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Design for communication: how do demonstrators demonstrate technology? 沟通设计:演示者如何展示技术?
IF 2.4 Q1 Arts and Humanities Pub Date : 2023-02-23 DOI: 10.1017/dsj.2023.1
T. Bobbe, Lenard Opeskin, Lisa-Marie Lüneburg, Helge Wanta, Joshwa Pohlmann, J. Krzywinski
Abstract The importance of inter- and transdisciplinary research for addressing today’s complex challenges has been increasingly recognised. This requires new forms of communication and interaction between researchers from different disciplines and nonacademic stakeholders. Demonstrators constitute a crucial communication tool in technology research and development and have the potential to leverage communication between different bodies of knowledge. However, there is little knowledge on how to design demonstrators. This research aims to understand how demonstrators from the fields Internet of Things and Robotics are designed to communicate technology. The goal is to increase the efficiency and effectiveness of demonstrator practice with readily implemented design knowledge and to advance theoretical knowledge in the field of communicating artefacts. We thematically analysed 28 demonstrator design cases, which led to a typology that assists in categorising and understanding 13 key design principles. The typology is built from three perspectives: First, in terms of the overall goal communication, second, in terms of visitor engagement goals (attraction, initial engagement, deep engagement) and third, in terms of resource-related goals (low effort in development and operation). With this typology, we have taken a significant step towards understanding demonstrator design principles for effective technology communication between different stakeholders.
跨学科和跨学科研究对于解决当今复杂挑战的重要性已日益得到认可。这需要来自不同学科的研究人员和非学术利益相关者之间的新形式的交流和互动。示范是技术研究和开发中至关重要的交流工具,具有利用不同知识体系之间交流的潜力。然而,关于如何设计演示器的知识很少。本研究旨在了解来自物联网和机器人领域的演示如何设计用于交流技术。目标是提高演示实践的效率和有效性,并随时实现设计知识,并在通信人工制品领域推进理论知识。我们对28个示范设计案例进行了主题分析,从而得出了一个类型学,有助于对13个关键设计原则进行分类和理解。该类型学从三个角度构建:一是总体目标传播,二是访问者参与目标(吸引、初始参与、深度参与),三是资源相关目标(开发和运营低投入)。通过这种类型,我们在理解不同利益相关者之间有效技术交流的演示器设计原则方面迈出了重要的一步。
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引用次数: 1
The Archimedes Code: a dialogue between science, practice, design theory and systems engineering 阿基米德密码:科学、实践、设计理论和系统工程之间的对话
IF 2.4 Q1 Arts and Humanities Pub Date : 2023-01-27 DOI: 10.1017/dsj.2022.27
Y. Reich
Abstract Archimedes, the founder of statics and hydrostatics, in his mathematics and physics studies, created methods related to his inventions of new machines, for example, the method of mechanical theorems based on his lever invention. He also used the principles of decomposition and replication underlying his heat ray invention, and these two principles permeate his work. Analysis of Archimedes’ work shows how he was perhaps the first to use methodically a strategy for solving diverse complex problems. In this article, we use the term Archimedes Code to encompass the way Archimedes approached problems including those two principles. Archimedes was perhaps the first design theorist and the first to think systematically about how to address design challenges. Furthermore, his work demonstrates the fundamental role of engineering practice in advancing science. The new insights regarding the Archimedes Code and its value in design practice may inspire both design researchers and practitioners.
摘要阿基米德,静力学和流体静力学的创始人,在他的数学和物理学研究中,创造了与他发明的新机器有关的方法,例如,基于他的杠杆发明的机械定理方法。他还使用了分解和复制的原理作为他的热射线发明的基础,这两个原理渗透到了他的工作中。对阿基米德作品的分析表明,他可能是第一个有条不紊地使用策略来解决各种复杂问题的人。在这篇文章中,我们使用术语阿基米德密码来涵盖阿基米德处理问题的方式,包括这两个原理。阿基米德也许是第一个设计理论家,也是第一个系统思考如何应对设计挑战的人。此外,他的工作证明了工程实践在推进科学发展中的根本作用。关于阿基米德密码及其在设计实践中的价值的新见解可能会激励设计研究人员和从业者。
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引用次数: 0
Coordination and complexity: an experiment on the effect of integration and verification in distributed design processes 协调与复杂性:分布式设计过程中集成与验证效果的实验
IF 2.4 Q1 Arts and Humanities Pub Date : 2023-01-13 DOI: 10.1017/dsj.2022.26
F. Wöhr, Ekin Uhri, S. Königs, J. Trauer, M. Stanglmeier, M. Zimmermann
Abstract The continuous integration and verification of components is essential in distributed design processes. Identifying the optimal integration and verification frequency, however, can be challenging due to the complexity of product development. Especially the effect of human decision-making in partially isolated development scenarios is difficult to consider. Thus, we performed an experimental study based on the following three steps: first, an extension of the existing parameter design framework, which is used to conduct experiments under laboratory conditions, in which human subjects solve quantitative surrogate design tasks. Second, a series of experiments in which 32 subjects divided into groups of two solved 229 parameter design tasks with a varying integration and verification frequency. And, third, a statistical analysis of the results with respect to development time, coupling strength and process costs. According to our results, development time can be reduced by up to 71%, if the integration and verification frequency is doubled. If process costs are also considered, the optimal frequency can be subject to a conflict of goals between reducing development time and minimising process cost.
摘要组件的持续集成和验证在分布式设计过程中至关重要。然而,由于产品开发的复杂性,确定最佳集成和验证频率可能具有挑战性。特别是在部分孤立的开发场景中,人类决策的影响很难考虑。因此,我们基于以下三个步骤进行了一项实验研究:首先,对现有参数设计框架的扩展,该框架用于在实验室条件下进行实验,其中人类受试者解决定量代理设计任务。其次,一系列实验中,32名受试者分成两组,解决了229项具有不同积分和验证频率的参数设计任务。第三,对开发时间、耦合强度和工艺成本的结果进行统计分析。根据我们的结果,如果集成和验证频率增加一倍,开发时间可以减少71%。如果还考虑工艺成本,则最佳频率可能会在减少开发时间和最小化工艺成本之间产生目标冲突。
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引用次数: 0
Design representation for performance evaluation of 3D shapes in structure-aware generative design 结构感知生成设计中三维形状性能评价的设计表示
Q1 Arts and Humanities Pub Date : 2023-01-01 DOI: 10.1017/dsj.2023.25
Xingang Li, Charles Xie, Zhenghui Sha
Abstract Data-driven generative design (DDGD) methods utilize deep neural networks to create novel designs based on existing data. The structure-aware DDGD method can handle complex geometries and automate the assembly of separate components into systems, showing promise in facilitating creative designs. However, determining the appropriate vectorized design representation (VDR) to evaluate 3D shapes generated from the structure-aware DDGD model remains largely unexplored. To that end, we conducted a comparative analysis of surrogate models’ performance in predicting the engineering performance of 3D shapes using VDRs from two sources: the trained latent space of structure-aware DDGD models encoding structural and geometric information and an embedding method encoding only geometric information. We conducted two case studies: one involving 3D car models focusing on drag coefficients and the other involving 3D aircraft models considering both drag and lift coefficients. Our results demonstrate that using latent vectors as VDRs can significantly deteriorate surrogate models’ predictions. Moreover, increasing the dimensionality of the VDRs in the embedding method may not necessarily improve the prediction, especially when the VDRs contain more information irrelevant to the engineering performance. Therefore, when selecting VDRs for surrogate modeling, the latent vectors obtained from training structure-aware DDGD models must be used with caution, although they are more accessible once training is complete. The underlying physics associated with the engineering performance should be paid attention. This paper provides empirical evidence for the effectiveness of different types of VDRs of structure-aware DDGD for surrogate modeling, thus facilitating the construction of better surrogate models for AI-generated designs.
数据驱动生成设计(DDGD)方法利用深度神经网络基于现有数据创建新的设计。结构感知的DDGD方法可以处理复杂的几何形状,并自动将单独的组件组装成系统,在促进创造性设计方面显示出前景。然而,确定适当的矢量化设计表示(VDR)来评估由结构感知DDGD模型生成的3D形状,在很大程度上仍未被探索。为此,我们对代理模型在利用vdr预测三维形状工程性能方面的性能进行了比较分析,这些模型来自两种来源:编码结构和几何信息的结构感知DDGD模型的训练潜在空间和仅编码几何信息的嵌入方法。我们进行了两个案例研究:一个是考虑阻力系数的3D汽车模型,另一个是考虑阻力和升力系数的3D飞机模型。我们的研究结果表明,使用潜在向量作为vdr会显著降低代理模型的预测结果。此外,在嵌入方法中增加vdr的维数不一定能改善预测,特别是当vdr包含更多与工程性能无关的信息时。因此,在选择用于代理建模的vdr时,必须谨慎使用从训练结构感知的DDGD模型中获得的潜在向量,尽管一旦训练完成,它们更容易获得。应注意与工程性能相关的底层物理。本文为结构感知DDGD不同类型的vdr对代理建模的有效性提供了经验证据,从而为人工智能生成设计构建更好的代理模型提供了便利。
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引用次数: 0
Knowledge dimensions in prototyping: investigating the what, when and how of knowledge generation during product development 原型设计中的知识维度:研究产品开发过程中知识产生的内容、时间和方式
Q1 Arts and Humanities Pub Date : 2023-01-01 DOI: 10.1017/dsj.2023.24
Mark Goudswaard, Ric Real, Chris Snider, Luis Ernesto Muñoz Camargo, Nicolas Salgado Zamora, Ben Hicks
Abstract Prototyping is a knowledge generation activity facilitating improved understanding of problem and solution spaces. This knowledge can be generated across a range of dimensions, termed knowledge dimensions (KDs) , via a range of methods and media, each with their own inherent properties. This article investigates and characterises the relationships between prototypes and knowledge generated from prototyping activities during the design process, by establishing how different methods and media contribute across KDs. In so doing, it provides insights into prototyping activity, as well as affording a means by which prototyping knowledge generation may be studied in detail. The investigation considers sets of prototypes from eight parallel 16-week design projects, with subsequent investigation of the knowledge contributions that each prototype provides and at what stage of the design process. Results showed statistical significance supporting three inferences: i) teams undertaking the same design brief create similar knowledge profiles; ii) prototyping fidelity impacts KD contribution and iii) KDs align with the different phases of the project. This article demonstrates a means to describe and potentially prescribe knowledge generation activities through prototyping. Correspondingly, the article contends that consideration of KDs offers potential to improve aspects of the design process through better prototyping method selection and sequencing.
抽象原型是一种知识生成活动,有助于提高对问题和解决方案空间的理解。这种知识可以通过一系列方法和媒介在一系列维度上生成,这些维度被称为知识维度(KDs),每个维度都有自己的固有属性。本文通过建立不同的方法和媒介如何在KDs中发挥作用,调查并描述了设计过程中原型和从原型活动中产生的知识之间的关系。在这样做的过程中,它提供了对原型活动的洞察,并提供了一种可以详细研究原型知识生成的方法。调查考虑了来自八个平行的16周设计项目的原型集,随后调查了每个原型提供的知识贡献以及在设计过程的哪个阶段。结果显示具有统计学意义,支持以下三个推论:i)承担相同设计简报的团队创建了相似的知识概况;ii)原型保真度影响KD贡献,iii) KD与项目的不同阶段保持一致。本文演示了一种通过原型来描述和潜在地规定知识生成活动的方法。相应地,本文认为,通过更好的原型方法选择和排序,考虑KDs提供了改进设计过程各个方面的潜力。
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引用次数: 0
Idea generation, development and selection: a study of mechanical engineering students’ natural approaches and the impact of hybrid learning blocks 想法的产生、发展和选择:机械工程学生的自然方法和混合学习块的影响的研究
Q1 Arts and Humanities Pub Date : 2023-01-01 DOI: 10.1017/dsj.2023.26
Jin Woo Lee, Shanna R. Daly, Varghese Vadakumcherry, Gabriella Rodriguez
Abstract Developing effective design solutions requires successful idea generation, development and selection. Studies have demonstrated that engineering students face challenges in these idea phases and may struggle to implement recommended practices, hindering the potential for an innovative outcome. The first part of the study investigated student practices in idea generation, development and selection through think-aloud experimental sessions and post-session interviews. Data analysis from mechanical engineering students’ sessions, with think-aloud and interview data, revealed that students focused on existing ideas, assumed requirements that constrained their divergence, limited their development of ideas and did not engage much in idea selection. Then, in the second phase of the study, we implemented a learning intervention that leveraged research-based education practices to examine student adoption of recommended practices. After engaging with the learning blocks, students generated unconventional ideas, abstained from requirement assumptions early in ideation, generated a larger quantity of ideas, developed ideas intentionally and used more rigorous idea selection methods. These outcomes demonstrated that a relatively short and targeted intervention can support students in leveraging recommended approaches to idea generation, development and selection.
开发有效的设计解决方案需要成功的创意生成、开发和选择。研究表明,工科学生在这些想法阶段面临挑战,可能难以实施推荐的实践,从而阻碍了创新成果的潜力。研究的第一部分通过大声思考实验和课后访谈调查了学生在创意产生、发展和选择方面的实践。来自机械工程专业学生的数据分析,包括大声思考和面试数据,揭示了学生们专注于现有的想法,假设限制他们分歧的要求,限制他们的想法发展,并没有参与太多的想法选择。然后,在研究的第二阶段,我们实施了一项学习干预,利用基于研究的教育实践来检查学生对推荐实践的采用情况。在参与学习模块后,学生产生了非常规的想法,在构思早期放弃了需求假设,产生了更多的想法,有意地发展了想法,使用了更严格的想法选择方法。这些结果表明,相对较短和有针对性的干预可以帮助学生利用建议的方法来产生、发展和选择想法。
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引用次数: 0
Is virtual reality so user-friendly for non-designers in early design activities? Comparing skills needed to traditional sketching versus virtual reality sketching 在早期的设计活动中,虚拟现实对非设计师如此友好吗?比较传统素描与虚拟现实素描所需的技能
Q1 Arts and Humanities Pub Date : 2023-01-01 DOI: 10.1017/dsj.2023.27
Noémie Chaniaud, Sylvain Fleury, Benjamin Poussard, Olivier Christmann, Thibaut Guitter, Simon Richir
Abstract Virtual reality (VR) sketching has many advantages for product design and tends to be more and more used among designers and non-designers (end-users). Nevertheless, few studies have focused on the skills needed to use VR sketching for non-designers especially VR novices in VR software. This study focuses on identifying the cognitive impact of VR sketching compared to traditional sketching on VR expert and VR novice in an experimental setting. Thirty-one participants composed of VR experts ( N = 15) and VR novices ( N = 16) completed a mental rotation test and then performed one traditional paper and pencil sketching task and two VR sketching tasks. We also measured the participants’ movements when using the VR sketching. Results show that VR experts perform better than VR novices in VR sketching because training is an essential element for the quality of traditional and VR sketching. Nevertheless, VR novices with previous training in traditional drawing and/or high mental rotation skills will be able to produce good-quality sketches. In addition, the results show that users moving more in the immersive environment performed better quality sketches if the drawing requires more complex shapes. Our results suggest that VR sketching can be complex to use for a part of the population that may be end-users, especially for those with little experience in traditional and VR sketching and with poor visuospatial abilities. We, therefore, advise to check the non-designers’ prior skills, otherwise, it will be necessary to train these users in VR sketching.
虚拟现实(VR)素描技术在产品设计中具有许多优势,越来越多的应用于设计师和非设计师(最终用户)中。然而,很少有研究关注非设计师特别是VR新手在VR软件中使用VR素描所需的技能。本研究的重点是在实验环境中确定VR素描与传统素描对VR专家和VR新手的认知影响。由VR专家(N = 15)和VR新手(N = 16)组成的31名参与者完成了一项心理旋转测试,然后执行了一项传统的纸笔素描任务和两项VR素描任务。我们还测量了参与者在使用VR素描时的动作。结果表明,VR专家在VR素描方面的表现优于VR新手,因为训练是传统和VR素描质量的重要因素。尽管如此,以前在传统绘画和/或高心理旋转技能训练的VR新手将能够产生高质量的草图。此外,研究结果表明,如果绘图需要更复杂的形状,在沉浸式环境中移动得越多的用户绘制出的草图质量就越好。我们的研究结果表明,对于一部分可能是最终用户的人群来说,VR素描可能是复杂的,特别是对于那些在传统和VR素描方面缺乏经验以及视觉空间能力差的人。因此,我们建议检查非设计师的先前技能,否则,将有必要对这些用户进行VR素描培训。
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引用次数: 0
An introduction to radical participatory design: decolonising participatory design processes 介绍激进的参与式设计:非殖民化的参与式设计过程
IF 2.4 Q1 Arts and Humanities Pub Date : 2022-12-20 DOI: 10.1017/dsj.2022.24
V. Udoewa
Abstract Outside of community-led design projects, most participatory design processes initiated by a company or organisation maintain or even strengthen power imbalances between the design organisation and the community on whose purported behalf they are designing, further increasing the absencing experience. Radical participatory design (RPD) is a radically relational answer to the coloniality inherent in participatory design where the community members’ disappointment is greater due to the greater expectations and presencing potential of a ‘participatory design’ process. We introduce the term RPD to show how research and design processes can be truly participatory to the root or core. Instead of treating participatory design as a method, a way of conducting a method, or a methodology, we introduce RPD as a meta-methodology, a way of doing any methodology. We explicitly describe what participation means and compare and contrast design processes based on the amount of participation, creating a typology of participation. We introduce ‘designer as community member’, ‘community member as designer,’ and ‘community member as facilitator’ models and provide characteristics for the meta-methodology of RPD.
在社区主导的设计项目之外,大多数由公司或组织发起的参与式设计过程维持甚至加强了设计组织与社区之间的权力不平衡,他们声称代表他们进行设计,进一步增加了缺席体验。激进参与式设计(Radical participatory design, RPD)是对参与式设计中固有的殖民地性的一种根本性的关系回答,在参与式设计中,由于对“参与式设计”过程的更高期望和存在的潜力,社区成员的失望更大。我们引入RPD这个术语是为了展示研究和设计过程如何能够真正参与到根本或核心。我们不再将参与式设计视为一种方法、一种执行方法或一种方法论,而是将RPD作为一种元方法论,一种执行任何方法论的方法。我们明确地描述了参与的含义,并根据参与的数量对设计过程进行了比较和对比,创造了参与的类型。我们介绍了“设计师作为社区成员”、“社区成员作为设计师”和“社区成员作为促进者”模型,并提供了RPD元方法的特征。
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引用次数: 5
Reviewing the concept of design frames towards a cognitive model 从认知模型的角度回顾设计框架的概念
IF 2.4 Q1 Arts and Humanities Pub Date : 2022-12-12 DOI: 10.1017/dsj.2022.25
Nick Kelly, J. Gero
Abstract This paper critically reviews literature about design framing to clarify an understanding of what is meant by the construct of a design frame. It describes the origins of the term design frame and characterises three distinct definitions that can be found within the literature. It reviews empirical studies of design framing to highlight definitional confusion between studies. It discusses the significance of Dorst’s propositional model of design frames and juxtaposes design frames with other related constructs. It clarifies ways that the resolution of nomenclature for describing design framing might lead to a more coherent body of empirical research into this topic. It suggests that there is value in developing a better cognitive model of design framing and outlines potential steps towards such a model.
摘要本文批判性地回顾了有关设计框架的文献,以澄清对设计框架结构的理解。它描述了术语设计框架的起源,并描述了在文献中可以找到的三个不同的定义。它回顾了设计框架的实证研究,以强调研究之间的定义混乱。讨论了Dorst设计框架命题模型的意义,并将设计框架与其他相关结构并置。它阐明了描述设计框架的命名法的解析可能会导致对该主题进行更连贯的实证研究。它表明,开发一个更好的设计框架认知模型是有价值的,并概述了实现这一模型的潜在步骤。
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引用次数: 1
Elements of a design method – a basis for describing and evaluating design methods 设计方法的要素-描述和评价设计方法的基础
IF 2.4 Q1 Arts and Humanities Pub Date : 2022-12-05 DOI: 10.1017/dsj.2022.23
K. Gericke, C. Eckert, M. Stacey
Abstract Method development is at the heart of design research as methods are a formalised way to express knowledge about how aspects of design could or should be done. However, assuring that methods are in fact used in industry has remained a challenge. Industry will only use methods that they can understand and that they feel will give them benefit reliably. To understand the challenges involved in adopting a method, the method needs to be seen in context: it does not exist in isolation but forms a part of an ecosystem of methods for tackling related design problems. A method depends on the knowledge and skills of the practitioners using it: while a description of a method is an artefact that is a formalisation of engineering knowledge, a method in use constitutes a socio-technical system depending on the interaction of human participants with each other as well as with the description of the method, representations of design information and, often, tools for carrying out the method’s tasks. This paper argues that crucial factors in the adoption of methods include how well they are described and how convincingly they are evaluated. The description of a method should cover its core idea, the representations in which design information is described, the procedure to be followed, its intended use, and the tools it uses. The account of a method’s intended use should cover its purpose, the situations or product types within its scope, its coverage of kinds of problems within its scope, its expected benefit and conditions for its use. The different elements need to be evaluated separately as well as the method as an integrated whole. While verification and validation are important for some elements of methods, it is rarely possible to prove the validity of a method. Rather the developers of methods need to gather sufficient evidence that a method will work within a clearly articulated scope. Most design methods do not have binary success criteria, and their usefulness in practice depends as much on simplicity and usability as on the outcomes they produce. Evaluation should focus on how well they work, and how they can be customised and improved.
摘要方法开发是设计研究的核心,因为方法是一种形式化的方式,用来表达关于设计的各个方面可以或应该如何完成的知识。然而,确保这些方法确实在工业中使用仍然是一个挑战。行业只会使用他们能够理解的方法,并且他们认为这些方法会给他们带来可靠的好处。为了理解采用一种方法所涉及的挑战,需要从上下文中看待该方法:它不是孤立存在的,而是解决相关设计问题的方法生态系统的一部分。一种方法取决于使用它的从业者的知识和技能:虽然一种方法的描述是一种人工制品,是工程知识的形式化,但一种正在使用的方法构成了一个社会技术系统,这取决于人类参与者彼此之间的互动,以及方法的描述、设计信息的表示,用于执行方法任务的工具。本文认为,采用方法的关键因素包括对方法的描述和评估的说服力。方法的描述应包括其核心思想、描述设计信息的表示、要遵循的程序、其预期用途以及所使用的工具。一种方法的预期用途应包括其目的、范围内的情况或产品类型、范围内各种问题的涵盖范围、预期效益和使用条件。不同的元素需要单独评估,方法也需要作为一个整体进行评估。虽然验证和确认对方法的某些元素很重要,但很少有可能证明方法的有效性。相反,方法的开发人员需要收集足够的证据,证明方法将在明确的范围内工作。大多数设计方法没有二元成功标准,它们在实践中的有用性不仅取决于它们产生的结果,还取决于简单性和可用性。评估应侧重于它们的工作效果,以及如何进行定制和改进。
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引用次数: 3
期刊
Design Science
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