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Obstacles, Solutions and Creative Agencies: How Forces and Agencies Shape the Learning Process of Weaving 障碍、解决方案和创意机构:力量和机构如何塑造编织的学习过程
4区 艺术学 0 ART Pub Date : 2023-11-13 DOI: 10.1080/14606925.2023.2280341
Bilge Merve Aktaş, Anniliina Omwami, Pirita Seitamaa-Hakkarainen, Maarit Mäkelä
This paper explores how design students overcome various obstacles they encounter during their design processes. By studying the processes of three textile design students during their weaving course, we investigated the forces and agencies that help overcome or accommodate obstacles by developing solutions. The interview data showed that while learning and advancing a skill, in our case weaving, various obstacles emerge through direct and indirect interactions. By recognizing how to position themselves and build relationalities, students start working with various agencies to develop ways of being with these obstacles. Our findings propose that experiencing obstacles fosters the learning process of students by leading them to actively look for ways of being with other elements while becoming more skillful in their practice.
本文探讨了设计专业的学生如何克服他们在设计过程中遇到的各种障碍。通过研究三位纺织设计专业学生在编织课程中的过程,我们研究了通过制定解决方案来帮助克服或适应障碍的力量和机构。访谈数据显示,在学习和提升一项技能的过程中,在我们的案例中,各种障碍通过直接和间接的互动出现。通过认识到如何定位自己和建立关系,学生们开始与各种机构合作,以发展应对这些障碍的方法。我们的研究结果表明,经历障碍可以促进学生的学习过程,引导他们积极寻找与其他元素相处的方法,同时在实践中变得更加熟练。
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引用次数: 0
Leading by design 设计引领
4区 艺术学 0 ART Pub Date : 2023-11-07 DOI: 10.1080/14606925.2023.2279833
Wei Liu
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引用次数: 0
Using actor–network theory to revisit the digitalized tool in social design 运用行动者网络理论重新审视社会设计中的数字化工具
4区 艺术学 0 ART Pub Date : 2023-11-07 DOI: 10.1080/14606925.2023.2279836
Wenjin Wei
The actor–network theory assumes that human and non-human actors co-act in dynamic networks. As the boundaries between them change according to their connections, the design plays a constructive societal role and can help rebuild and reform societies. Through a case study of China’s health code, this study explains how a heterogeneous network in the social design structure assists institutions in actively or passively transforming a digitalized tool to rebuild and rewrite a part of social orders. It can aid human users operating in communities; however, it can also be used by powerful policymakers as an auxiliary tool. The primary purpose of this study is to investigate the conflict between a hierarchical network and a co-acting network. As social issues become more complicated and unpredictable, the design can either help resolve the problem and guide us towards a more open, equal, and coordinated future, or it can do the opposite.
行动者网络理论假设人类和非人类行动者在动态网络中相互作用。由于它们之间的边界随着它们之间的联系而变化,设计发挥了建设性的社会作用,可以帮助重建和改革社会。通过对中国卫生法规的案例研究,本研究解释了社会设计结构中的异质网络如何帮助机构主动或被动地转换数字化工具来重建和重写部分社会秩序。它可以帮助人类用户在社区中运作;然而,它也可以被强大的政策制定者用作辅助工具。本研究的主要目的是探讨层级网络与合作网络之间的冲突。随着社会问题变得越来越复杂和不可预测,设计既可以帮助解决问题,引导我们走向更加开放、平等和协调的未来,也可以相反。
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引用次数: 0
User-driven product development: Designed by, not designed for 用户驱动的产品开发:为用户而设计,而不是为用户而设计
4区 艺术学 0 ART Pub Date : 2023-11-03 DOI: 10.1080/14606925.2023.2275868
Joseph Peters, Adam Bleakney, Annika Sornson, Elizabeth Hsiao-Wecksler, Deana McDonagh
AbstractThe current state of function and design of accessible assistive technology is lacking, evidenced by low usability and high abandonment rates by people with disabilities (PwD). A significant contributing factor to these negative outcomes is a lack of user-centered design or user-opinion in the product development. The Human Performance and Mobility Maker Lab (HPML) at the University of Illinois Urbana-Champaign is a new facility dedicated to developing assistive technology by PwDs. Rather than being excluded from the design and innovation process, PwDs are the primary drivers of innovation at the HPML. The HPML’s the central tenet is ‘Designed by, not designed for’. The purpose of this paper is to explore various assistive technologies developed in the HPML while providing an empathic framework for other research groups to follow in integrating PwDs into the development and design of assistive technology.Keywords: user-driven designempathyindustrial designassistive technology Disclosure statementNo potential conflict of interest was reported by the author(s).Additional informationNotes on contributorsJoseph PetersJoseph Peters is a medical student at Kansas City University. He is a former postdoctoral researcher at the Beckman Institute, assistant coach for the UIUC Wheelchair Track team and research affiliate in the HPML.Adam BleakneyAdam Bleakney is Director of the HPML and faculty in the School of Art and Design at UIUC He is the Head Coach of the UIUC Wheelchair Track team.Annika SornsonAnnika Sornson is former Lab Manager of the HPML. She studied Industrial Design in the School of Art and Design at UIUC.Elizabeth Hsiao-WeckslerElizabeth Hsiao-Wecksler is Professor (Mechanical Science and Engineering) and Director of the Human Dynamics and Controls Laboratory at UIUC. She is the principal investigator of PURE.Deana McDonaghDeana McDonagh is Professor Industrial Design (School of Art and Design), Health Innovation Professor (Carle Illinois College of Medicine) and Founder of the (dis)Ability Design Studio (Beckman Institute for Advanced Science and Technology).
摘要当前无障碍辅助技术在功能和设计方面存在不足,主要表现为可用性低、残障人士弃用率高。造成这些负面结果的一个重要因素是在产品开发中缺乏以用户为中心的设计或用户意见。伊利诺斯大学厄巴纳-香槟分校的人类表现和移动制造商实验室(HPML)是一个致力于为残疾人开发辅助技术的新设施。残疾人并没有被排除在设计和创新过程之外,而是HPML创新的主要驱动力。HPML的核心原则是“为别人而设计,而不是为别人而设计”。本文的目的是探讨在hml中开发的各种辅助技术,同时为其他研究小组提供一个同理的框架,以便将残疾人士纳入辅助技术的开发和设计中。关键词:用户驱动设计路径工业设计辅助技术披露声明作者未报告潜在利益冲突。约瑟夫·彼得斯约瑟夫·彼得斯是堪萨斯城大学的一名医科学生。他是贝克曼研究所的前博士后研究员,UIUC轮椅径赛队的助理教练和HPML的研究分支机构。Adam Bleakney是UIUC艺术与设计学院HPML主任和教师,他是UIUC轮椅径赛队的主教练。Annika Sornson是HPML的前实验室经理。她在UIUC艺术与设计学院学习工业设计。Elizabeth Hsiao-Wecksler是伊利诺伊大学加州分校机械科学与工程教授兼人体动力学与控制实验室主任。她是PURE的首席研究员。Deana McDonagh是工业设计教授(艺术与设计学院)、健康创新教授(卡尔伊利诺伊医学院)和(非)能力设计工作室(贝克曼高级科学与技术研究所)的创始人。
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引用次数: 0
Co-design for active aging: An approach to stimulating creativity of the young elderly in urban China 积极老龄化的协同设计:中国城市中激发年轻老年人创造力的途径
4区 艺术学 0 ART Pub Date : 2023-11-02 DOI: 10.1080/14606925.2023.2275843
Jiapei Zou, Zhensheng Liu, Chao Zhao
Co-design has been acknowledged as a promising approach to stimulating creativity and promoting local innovation. This paper presents a participatory case study on how co-design stimulates the creativity of the young elderly aged 50–64 in Chinese cities and towns for the first time. The 3-year study analyzes changes in design behavior (making, enacting, telling) of the young elderly in the co-design activity through comparison, and provides insights in the co-design approach, organization structure, and co-design principles. This paper provides experience for co-designing with the young elderly and encourages more stakeholders to engage in co-design for an active aging society.
协同设计被认为是激发创造力和促进本地创新的一种很有前途的方法。本文首次对协同设计如何激发中国城镇50-64岁年轻老年人的创造力进行了参与式案例研究。本研究历时3年,通过对比分析了老年青年在协同设计活动中设计行为(制作、实施、讲述)的变化,并对协同设计方法、组织结构、协同设计原则等方面提供了见解。本文提供了与年轻老年人共同设计的经验,并鼓励更多的利益相关者参与到积极老龄化社会的共同设计中来。
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引用次数: 0
Time to treat the climate and nature crisis as one indivisible global health emergency 是时候将气候和自然危机视为一个不可分割的全球卫生紧急事件
4区 艺术学 0 ART Pub Date : 2023-10-27 DOI: 10.1080/14606925.2023.2276447
Kamran Abbasi, Parveen Ali, Virginia Barbour, Thomas Benfield, Kirsten Bibbins-Domingo, Gregory E. Erhabor, Stephen Hancocks, Richard Horton, Laurie Laybourn-Langton, Robert Mash, Peush Sahni, Wadeia Mohammad Sharief, Paul Yonga, Chris Zielinski
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引用次数: 0
Affordances of construction toys 建筑玩具的可视性
4区 艺术学 0 ART Pub Date : 2023-10-06 DOI: 10.1080/14606925.2023.2265183
Jesper Falck Legaard, Helle Marie Skovbjerg
AbstractWhile affordances and play experiences are both topics of high interest in design research, there is a need to better understand the relationship between affordances and toys. The aim of this study is to shed light on how affordances of construction toys influence the play experiences of children, comparing play situations enabled by two different construction sets in a series of play sessions with children aged 5 and 6. The play sessions were recorded and analysed to identify perceived affordances. The study shows that both functional and narrative affordances are important for initiating and maintaining the play experience, and exposes a possible division of narrative affordances in relation to a construction set in instant and latent affordances. A focus on these affordances has potentials for aiding designers to create construction toys that better support children in initiating and maintaining play, and may even offer new perspectives in other design domains.Keywords: Affordancesplaytoysconstructionimagination AcknowledgementsThe authors would like to thank the children participating in the play sessions, and the institutions involved for their cooperation.Disclosure statementNo potential conflict of interest was reported by the author(s).Additional informationNotes on contributorsJesper Falck LegaardJesper Falck Legaard holds a PhD in Experience-based Design. He is Associate Professor at Design School Kolding, Denmark, within the lab for Play and Design, and has a background in Industrial Design. Legaard works with design of ‘Playables’ – i.e. objects intentionally designed for play, focusing on how particular design qualities of the objects may afford play experiences.Helle Marie SkovbjergHelle Marie Skovbjerg is a Professor of Design for Play at Design School Kolding, Denmark. For several years, Skovbjerg has been working with conceptualizing play through what she calls ‘the mood perspective’. Skovbjerg has published several books and a number of journal papers within the field of play research and design. Skovbjerg is currently the head of two larger research projects: Can I Join In, about participation and play, and Playful Learning, about play within the education of pedagogies and teachers’ education.
摘要可视性和游戏体验都是设计研究的热门话题,但我们需要更好地理解可视性和玩具之间的关系。本研究的目的是通过比较在5岁和6岁儿童的一系列游戏会话中,两种不同的建筑组合所带来的游戏情境,来阐明建筑玩具的可视性是如何影响儿童的游戏体验的。游戏过程被记录下来并进行分析,以确定感知到的启示。该研究表明,功能性和叙述性启示对于启动和维持游戏体验都很重要,并揭示了与即时启示和潜在启示的构建集相关的叙述性启示的可能划分。对这些启示的关注有可能帮助设计师创造出更好地支持儿童发起和维持游戏的建筑玩具,甚至可能为其他设计领域提供新的视角。致谢致谢致谢致谢致谢致谢致谢致谢致谢致谢致谢致谢致谢致谢致谢致谢致谢致谢致谢披露声明作者未报告潜在的利益冲突。jesper Falck Legaard拥有基于体验的设计博士学位。他是丹麦科灵设计学院游戏与设计实验室的副教授,拥有工业设计背景。Legaard致力于“可玩物品”的设计,即为游戏而设计的物品,专注于物品的特定设计品质如何提供游戏体验。Helle Marie skovbjjerg是丹麦Kolding设计学校的游戏设计教授。几年来,Skovbjerg一直致力于通过她所谓的“情绪视角”将游戏概念化。Skovbjerg在游戏研究和设计领域出版了几本书和一些期刊论文。Skovbjerg目前是两个大型研究项目的负责人:Can I Join In,关于参与和游戏,以及Playful Learning,关于教育学和教师教育中的游戏。
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引用次数: 0
Co-design in the context of universal design: An Australian case study exploring the role of people with disabilities in the design of public buildings 通用设计背景下的协同设计:一个澳大利亚的案例研究,探讨残疾人在公共建筑设计中的作用
4区 艺术学 0 ART Pub Date : 2023-10-05 DOI: 10.1080/14606925.2023.2264652
Valerie Watchorn, Richard Tucker, Danielle Hitch, Patsie Frawley
AbstractUniversal design aims to maximise usability for all, and to achieve this participation of people with disabilities in design processes is essential. However, it is unknown how universal design and co-design, as a means of participatory design, can be applied to the architectural design of public buildings. This study aimed to explore stakeholder perceptions and experiences on this topic. As a qualitative study, three workshops were held with 26 people with disabilities, advocates, and design professionals. A phenomenological approach to data analysis was employed. Four major themes emerged: there are challenges to practicing co-design; co-design is inclusive, accessible, and genuine; co-design is planned and embedded in all design stages; and co-design delivers positive outcomes. Findings strongly support participation of people with disabilities in architectural design, highlight challenges and limitations to current practice, and provide insight into factors that optimise outcomes and the experiences of those involved.Keywords: Co-designuniversal designdisabilityarchitecturepublic buildingsparticipatory design AcknowledgementsThe authors would like to thank all the individuals who generously gave their time and expertise to participate in workshops for this research project.Ethics statementThis study received ethics approval from Deakin University Human Research Ethics Committee (DUHREC) (Project ID: 2019-023). All data were collected, analysed, and stored in accordance with ethical guidelines for research involving human participants and all people who contributed to this study provided informed consent to participate.Disclosure statementNo potential conflict of interest was reported by the author(s).
摘要通用设计旨在最大限度地提高所有人的可用性,而实现残疾人参与设计过程是必不可少的。然而,如何将通用设计和协同设计作为一种参与式设计的手段应用到公共建筑的建筑设计中,还不得而知。本研究旨在探讨利益相关者对这一主题的看法和经验。作为一项定性研究,有26名残疾人、倡导者和设计专业人士参加了三个研讨会。采用现象学方法进行数据分析。出现了四个主要主题:实践协同设计存在挑战;共同设计是包容的、可接近的、真实的;协同设计被规划并嵌入到所有设计阶段;协同设计带来了积极的结果。研究结果强烈支持残疾人参与建筑设计,强调了当前实践的挑战和局限性,并提供了优化结果和参与者体验的因素。关键词:共同设计、通用设计、残障建筑、共和国建筑、参与式设计致谢作者感谢所有为本研究项目慷慨奉献时间和专业知识的个人。本研究获得迪肯大学人类研究伦理委员会(DUHREC)(项目ID: 2019-023)的伦理批准。所有数据的收集、分析和存储都符合涉及人类参与者的研究的伦理准则,所有参与本研究的人都提供了知情同意。披露声明作者未报告潜在的利益冲突。
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引用次数: 0
Design premise and diary study exploring felt senses as data for self-reflection 设计前提和日记研究探索感觉作为自我反思的数据
4区 艺术学 0 ART Pub Date : 2023-10-02 DOI: 10.1080/14606925.2023.2263271
Heekyoung Jung
AbstractWhile mobile and wearable applications leverage biosensing and self-tracking technologies to promote healthy lifestyles through data-based self-reflection, there have been criticisms that they perpetuate the dualistic view that separates mind and body. We examine theoretical premises and design approaches for self-reflection using personal data, and compare them with self-reflection accounts collected from a diary study, in which participants are encouraged to reflect through Focusing on their felt sensations. Based on the analysis of how participants notice, express, question, and respond to their felt senses, we investigate how self-awareness and self-knowledge can be derived from elusive felt sensations and expand the scope of personal data and design for self-reflection. Our findings reveal the gap between theory and practice to design for self-reflection at the limits of biosensing and self-tracking applications, and lead to alternative design propositions for harnessing human senses as personal data for self-reflection.Keywords: self-reflectionself-knowledgepersonal datafelt sensedesign for self-reflection Disclosure statementNo potential conflict of interest was reported by the author(s).Additional informationNotes on contributorsHeekyoung JungHeekyoung Jung is an Associate Professor of Interaction Design in the School of Design at University of Cincinnati. She earned her BS and MS in Industrial Design at Korea Advanced Institute of Science and Technology and completed her PhD in Human-Computer Interaction Design at Indiana University Bloomington. She specializes in User Interface, Interaction and Experience Design of information and product systems, and conducts practice-based, reflective, and exploratory design studies to understand and augment human experience with emerging technologies. She has worked on industry and academic collaborative projects to design information and communication systems for workplace wellbeing at warehouse and airport, patient data registry and visualization, and mobile and wearable self-care.
摘要虽然移动和可穿戴应用利用生物传感和自我跟踪技术,通过基于数据的自我反思来促进健康的生活方式,但也有人批评它们延续了将身心分开的二元观点。我们使用个人数据来检验自我反思的理论前提和设计方法,并将它们与从日记研究中收集的自我反思账户进行比较,在日记研究中,参与者被鼓励通过关注他们的感觉来进行反思。在分析参与者如何注意、表达、质疑和回应他们的感觉的基础上,我们探讨了如何从难以捉摸的感觉中获得自我意识和自我知识,并扩大了个人数据和自我反思设计的范围。我们的研究结果揭示了在生物传感和自我跟踪应用的极限下,自我反思设计的理论与实践之间的差距,并导致了利用人类感官作为自我反思的个人数据的替代设计主张。关键词:自我反思自我知识个人资料感觉自我反思设计披露声明作者未发现潜在的利益冲突。作者注:sheekyoung Jung,辛辛那提大学设计学院交互设计副教授。她在韩国科学技术院获得工业设计学士和硕士学位,并在印第安纳大学布卢明顿分校完成了人机交互设计博士学位。她擅长信息和产品系统的用户界面、交互和体验设计,并进行基于实践的、反思的和探索性的设计研究,以理解和增强新兴技术的人类体验。她曾参与工业和学术合作项目,为仓库和机场的工作场所健康设计信息和通信系统,患者数据登记和可视化,以及移动和可穿戴自我保健。
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引用次数: 0
Desert control innovation with design thinking: A case study of the Malan-Lake project 设计思维下的沙漠治理创新——以马兰湖项目为例
4区 艺术学 0 ART Pub Date : 2023-09-29 DOI: 10.1080/14606925.2023.2260176
Jianchun Zhu
AbstractThe world’s deserts are vast, and unfortunately the degree of damage is also significantly high. Worse still, people’s extensive reclamation has caused its constant expansion and invasion, even resulting in serious secondary disasters in people’s lives. There is an urgent need for desert control for the country in terms of ecological sustainability. In the past, models of desert control mainly concerned tree planting and sand fixation. However, these models are predictable, uninteresting, and even difficult. Therefore, through the research of the Malan-Lake project, this paper tries to re-examine the social problem of desert control and introduce innovative exploration from the perspective of Design Thinking. The main contents are as follows: (1) field investigation and problem definition; (2) methodology and the process of concept formation; (3) innovative scheme prototype based on the workshop; (4) innovative practices tests and the future. The aim is to provide new perspectives for desert control.Keywords: desert controlinnovationDesign Thinkingthe Malan-Lake project AcknowledgementsI would like to thank my supervisor Professor Xiangyang Xin and all the team members of the project for their support.Disclosure statementNo potential conflict of interest was reported by the author.Additional informationFundingThis research was supported by the ‘Postgraduate Research & Practice Innovation Programme of Jiangsu Province’ (Number: KYCX20_1888).Notes on contributorsJianchun ZhuJianchun Zhu is a PhD candidate at the School of Design, Jiangnan University (China). He is also a design lead at Taizhou College, Nanjing Normal University (China). His research interests include design strategy, design theory, and social innovation.
摘要世界沙漠地域辽阔,不幸的是其破坏程度也相当高。更糟糕的是,人们的粗放式开垦使其不断扩张和入侵,甚至给人们的生活带来了严重的次生灾害。从生态可持续性的角度来看,这个国家迫切需要控制沙漠。过去的沙漠治理模式主要是植树和固沙。然而,这些模型是可预测的、无趣的,甚至是困难的。因此,本文试图通过对马兰湖项目的研究,重新审视沙漠治理的社会问题,并从设计思维的角度进行创新探索。主要内容如下:(1)实地调研和问题界定;(2)概念形成的方法论和过程;(3)基于车间的创新方案原型;(4)创新实践检验与未来。其目的是为沙漠控制提供新的视角。关键词:治沙创新设计思维马兰湖项目致谢我要感谢我的导师向阳新教授和所有项目团队成员的支持。披露声明作者未报告潜在的利益冲突。本研究由江苏省研究生科研与实践创新项目(项目编号:KYCX20_1888)资助。作者简介朱建春,中国江南大学设计学院博士研究生。他也是中国南京师范大学泰州学院的设计负责人。主要研究方向为设计策略、设计理论、社会创新。
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引用次数: 0
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