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From an ethics of the eyes to ethics of the bodies: Rethinking ethics in design research through sensory practices 从眼睛的伦理到身体的伦理:通过感官实践反思设计研究中的伦理问题
IF 3.2 1区 工程技术 Q2 ENGINEERING, MANUFACTURING Pub Date : 2024-10-25 DOI: 10.1016/j.destud.2024.101275
Within this paper, we develop what we describe as an ethics of the bodies, which operationalises how design researchers and design students can deal with ethics through embodied reflections. Contrasting an “ethics of the eyes” and an ethics of the bodies, we argue that there are benefits when developing and using a sensory practice as an ethical approach when conducting design research in order to deal with ethics in situ and reflecting ethical dimensions that can be slippery to grasp. Based on an analysis of two empirical examples from design research projects, the paper contributes an approach for how design researchers, and students in design education, can work methodologically to activate a sensory approach to ethics by developing an ethics of the bodies.
在本文中,我们提出了我们所描述的 "身体伦理",即设计研究人员和设计专业学生如何通过身体反思来处理伦理问题。通过对比 "眼睛的伦理学 "和身体的伦理学,我们认为,在进行设计研究时,将感官实践作为一种伦理学方法来开发和使用是有好处的,这样可以在现场处理伦理学问题,并反映可能难以把握的伦理学层面。基于对两个设计研究项目经验实例的分析,本文为设计研究人员和设计教育专业的学生提供了一种方法,即如何通过发展身体伦理学,从方法论上激活伦理学的感官方法。
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引用次数: 0
Transforming mature design management to better firm performance: The importance of top management involvement 将成熟的设计管理转变为更好的公司业绩:高层管理参与的重要性
IF 3.2 1区 工程技术 Q2 ENGINEERING, MANUFACTURING Pub Date : 2024-10-24 DOI: 10.1016/j.destud.2024.101276
Design can be utilized in different manners, including as styling activities, integrating role, and strategic manner. The different way reflects different maturity of a firm. Although previous studies conceptually suggest the mature way of managing design brings considerable benefits, empirical evidence is rare. This study fills in this gap by investigating the influences of design management maturity on product innovation performance and financial performance. A survey was conducted (N = 200) and analyzed through PLS-SEM. Results show that design management maturity does not directly improve product innovation performance but mediated by top managers' design management expertise. These findings highlight the importance of top managers' design management expertise in transforming a firm's design management maturity to enhanced product and firm performance.
设计可以以不同的方式加以利用,包括造型活动、整合作用和战略方式。不同的方式反映了企业的不同成熟度。尽管以往的研究从概念上表明,成熟的设计管理方式会带来可观的收益,但实证证据却很少见。本研究通过调查设计管理成熟度对产品创新绩效和财务绩效的影响,填补了这一空白。我们进行了一项调查(N = 200),并通过 PLS-SEM 进行了分析。结果表明,设计管理成熟度并不能直接提高产品创新绩效,而是通过高层管理者的设计管理专长来实现。这些发现凸显了高层管理者的设计管理专长在将企业的设计管理成熟度转化为产品和企业绩效提升方面的重要性。
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引用次数: 0
Interior design ways of knowing: Embracing unpredictability 室内设计的认知方式:拥抱不可预测性
IF 3.2 1区 工程技术 Q2 ENGINEERING, MANUFACTURING Pub Date : 2024-10-18 DOI: 10.1016/j.destud.2024.101277
Interiors constantly change through inhabitation. As such, interior designers value a person's post-project agency as much as a participatory design agency. We must not only be comfortable with this ambiguity but embrace subjectivity within social-cultural contexts as the material with which we operate. This way of knowing, that the process is the product, has not always been the norm in built environment disciplines that primarily concern themselves with form. A simple case is presented to demonstrate the complexity of time, space, and context that impact a typical design project and reflections of the role of designers in the process. The process and reflection demonstrate a human-oriented rather than object-oriented worldview that accommodates flexibility for unpredictability inherent in interior design practice.
室内空间在居住过程中不断发生变化。因此,室内设计师重视个人的项目后代理权,就像重视参与式设计代理权一样。我们不仅要适应这种模糊性,还要接受社会文化背景下的主观性,将其作为我们工作的材料。这种 "过程即产品 "的认知方式在主要关注形式的建筑环境学科中并不常见。本文通过一个简单的案例,展示了时间、空间和环境对典型设计项目的复杂影响,以及设计师在这一过程中所扮演角色的反思。这个过程和反思展示了一种以人为本而不是以物为本的世界观,这种世界观可以灵活地应对室内设计实践中固有的不可预测性。
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引用次数: 0
That was fun, now what?: Modelizing knowledge dynamics to explain co-design's shortcomings 太有趣了,现在怎么办?建立知识动态模型,解释共同设计的缺陷
IF 3.2 1区 工程技术 Q2 ENGINEERING, MANUFACTURING Pub Date : 2024-10-17 DOI: 10.1016/j.destud.2024.101274
Co-design workshops seek solutions to complex, multi-stakeholder issues. These ephemeral encounters bring together designers and uninitiated individuals who embark in a facilitated process that mobilizes a range of simplified design tools and methods. Despite co-design's benefits in terms of representation and acceptability, these workshops also come with limitations and often fall short of their intended goals. Proceeding from stylized facts informed by both our experience and the literature, this study investigates why co-design struggles at maintaining engagement and fails to consistently deliver innovative output regardless of the number of participants involved. Namely, we employ a model-building strategy to illuminate the main knowledge dynamics during workshops and to highlight a constrained ‘reactive expansion’ mechanism that explains known co-design's shortcomings. Implications for workshop facilitation and planning are offered in closing.
共同设计研讨会旨在为复杂的、多方利益相关者的问题寻求解决方案。这些昙花一现的会议将设计师和未曾接触过设计的人聚集在一起,他们在一个简化的设计工具和方法的推动下开始工作。尽管共同设计在代表性和可接受性方面有其优势,但这些研讨会也有其局限性,往往达不到预期目标。本研究从我们的经验和文献所提供的典型事实出发,探讨了为什么无论参与人数多少,协同设计都难以保持参与度,也无法持续提供创新成果。也就是说,我们采用建立模型的策略来阐明研讨会期间的主要知识动态,并强调一种受限的 "被动扩展 "机制,以解释已知的协同设计缺陷。最后,我们还提出了对工作坊促进和规划的启示。
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引用次数: 0
Beyond safety: A design examination of facial PPE in paediatric wards 超越安全:儿科病房面部个人防护设备的设计审查
IF 3.2 1区 工程技术 Q2 ENGINEERING, MANUFACTURING Pub Date : 2024-07-01 DOI: 10.1016/j.destud.2024.101265

In paediatric wards, establishing therapeutic rapport with children requires employing friendly gestures or an understanding gaze, an aspect inhibited when clinicians wear facial personal protective equipment (PPE). In this case study we explore how interactions in three scenarios of a paediatric ward might inform the design of child-friendly PPE. We show how our research methods involved healthcare professionals, parents, and children to identify problems and solution pathways. Our findings indicate that PPE for paediatric wards need to be a system design solution considering emotions, engagement, communication, education, and sustainability factors. We discuss three aspects of conducting design research in healthcare contexts: working within high-risk environments, ethics in design for healthcare projects, and the translation of findings within the regulatory landscape.

在儿科病房,与儿童建立治疗关系需要使用友好的手势或理解的目光,而当临床医生穿戴面部个人防护设备(PPE)时,这方面就会受到抑制。在本案例研究中,我们探讨了儿科病房三个场景中的互动如何为儿童友好型个人防护设备的设计提供参考。我们展示了我们的研究方法是如何让医护人员、家长和儿童参与进来,从而找出问题和解决问题的途径。我们的研究结果表明,儿科病房的个人防护设备必须是一个考虑到情感、参与、沟通、教育和可持续发展因素的系统设计解决方案。我们讨论了在医疗保健环境中开展设计研究的三个方面:在高风险环境中工作、医疗保健项目设计中的道德规范以及在监管环境中转化研究成果。
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引用次数: 0
Typologization of exclusionary design: An exploration of design interventions excluding unhoused people from urban public spaces 排斥性设计的类型化:探讨将无住房者排除在城市公共空间之外的设计干预措施
IF 3.2 1区 工程技术 Q2 ENGINEERING, MANUFACTURING Pub Date : 2024-07-01 DOI: 10.1016/j.destud.2024.101264

In this article, designs that exclude unhoused people from urban public spaces are explored. Drawing from the research project ‘Exclusionary Design: Social Exclusion in Public Spaces’, this article incorporates insights from people who live or have lived unhoused, examining urban design from their perspective. Through a postphenomenological analysis, this article illuminates how design can contribute to creating social exclusion and introduces a model for typologizing exclusionary design. The typology comprises five categories: 1) Urban furniture, 2) Technical installations, 3) Barriers, 4) Absence of ‘material’, and 5) Signs. This typology can serve as a practical operational tool for anyone involved in design and decision-making processes related to urban public spaces.

本文探讨了将无住房者排除在城市公共空间之外的设计。本文从研究项目 "排斥性设计:公共空间中的社会排斥 "的研究项目中,本文结合了无房居住者或曾经无房居住者的观点,从他们的角度审视城市设计。通过后现象学分析,本文阐明了设计如何造成社会排斥,并介绍了排斥性设计的类型化模型。该类型学包括五个类别:1)城市家具;2)技术装置;3)障碍;4)"物质 "的缺失;5)标志。对于任何参与城市公共空间设计和决策过程的人来说,这种类型学都可以作为一种实用的操作工具。
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引用次数: 0
Reinforcement-learning agents for architects' trade-offs in designing children's play environment: A qualitative comparative analysis 建筑师在设计儿童游戏环境时权衡利弊的强化学习代理:定性比较分析
IF 3.5 1区 工程技术 Q1 Engineering Pub Date : 2024-03-01 DOI: 10.1016/j.destud.2024.101248
Jin Lee, Seung Wan Hong, Chang-Yeon Cho

Although contemporary children's learning environments highlight promoting physical and social development–related play behaviours and safety, there are no valid means to analyse children's dynamic, complex behaviours. To address this limitation, the paper explores the impacts of agent-based simulation on architects' trade-offs in designing children's play-oriented learning environments. To simulate children's subtle behavioural responsiveness to the given environments, this paper adopts reinforcement learning (RL) as a method to develop autonomous play behaviours. A comparative experiment was conducted with 14 professional architects to investigate the capacities of the RL-powered agents. The systemic qualitative analysis indicates that the RL agent supported the coordination of complex physical constraints and new insights into child-oriented dimensions when evaluating the learning environment design.

尽管当代儿童学习环境强调促进与身体和社会发展相关的游戏行为和安全,但却没有有效的方法来分析儿童的动态复杂行为。针对这一局限性,本文探讨了基于代理的模拟对建筑师在设计以游戏为导向的儿童学习环境时进行权衡的影响。为了模拟儿童对特定环境的微妙行为反应,本文采用了强化学习(RL)作为开发自主游戏行为的方法。我们与 14 位专业建筑师进行了对比实验,以研究 RL 驱动的代理的能力。系统性定性分析表明,在评估学习环境设计时,RL 代理支持协调复杂的物理约束,并对以儿童为导向的维度有了新的认识。
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引用次数: 0
Charles Peirce's new esthetics: Good design 查尔斯-皮尔斯的新美学:好的设计
IF 3.5 1区 工程技术 Q1 Engineering Pub Date : 2024-03-01 DOI: 10.1016/j.destud.2024.101249
James Jakób Liszka

Peirce, founder of pragmatism, developed a new sense of aesthetics focused on design. He reimagined aesthetics in a chain of “normative sciences” that links the design of means to function and function to good ends. Peirce realized that means-end reasoning is amoral and needs ethical guidance. He thought, like Aristotle and Mill, that the fix would be finding a higher end that was both good and desirous and could be used as a moral test for specific ends and means. The discovery of this end would be the result of inquiry, but he realized that inquiry itself had normative constraints that functions as a higher end. I show how these normative constraints can be applied to the study of design.

实用主义创始人皮尔斯提出了一种以设计为核心的新美学。他在一连串的 "规范科学 "中重新构想美学,将设计手段与功能和功能与良好目的联系起来。皮尔斯意识到,手段-目的推理是非道德的,需要伦理的指导。他认为,与亚里士多德和密尔一样,解决问题的办法是找到一个更高的目的,这个目的既是好的,也是人们所渴望的,可以作为对具体目的和手段的道德检验标准。对这一目的的发现将是探究的结果,但他意识到,探究本身具有作为更高目的的规范性约束。我将展示如何将这些规范性约束应用于设计研究。
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引用次数: 0
Framing under power asymmetries: A cross-level examination of the early-stage product design process 权力不对称下的框架设计:对早期产品设计过程的跨层次研究
IF 3.5 1区 工程技术 Q1 Engineering Pub Date : 2024-03-01 DOI: 10.1016/j.destud.2024.101250
Wenlin Zhang, Jin Ma

Real-world design projects often involve designers and non-design professionals from the same or different organisations. Power asymmetries permeate such projects. However, prevailing design research implicitly assumes that framing—an essential practice that pervades the design process—unfolds within relatively equitable interpersonal negotiations. The dynamics in framing across the individual and collective levels under power asymmetric conditions remain largely underexplored. We conducted a cross-level analysis of 48 early-stage product design sessions, drawing on a field study conducted at a design consultancy. Our findings reveal how power asymmetries infiltrate and shape frame evolution, starting from individual proposals to eventual collective acceptance. This research extends framing theory in design research by reconceptualising framing as a power-laden, cross-level practice.

现实世界中的设计项目往往涉及来自相同或不同组织的设计师和非设计专业人员。权力不对称在这些项目中随处可见。然而,普遍的设计研究隐含地假定,构思--一种贯穿设计过程的重要实践--是在相对公平的人际谈判中展开的。在权力不对称的条件下,个人和集体层面的构思动态在很大程度上仍未得到充分探索。我们利用在一家设计咨询公司进行的实地研究,对 48 个早期产品设计环节进行了跨层次分析。我们的研究结果揭示了权力不对称是如何渗透和塑造框架演变的,从个人提议到最终的集体接受。这项研究将框架重新概念化为一种充满权力的跨层次实践,从而扩展了设计研究中的框架理论。
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引用次数: 0
Inspiration for styling tasks 造型任务的灵感来源
IF 3.5 1区 工程技术 Q1 Engineering Pub Date : 2024-03-01 DOI: 10.1016/j.destud.2024.101254
Sijia Wu, Ellis van den Hende, Erik-Jan Hultink, Giulia Calabretta

Inspiration is vital for designers. This study builds on findings on inspiration examples for problem-solving tasks and extends those to styling tasks by exploring the influence of examples on styling criteria. The generation of inspiration examples in this study is grounded in design literature and practice. This study identifies primary styling criteria (i.e., personality coherence, visual coherence, and originality) to evaluate the design outcome. The results indicate that designers who received near-field examples that communicated an intended meaning compared to designers who did not receive any examples generated concepts with a higher personality coherence yet with a similar level of originality. Also, near-field visual examples increased visual coherence. Thus, different design criteria need specific examples.

灵感对设计师至关重要。本研究以问题解决任务中的灵感示例研究成果为基础,通过探索示例对造型标准的影响,将其扩展到造型任务中。本研究中灵感示例的生成以设计文献和实践为基础。本研究确定了评价设计结果的主要造型标准(即个性一致性、视觉一致性和原创性)。结果表明,与没有收到任何范例的设计师相比,收到近景范例并传达了预期含义的设计师所产生的概念具有更高的个性一致性,但原创性水平相似。此外,近景视觉范例也提高了视觉连贯性。因此,不同的设计标准需要特定的范例。
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引用次数: 0
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Design Studies
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