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On the multiplicity of artifacts: A typology including regulatory artifacts 关于工件的多样性:包括规范性工件的类型学
IF 3.2 1区 工程技术 Q2 ENGINEERING, MANUFACTURING Pub Date : 2025-10-21 DOI: 10.1016/j.destud.2025.101356
Stefano Moroni, Anita De Franco
There are various studies on specific types of artifacts. Many of them have focused on “technical artifacts” and “cognitive artifacts”; and, more recently, other studies have examined “regulatory artifacts”. However, a general typology is still lacking. This article aims to build such a typological framework based on the identification of three macro-categories of artifacts – i.e. behaviour-supporting, behaviour-engaging, and behaviour-influencing – and on the identification of ten sub-categories within them: (i) descriptive artifacts; (ii) technical artifacts; (iii) cognitive artifacts; (iv) detecting artifacts; (v) ludic artifacts; (vi) artistic artifacts; (vii) status artifacts; (viii) deontic artifacts; (ix) constitutive artifacts; (x) steering artifacts. On the basis of this typology, five points are highlighted. First, the suggested typology illustrates how many human activities are mediated by some kind of artifact; we could say that artifacts have not only been the product of human intelligence but they have also been an active trigger of it. Second, the proposed typology sheds light on the fact that artifacts can perform not only traditionally, widely discussed technical or cognitive functions but also regulatory ones. Third, if regulatory artifacts are also considered, the maker's intentionality is confirmed as being of central importance in defining what artifacts are. Fourth, the proposed typology shows that the different types of artifacts produce their effects in different ways: in certain cases, their performance is for instance mainly based on causal mechanisms, whilst in other cases on mainly symbolic mechanisms. Fifth, the typology illuminates significant differences between humans and animals.
对特定类型的人工制品有各种各样的研究。他们中的许多人专注于“技术工件”和“认知工件”;最近,其他研究也对“监管产物”进行了考察。然而,一个普遍的类型学仍然缺乏。本文旨在建立这样一个类型学框架,该框架基于对工件的三个宏观类别的识别-即行为支持,行为参与和行为影响-以及对其中十个子类别的识别:(i)描述性工件;(ii)技术制品;(iii)认知伪影;(四)检测伪影;(v)滑稽的文物;(六)艺术品;(vii)身份文物;(八)祭祀文物;(ix)本构伪影;(x)转向工件。在此类型学的基础上,强调了五个要点。首先,建议的类型学说明了有多少人类活动是由某种人工制品介导的;我们可以说,人工制品不仅是人类智慧的产物,而且也是人类智慧的积极触发因素。其次,提出的类型学揭示了这样一个事实,即人工制品不仅可以执行传统的、广泛讨论的技术或认知功能,还可以执行监管功能。第三,如果还考虑到监管人工制品,则确定制造者的意向性在定义人工制品时是至关重要的。第四,提出的类型学表明,不同类型的人工制品以不同的方式产生效果:在某些情况下,它们的表现主要基于因果机制,而在其他情况下主要基于符号机制。第五,类型学揭示了人类与动物之间的显著差异。
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引用次数: 0
Mapping the inclusive design literature in the built environment: Towards an expanded experiential definition of inclusivity 在建筑环境中绘制包容性设计文献:朝向包容性的扩展体验定义
IF 3.2 1区 工程技术 Q2 ENGINEERING, MANUFACTURING Pub Date : 2025-09-30 DOI: 10.1016/j.destud.2025.101354
Abdullah Eren Demirel, Mualla Erkılıç
This paper offers an expanded conceptualization of inclusive design philosophy in the built environment by mapping some of the key literature in the last two decades. Grounded on fundamental concepts of equity, accessibility, and diversity, inclusivity emphasizes providing equal opportunities for the broadest possible audience while accounting for differences. Despite the shared universal aspirations, conceptual ambiguities surrounding inclusivity persist across various spatial studies. Literature mapping on the inclusivity of the built environment through main themes and approaches reveals a shift from early inquiries into the environments’ disabling physical characteristics toward an expanded epistemological ground constructed on users' socio-spatial experiences and engagement. In response, the paper articulates a conceptual framework for understanding the experiential dimension of inclusivity based on agency and participation through a new materialist perspective.
本文通过绘制过去二十年的一些关键文献,提供了建筑环境中包容性设计哲学的扩展概念化。包容性以公平、可及性和多样性等基本概念为基础,强调在考虑差异的同时为尽可能广泛的受众提供平等的机会。尽管有共同的普遍愿望,但围绕包容性的概念模糊仍然存在于各种空间研究中。通过主题和方法对建筑环境的包容性进行文献映射,揭示了从早期对环境的残疾物理特征的调查向基于用户社会空间经验和参与的扩展认识论基础的转变。作为回应,本文阐述了一个概念框架,通过一个新的唯物主义视角来理解基于代理和参与的包容性的经验维度。
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引用次数: 0
Design martinis and design Machetes—The unspoken paradox 设计马提尼酒和设计大砍刀——不言而喻的悖论
IF 3.2 1区 工程技术 Q2 ENGINEERING, MANUFACTURING Pub Date : 2025-09-11 DOI: 10.1016/j.destud.2025.101343
Gerhard Bruyns
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引用次数: 0
The role of expertise in design facilitation practice: A systematic review 专业知识在设计促进实践中的作用:系统回顾
IF 3.2 1区 工程技术 Q2 ENGINEERING, MANUFACTURING Pub Date : 2025-09-01 DOI: 10.1016/j.destud.2025.101342
Genevieve Mosely, Lina Markauskaite, Jason M. Lodge, Cara Wrigley
Many organisations are now adopting design across their systems to drive innovation, leading to the emergence of new professional design roles, requiring the implementation of design methods and facilitation of design processes. However, rarely do studies draw together the specific expertise required for design facilitation. To address this gap, we present a systematic literature review of empirical research, following a PRISMA framework, focusing on what has been established and the methodological research approaches used to characterise the role of expertise in facilitating design interventions. The paper conceptualises design facilitation expertise as emerging from the continuous interaction between the facilitator’s individual agency and the practice architectures that shape the facilitation environment, emphasising its generative and co-constructed nature. This reconceptualisation highlights the need for facilitation expertise to be understood as an evolving and situated practice, shaping how facilitation is researched, taught, and developed across design education and professional practice.
许多组织现在在他们的系统中采用设计来推动创新,导致新的专业设计角色的出现,要求实施设计方法和简化设计过程。然而,很少有研究汇集了促进设计所需的具体专业知识。为了解决这一差距,我们根据PRISMA框架对实证研究进行了系统的文献综述,重点关注已建立的内容以及用于表征专业知识在促进设计干预方面的作用的方法学研究方法。本文将设计促进专业知识概念化,将其从促进者的个人机构和塑造促进环境的实践架构之间的持续互动中产生,强调其生成和共同构建的性质。这种重新概念化强调了将促进专业知识理解为一种不断发展和定位的实践的必要性,塑造了在设计教育和专业实践中如何研究、教授和发展促进。
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引用次数: 0
Sensing place-based ecological knowledge for regenerative development and design 感知基于地的生态知识用于再生开发和设计
IF 3.2 1区 工程技术 Q2 ENGINEERING, MANUFACTURING Pub Date : 2025-08-26 DOI: 10.1016/j.destud.2025.101334
Jane Toner, Kimberley Reis, Harry Kanasa, Samantha Hayes, Dominique Hes, Cheryl Desha
Regenerative paradigms seek to realign the built environment with living systems by activating the capacity of communities and ecosystems to coevolve in mutually beneficial ways. Supporting regenerative outcomes, this study introduces a Community Nature (Re)Connection Workshop as a place-based approach to engaging communities through the ecology of place. Informed by experiential and social collective learning theories, and inspired by biomimicry, the pilot workshop was iteratively refined through participant feedback. Quantitative analysis of pre- and post-workshop surveys demonstrated its potential to significantly strengthen participants’ sense of connection to nature, heighten interest in continued learning, and deepen appreciation of local ecology. The workshop’s experiential approach supports ecoliteracy as a foundation for place-based community engagement, ecologically informed regenerative outcomes, and community capacity-building for stewardship.
再生模式通过激活社区和生态系统以互利的方式共同进化的能力,寻求重新调整建筑环境与生活系统。为了支持再生成果,本研究引入了社区自然(再)连接研讨会,作为一种基于地点的方法,通过地点生态吸引社区。根据经验和社会集体学习理论,并受到仿生学的启发,试点工作坊通过参与者的反馈不断完善。工作坊前后调查的定量分析显示,工作坊有可能显著加强参加者与自然的联系感,提高他们继续学习的兴趣,并加深对当地生态的欣赏。讲习班的体验式方法支持生态素养,将其作为基于地点的社区参与、生态知情的再生成果和社区管理能力建设的基础。
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引用次数: 0
Ritual design in digital age: A comprehensive analysis of development and trend 数字时代的仪式设计:发展与趋势综合分析
IF 3.2 1区 工程技术 Q2 ENGINEERING, MANUFACTURING Pub Date : 2025-08-01 DOI: 10.1016/j.destud.2025.101333
Wei Yue, Jiahui Shen, Chun-Cheng Hsu
To systematically summarize the ritual design research in digital age, a content analysis of 161 relevant articles was conducted, revealing the interdisciplinary nature of the field with seven keyword clusters and four high-frequency keywords. Ritual design research is predominantly constructivist and practice-oriented. A framework for analysing ritual design types was proposed, highlighting ‘Design of ritual’ on secular affairs, especially in individual daily life and ‘Design for ritual’ for collectives on religious affairs as emerging research themes. Additionally, ritual design is expanding within Human–Computer Interaction. This study provides a comprehensive understanding of existing research on ritual design, analysing multiple dimensions such as epistemological positions, knowledge types, design types, and design practices. It also serves as a valuable reference for future researchers, particularly in the areas of theoretical constructs, design methods, and design practices.
为了系统总结数字时代的仪式设计研究,我们对161篇相关文章进行了内容分析,通过7个关键词集群和4个高频关键词揭示了该领域的跨学科性质。仪式设计研究主要以建构主义和实践为导向。提出了一个分析仪式设计类型的框架,突出了世俗事务中的“仪式设计”,特别是个人日常生活中的“仪式设计”,以及集体宗教事务中的“仪式设计”作为新兴的研究主题。此外,仪式设计正在人机交互中扩展。本研究从认识论立场、知识类型、设计类型、设计实践等多个维度对现有的仪式设计研究进行了全面的梳理。它也为未来的研究者提供了有价值的参考,特别是在理论建构、设计方法和设计实践方面。
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引用次数: 0
Pre-occupancy evaluation of wayfinding signage using immersive virtual reality 基于沉浸式虚拟现实的寻路标志预使用评价
IF 3.2 1区 工程技术 Q2 ENGINEERING, MANUFACTURING Pub Date : 2025-07-01 DOI: 10.1016/j.destud.2025.101330
Derya Karadağ
This study explores how alternative wayfinding signage designs influence user experience within immersive virtual environments during early-stage architectural evaluation. A 3D model of a university building’s ground floor was developed and experienced through head-mounted displays (HMDs) to simulate spatial conditions. Eighteen participants completed structured navigation tasks in two signage settings, followed by post-task surveys and semi-structured interviews. Quantitative data—task completion times and circulation paths—were analysed alongside thematic evaluations of user feedback. Findings reveal that signage design affects spatial perception, navigational efficiency, and user satisfaction. The study shows that early-stage VR testing supports user-informed design decisions, especially for evaluating signage-based spatial strategies and related user experience considerations. VR emerges as a practical tool for integrating user-centred feedback into the pre-occupancy phase of spatial planning.
本研究探讨了在早期建筑评估阶段,不同的寻路标识设计如何影响沉浸式虚拟环境中的用户体验。通过头戴式显示器(hmd)模拟空间条件,开发并体验了大学建筑底层的3D模型。18名参与者在两种标识设置中完成结构化导航任务,随后进行任务后调查和半结构化访谈。定量数据——任务完成时间和循环路径——与用户反馈的专题评估一起进行了分析。研究结果表明,标识设计影响空间感知、导航效率和用户满意度。研究表明,早期的VR测试支持用户知情的设计决策,特别是评估基于标牌的空间策略和相关的用户体验考虑。VR作为一种实用工具,将以用户为中心的反馈整合到空间规划的入住前阶段。
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引用次数: 0
Researching collaborative housing through design: A case study of co-design workshops involving low-income recent immigrants in Canada 通过设计研究合作住房:以加拿大低收入新移民参与的合作设计工作坊为例
IF 3.2 1区 工程技术 Q2 ENGINEERING, MANUFACTURING Pub Date : 2025-07-01 DOI: 10.1016/j.destud.2025.101326
Pablo Wikander, Damian Collins, Joshua Evans
Canada's housing crisis affects low-income immigrants seeking affordable housing. One option for increasing affordability is collaborative housing. However, for collaborative housing to be adequate for immigrants, it is critical to know what designs meet their needs. This study used co-design workshops with low-income recent immigrants in Canada to explore their housing pathways, needs and preferences. Participants developed artefacts corresponding to their dream homes, to minimum acceptable housing, and to collaborative housing. These artefacts were digitally translated into five core models of collaborative housing. The results show that the Research Through Design approach, combined with co-design methods, can be used effectively to identify models of collaborative housing for low-income recent immigrants and to envision alternative housing futures.
加拿大的住房危机影响了寻求经济适用房的低收入移民。提高可负担性的一个选择是合作住房。然而,对于移民来说,合作住房是足够的,了解什么设计满足他们的需求是至关重要的。本研究采用与加拿大低收入新移民共同设计的工作坊来探索他们的住房途径、需求和偏好。参与者开发了与他们梦想的家、最低可接受的住房和协作住房相对应的人工制品。这些人工制品被数字化转化为协作住房的五个核心模型。研究结果表明,“设计研究”方法与协同设计方法相结合,可以有效地为低收入新移民确定协同住房模式,并展望替代性住房的未来。
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引用次数: 0
Beyond the visuals: Sri Lankan stamp designers personalized approach in postage stamp design 超越视觉效果:斯里兰卡邮票设计师在邮票设计中的个性化方法
IF 3.2 1区 工程技术 Q2 ENGINEERING, MANUFACTURING Pub Date : 2025-07-01 DOI: 10.1016/j.destud.2025.101332
Dulshan Ellawela, Sumith Gopura, Ayesha Wickramasinghe, Tiziana Ferrero-Regis
Postage stamps are significant visual artefacts that represent culture and identity. The illustrations on stamps frequently embody diverse approaches to narrating cultural heritage and historical narratives. Sri Lankan designers' lifeworlds - backgrounds, education, and experiences intrinsically shape these approaches. Through an inductive analysis of semi-structured interviews with six designers, this study identifies key themes, including background, mentorship, and the interaction between formal and informal education, and experiential learning in shaping their creative processes in stamp design. Further to the findings anchored in the Concept-Knowledge (C–K) Theory, the study highlights a framework for interpreting the Design Learning and Thinking in stamp design, offering valuable insights into how designers from diverse backgrounds negotiate personal and cultural identity in their creative endeavours.
邮票是代表文化和身份的重要视觉文物。邮票上的插图往往体现了叙述文化遗产和历史叙事的不同方法。斯里兰卡设计师的生活背景、教育和经验从本质上塑造了这些方法。通过对六位设计师的半结构化访谈进行归纳分析,本研究确定了影响他们邮票设计创作过程的关键主题,包括背景、导师、正规与非正规教育的互动以及体验式学习。在“概念-知识”理论的基础上,本研究进一步探讨了邮票设计的“设计学习与思维”,为不同背景的设计师在创作过程中如何协调个人和文化认同提供了宝贵的见解。
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引用次数: 0
Implementing user-centered design in architecture using virtual reality: A case study of a micro coworking space 使用虚拟现实在建筑中实现以用户为中心的设计:一个微型联合办公空间的案例研究
IF 3.2 1区 工程技术 Q2 ENGINEERING, MANUFACTURING Pub Date : 2025-07-01 DOI: 10.1016/j.destud.2025.101329
Shiva Ghaznavi, Farzin Haghparast, Ali Pourahmad Ghalejough, Hesam Sakian Mohamadi
The evolving nature of workspaces, shaped by technological advancements and modern demands, necessitates innovative design approaches that prioritize the needs of employees. This study adapts user-centered design principles, traditionally applied to digital products, to architecture, integrating these principles within an iterative design process model for coworking spaces enhanced by virtual reality. The research investigates user preferences, spatial satisfaction, and movement patterns at the Tabriz Islamic Art University Incubator, involving users in the design process through virtual reality prototyping to develop and refine design alternatives. The findings demonstrate the effectiveness of user-centered design and virtual reality within the proposed model in shaping coworking environments that align with user needs, leading to more responsive and satisfactory architectural solutions.
技术进步和现代需求塑造了不断变化的工作空间,需要创新的设计方法来优先考虑员工的需求。本研究将传统上应用于数字产品的以用户为中心的设计原则应用于建筑,并将这些原则整合到一个由虚拟现实增强的联合办公空间的迭代设计过程模型中。该研究调查了大不里士伊斯兰艺术大学孵化器的用户偏好、空间满意度和运动模式,通过虚拟现实原型设计让用户参与设计过程,以开发和完善设计方案。研究结果表明,在提出的模型中,以用户为中心的设计和虚拟现实在塑造符合用户需求的共享工作环境方面是有效的,从而产生更灵敏、更令人满意的建筑解决方案。
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引用次数: 0
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Design Studies
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