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Design and Making Things Better: Relating the Pragmatism of John Dewey and Richard McKeon in Design Inquiry 设计和让事情变得更好:将约翰-杜威和理查德-麦基恩的实用主义与设计探究联系起来
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2024-10-01 DOI: 10.1162/desi_a_00778
Brian Dixon;Patrycja Kaszynska
This article proposes a model of social design inquiry directed toward shaping shared societal goals. Drawing on Dewey and McKeon, the approach is based on means-end evaluation and communication in plurality. This presents a response to the double challenge of dealing with conflicting aspirations for the future and the current need to balance differences in perspectives. The social design inquiry model provides the basis for meliorism in design insofar as it offers a way of working through these challenges by making use of imagination and deliberation.
本文提出了一种社会设计探究模式,旨在塑造共同的社会目标。这种方法借鉴了杜威和麦基恩的观点,以手段-目的评估和多元交流为基础。这既是对处理对未来的相互冲突的愿望的双重挑战的回应,也是对平衡观点差异的当前需要的回应。社会设计探究模式为设计中的美化主义提供了基础,因为它提供了一种通过利用想象力和审议来应对这些挑战的方法。
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引用次数: 0
Breaching-through-Service: Accounting and Shaping Social Order with Service Design 服务中的违规行为:用服务设计核算和塑造社会秩序
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2024-10-01 DOI: 10.1162/desi_a_00780
Yiying Wu;Karthikeya Acharya
This article proposes a novel approach called breaching-through-service (BtS) that integrates the microsociological approach of ethnomethodology and field-based design experimentation. BtS is service-in-action that is embedded with incongruity. It provides an operational and analytical framework for researchers to breach a social situation by designing and delivering a service, accounting for what occurs in that context, and then acting based on the ensuing interaction. In this way, it enables inquiry and service delivery simultaneously. The BtS approach enriches the practice of studying and harnessing micro-interactions with and for service design. With this, it advances the investigative and transformational capacity of service design.
本文提出了一种名为 "突破服务"(Breaching-through-service,BtS)的新方法,它将人种学的微观社会学方法与基于现场的设计实验相结合。BtS 是一种嵌入了不协调性的行动服务。它为研究人员提供了一个操作和分析框架,让他们通过设计和提供服务来突破社会情境,了解情境中发生的事情,然后根据随之而来的互动采取行动。通过这种方式,研究人员可以同时开展调查和提供服务。BtS 方法丰富了研究和利用微互动的实践,并将其用于服务设计。因此,它提高了服务设计的调查和变革能力。
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引用次数: 0
Design Issues Authors' Index (2014–2023) 设计问题作者索引(2014-2023 年)
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2024-10-01 DOI: 10.1162/desi_x_00787
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引用次数: 0
Autographic Design: The Matter of Data in a Self-Inscribing World 自主设计:自我描述世界中的数据问题
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2024-10-01 DOI: 10.1162/desi_r_00785
Tania Allen
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引用次数: 0
Ethnographies of Unimagined Possibilities: Toward a Conversational Paradigm for Human-Centered Design Research 想象不到的可能性的民族志:为以人为本的设计研究建立对话范式
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2024-10-01 DOI: 10.1162/desi_a_00777
Ozge Merzali Celikoglu;Klaus Krippendorff
Relying on Krippendorff's description of “authentic conversation” we describe the ethnography of unimagined possibilities in the intersection of ethnography and human-centered design research. Possibilities are what inspire human-centered designers to create products, practices, and services that could satisfy currently unimagined yet real needs and desires. Although possibilities are not observable as such, they can be constructed in conversations of designers and other stakeholders. Hence, they can become extensions of real situations that are co-constructed as new realities.
根据克里彭多尔夫对 "真实对话 "的描述,我们描述了在人种学和以人为本的设计研究的交汇点上未曾想象的可能性的人种学。可能性是激发以人为本的设计师创造产品、实践和服务的灵感源泉,这些产品、实践和服务可以满足目前尚未想象到但却真实存在的需求和愿望。虽然 "可能性 "本身无法被观察到,但它们可以在设计师和其他利益相关者的对话中被构建出来。因此,它们可以成为共同构建新现实的真实情况的延伸。
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引用次数: 0
Decolonizing Design: A Cultural Justice Guidebook 非殖民化设计:文化正义指南
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2024-10-01 DOI: 10.1162/desi_r_00783
Ricardo Lopez-Leon
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引用次数: 0
The Book of Cal's by Cal Swann 卡尔-斯旺的《卡尔之书
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2024-10-01 DOI: 10.1162/desi_r_00782
Bruce Brown
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引用次数: 0
The Intersection of Place and Game Design: The Case of Two Classic African Board Games 地点与游戏设计的交集:两个经典非洲棋盘游戏的案例
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2024-10-01 DOI: 10.1162/desi_a_00776
Rebecca Y. Bayeck;Joseph M. Bayeck
The concept of game design is often associated with a computational creative task or a creation with technology. Automatically linking game design to computational activity or technology may have contributed to the scarce research on the interaction between place and game design. The focus on technology may have excluded indigenous games from game design conversation in the game design literature. This article explores design in the context of two classic African board games. We examine the influence of place on the design of these games. Building on game design and place literature, the article shows the situatedness of game design and it integrates the design of classic African board games into the larger conversation about game design. The article discusses the implications for game-based learning.
游戏设计的概念通常与计算创意任务或技术创造联系在一起。将游戏设计与计算活动或技术自动联系起来,可能会导致有关地方与游戏设计之间互动关系的研究很少。对技术的关注可能会把本土游戏排除在游戏设计文献中的游戏设计对话之外。本文以两款经典的非洲棋盘游戏为背景,探讨了设计问题。我们研究了地点对这些游戏设计的影响。在游戏设计和地方文献的基础上,文章展示了游戏设计的情景性,并将经典非洲棋盘游戏的设计融入到更广泛的游戏设计对话中。文章讨论了基于游戏的学习的意义。
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引用次数: 0
Exploring the Potential of Off-the-Shelf Tools as Digital Probes: Appropriation of a Mobile Diary App 探索现成工具作为数字探针的潜力:移动日记应用程序的应用
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2024-07-01 DOI: 10.1162/desi_a_00765
Aysun Aytaç;Sabine Junginger;Jon Rogers
When cultural probes emerged in 1999, they were, for the most part, crafted from physical, non-digital, materials used to explore people's lives through playful co-creation and ambiguity. They have since become an important method for design researchers to generate insights into user behavior. Today, there is a growing need for user research to involve remote alternatives, something that was very much amplified during the global COVID-19 pandemic. The ubiquity of smartphones has given researchers the potential to have a remote window into people's lives like never before. This raises questions about the probe-like qualities of smartphone apps from a design research perspective. What options are available to design researchers? What are their strengths and weaknesses? What criteria matter? How can we improve on them? We share what we learned while using a mobile diary app for a remote in-home study with 31 households. We discuss the limitations of the app we ended up using and identify the need for an easy-to-adapt, off-the-shelf digital probe suitable for design researchers. The results and findings are intended to encourage designers to work toward digital probes and provide guidance for those who depend on commercially available mobile dairy apps in the meantime.
当文化探针在 1999 年出现时,它们大多是由物理的、非数字的材料制作而成,用于通过游戏性的共同创造和模糊性来探索人们的生活。从那时起,它们就成为设计研究人员深入了解用户行为的重要方法。如今,用户研究越来越需要远程替代方法,这在 COVID-19 全球大流行期间得到了极大的发展。智能手机的普及使研究人员有可能以前所未有的方式远程了解人们的生活。这就从设计研究的角度提出了智能手机应用程序的探究性问题。设计研究人员有哪些选择?它们的优缺点是什么?哪些标准很重要?我们如何改进它们?我们分享了在使用手机日记应用程序对 31 个家庭进行远程居家研究时的心得体会。我们讨论了我们最终使用的应用程序的局限性,并指出了设计研究人员对易于适应的现成数字探针的需求。我们的研究结果和发现旨在鼓励设计人员努力开发数字探针,并为那些在此期间依赖市售移动乳品应用程序的设计人员提供指导。
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引用次数: 0
Design Thinking: Standing on the Shoulders of… Graphic Design! 设计思维:站在巨人的肩膀上...... 平面设计!
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2024-07-01 DOI: 10.1162/desi_a_00766
Robert Harland;Yaron Meron
Prominent design discourse or advocacy in the domain of “design thinking” rarely depicts graphic design consistently or with sufficient rigor and understanding about the field's role in the development of design studies. Nor do most advocates for graphic design proffer it to be little more than a vernacular activity when competing for academic attention, despite its widespread academic presence, industry prominence, and everyday practice. The arguments presented here offer a timely critical perspective on a frequently unchallenged prevailing discourse that has echoed consistent assumptions over several decades. We call for more integrity in respect for those who design in different communication contexts, more precision in discussing how graphic design has evolved and been portrayed, and more rigor in the thoroughness and care that research into graphic design and its associated fields demands. The outcomes will be of particular interest to researchers who draw on and re-present Buchanan's four orders of design concept and offer an alternative perspective to those who suggest graphic design relies overly on intuition when deliberating on design thinking.
在 "设计思维 "领域的著名设计论述或宣传中,很少有对平面设计的一贯描述,也很少有对该领域在设计研究发展中的作用的足够严谨和理解。尽管平面设计在学术界、工业界和日常实践中广泛存在,但在争夺学术注意力时,大多数平面设计的倡导者也不会把它说成只是一种方言活动。本文提出的论点及时地从批判的角度,对几十年来经常不受质疑的主流论述提出了一致的假设。我们呼吁在尊重不同传播环境中的设计者时要更加正直,在讨论平面设计是如何演变和被描绘时要更加精确,在对平面设计及其相关领域的研究要求彻底和谨慎时要更加严谨。对于那些借鉴并重新阐述布坎南的四种设计秩序概念的研究人员来说,这些成果将具有特别的意义,并为那些认为平面设计在讨论设计思维时过分依赖直觉的人提供了另一种视角。
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引用次数: 0
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