanistic ethics when using AI as a design material 在使用人工智能作为设计材料时系统应用人文伦理的框架
Q1 Arts and Humanities Pub Date : 2019-07-25 DOI: 10.46467/tdd35.2019.178-197
Kyle D. Dent, Richelle Dumond, Mike Kuniavsky
As machine learning and AI systems gain greater capabilities and are deployed more widely, we – as designers, developers, and researchers – must consider both the positive and negative implications of their use. In light of this, PARC’s researchers recognize the need to be vigilant against the potential for harm caused by artificial intelligence through intentional or inadvertent discrimination, unjust treatment, or physical danger that might occur against individuals or groups of people. Because AI-supported and autonomous decision making has the potential for widespread negative personal, social, and environmental effects, we aim to take a proactive stance to uphold human rights, respect individuals’ privacy, protect personal data, and enable freedom of expression and equality. Technology is not inherently neutral and reflects decisions and trade-offs made by the designers, researchers, and engineers developing it and using it in their work. Datasets often reflect historical biases. AI technologies that hire people, evaluate their job performance, deliver their healthcare, and mete out penalties are obvious examples of possible areas for systematic algorithmic errors that result in unfair or unjust treatment. Because nearly all technology includes trade-offs and embodies the values and judgments of the people creating it, it is imperative that researchers are aware of the value judgments they make and are transparent about them with all stakeholders involved.
随着机器学习和人工智能系统获得更大的能力并得到更广泛的部署,我们——作为设计师、开发人员和研究人员——必须考虑它们使用的积极和消极影响。鉴于此,帕洛阿尔托研究中心的研究人员认识到,有必要警惕人工智能可能造成的伤害,包括有意或无意的歧视、不公正的待遇或可能发生在个人或群体身上的人身危险。由于人工智能支持的自主决策有可能对个人、社会和环境产生广泛的负面影响,我们的目标是采取积极的立场来维护人权,尊重个人隐私,保护个人数据,并实现言论自由和平等。技术本身并不是中立的,它反映了设计师、研究人员和工程师开发它并在他们的工作中使用它所做出的决定和权衡。数据集经常反映历史偏差。人工智能技术雇佣员工、评估他们的工作表现、为他们提供医疗保健以及实施惩罚,这些都是可能出现系统性算法错误的领域的明显例子,这些错误可能导致不公平或不公正的待遇。因为几乎所有的技术都包含权衡,体现了创造它的人的价值观和判断,研究人员必须意识到他们所做的价值判断,并对所有相关利益相关者透明。
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引用次数: 0
Designing Predictive Tools for Personalized Functionalities in Knitted Performance Wear 设计预测工具的个性化功能在针织性能磨损
Q1 Arts and Humanities Pub Date : 2019-07-25 DOI: 10.46467/tdd35.2019.42-75
Martijn Ten Bhömer, Hai-Ning Liang, Difeng Yu, Yuanjin Liu, Yifan Zhang, Eva De Laat, Carola Leegwater
Developments of advanced textile manufacturing techniques—such as 3D body-forming knitwear machinery—allows the production of almost finalized garments, which require little to no further production steps to finalize the garment. Moreover, advanced knitting technology in combination with new materials enables the integration of localized functionalities within a garment on a “stitch by stitch level.” There is potential in enhancing the design tools for advanced knitting manufacturing through the use of technologies such as data gathering, machine learning, and simulation. This approach reflects the potential of Industry 4.0, as design, product development, and manufacturing are moving closer together. However, there is still limited knowledge at present about how these new technologies and tools can have an impact on the creative design process. The case study presented in this paper explores the potential of predictive software design tools for fashion designers who are developing personalized advanced functionalities in textile products. The main research question explored in this article is: “How can designers benefit from intelligent design software for the manufacturing of advanced personalized functionalities in textile products?”. Within this larger research question three sub-research questions are explored: (1) What kind of advanced functionalities can be considered for the personalization process of knitwear? (2) How to design interactions and interfaces that use intelligent predictive algorithms to stimulate creativity during the fashion design process? (3) How will predictive software impact the manufacturing process for other stakeholders and production steps? These questions are investigated through the analysis of a Research Through Design case study, in which several predictive algorithms were compared and implemented in a user interface that would aid knitwear designers during the development process of high-performance running tights.
先进的纺织制造技术的发展——比如3D塑形针织品机械——允许生产几乎定型的服装,这几乎不需要进一步的生产步骤来定型服装。此外,先进的针织技术与新材料相结合,可以在“一针一针”的水平上将服装的局部功能集成在一起。通过使用数据收集、机器学习和模拟等技术,有可能增强先进针织制造的设计工具。这种方法反映了工业4.0的潜力,因为设计、产品开发和制造正在紧密联系在一起。然而,目前关于这些新技术和工具如何对创意设计过程产生影响的知识仍然有限。本文提出的案例研究探讨了预测软件设计工具的潜力,为正在开发纺织品个性化高级功能的时装设计师提供帮助。本文探讨的主要研究问题是:“设计师如何从智能设计软件中受益,以制造纺织产品的高级个性化功能?”在这个更大的研究问题中,探讨了三个子研究问题:(1)在针织服装的个性化过程中可以考虑什么样的高级功能?(2)在服装设计过程中,如何设计使用智能预测算法来激发创造力的交互和界面?(3)预测软件将如何影响其他利益相关者的制造过程和生产步骤?这些问题是通过研究设计案例研究的分析来调查的,在这个案例研究中,几种预测算法被比较并在一个用户界面中实现,这将有助于针织服装设计师在高性能跑步袜的开发过程中。
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引用次数: 1
The biological encoding of design and the premises for a new generation of 'living' products : the example of Sinapsi. 设计的生物编码和新一代“活”产品的前提:以Sinapsi为例。
Q1 Arts and Humanities Pub Date : 2019-07-25 DOI: 10.46467/tdd35.2019.116-139
S. Lucibello, Carmen Rotondi
The following article aims to briefly describe the long and intricate search path which led to the design of Sinapsi, a smart device inspired by nature, for helping blind people’s mobility and orientation in track and field. The description will be accompanied by an analysis of different solutions already developed for helping blind people and by multiple thoughts, theoretical and methodological, that aim to critically explain the renewed role of design, as well as to highlight the importance of biological reference in a complex world populated by artificial intelligence. In particular, we will show how inspiration from biological systems can be one of the most innovative and attainable methods, not just to incorporate biological characteristics into machines and artifacts (nothing particularly new, even in AI) but to use it in the design process of smart systems as an instrument for improving quality of life and to expand our best human qualities. In fact, the growing complexity derived from the AI systems’ increasing degrees of autonomy has raised issues concerning the relationship between the user and the intelligent entity, as well as important ethical issues that call into question the design and that can be overcome through inspiration from the logic and the principles governing the intimate intelligence of nature. Finally, the explanation becomes particularly interesting and deep when we talk about assistive devices for sensory disabled people, in which the co-dependent relationship between the user and the technology becomes stronger and in which the boundary between help and substitution, between enhancement and helplessness, risks fading.
下面的文章旨在简要描述Sinapsi的漫长而复杂的搜索路径,这是一款灵感来自大自然的智能设备,用于帮助盲人在田径运动中移动和定位。该描述将伴随着对已经开发的不同解决方案的分析,以帮助盲人,并通过多种思想,理论和方法,旨在批判性地解释设计的新角色,以及强调生物参考在人工智能填充的复杂世界中的重要性。特别是,我们将展示来自生物系统的灵感如何成为最具创新性和可实现的方法之一,不仅仅是将生物特征融入机器和人工制品(即使在人工智能中也没有什么特别新鲜的),而是将其用于智能系统的设计过程中,作为提高生活质量和扩展我们最好的人类品质的工具。事实上,人工智能系统的自治程度不断提高所带来的复杂性已经引发了有关用户与智能实体之间关系的问题,以及对设计提出质疑的重要伦理问题,这些问题可以通过从控制自然智能的逻辑和原则中获得灵感来克服。最后,当我们谈到为感官残疾人士提供的辅助设备时,这个解释变得特别有趣和深刻,在这种情况下,用户和技术之间的相互依赖关系变得更强,帮助和替代之间的界限,增强和无助之间的界限,有消失的危险。
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引用次数: 0
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Temes de Disseny
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