bluuebunny/crossref_metadata_2025 huggingface dataset:
On transforming transition design
Authors: MULDER Ingrid , VAN SELM Maaike
Published: January 2020

We are living in transitional times. Much has been under debate on the need to change and to cope with societal transitions, less emphasis, however, is devoted on how to do so. Therefore, one of the primary questions in Transition Design is how to design for sustainable transitions? The current work aims to evaluate ‘transition design studies’ by analysing and evaluating the current available practice of transition design in order to contribute to the field in two ways: first, by maturing through evaluation, and second, by identifying points of further research. Our findings show that three phases can be distinguished within transition design processes: Design research to understand past, present, and to envision the future; Designing interventions to create the right thing, at the right place, at the right time, and Design practice for transition that accumulate the design interventions in order to drive societal transitions.
Personal, political, professional
Authors: WALLACE Niki
Published: January 2020

It is widely agreed that in order to contribute to transitions towards sustainability, both practitioners and design itself must also transition. This paper presents findings from the first two years of transition in my Australian-based design practice. The paper explores what this transition has required of me personally, politically, and professionally, and draws on cases from my PhD. The PhD and paper are both part of an analytic auto-ethnography of my practice’s transition from ‘making greener things’ towards design for transitions. The projects discussed use ethnography, action research and reflective practices in their temporal approaches. This paper explores how slower methods such as transition design and autonomous design can extend the political reach of a design practice and discusses sacrifice and the financial stabilisation that comes from enveloping old practices within the new. The analysis presented here also reflects on my experiences practicing design for transitions and on data collected through participant engagement.
Identifying Product Design Trends at Dutch Design Week
Authors: CARDALL Hannah , HOWELL Bryan
Published: January 2020

Trends in design manifest in many ways, from fads in form or production to themes or topics explored. These trends are often generated within the design community, but also reflect local and global culture. To identify meta-trends in contemporary design culture, we worked with nine student researchers to gather data seen during an academic trip to Dutch Design Week in 2017. The results indicated growing interest in four central themes: identity, globalization, technology, and production. From these themes, nine trends were outlined; social engagement, production consciousness, design for agency, material innovation, humanist design, humanity and technology, re-interrogating history, speculative design, and questioning the role of design practice itself. We noted a shift from narrative-driven to experiential designed objects and a change from individual expression toward communal experience. We also observed a discipline in flux as designers struggle with these large themes, objecthood, and the role of the designer.
From Hype to Practic
Authors: JYLKÄS Titta , AUGSTEN Andrea , MIETTINEN Satu
Published: January 2020

With the rise of artificial intelligence (AI) in the past decade, AI has become known in everyday products and services. One of its application forms is that of AI assistants, such as voice assistants and chatbots. While new types of customer service channels have been introduced through these assistants, until now, the intelligence of AI has mostly resided in the backend systems of services. Studying a service design process and practices focussing on AI-enabled services, the present research draws on a multi-method approach involving seven expert interviews and five use cases on AI assistant projects in industry. The authors evaluate the datasets through coding cycles aiming at identifying the shifts AI brings to service design. The results present and discuss the emerging fields of change in service design, namely, the application of AI, service design process with AI and role of the service designer in the creation of AI-enabled services.
Experience Design Applied to Research
Authors: CAPRA Andrea , BERGER Ana , SZABLUK Daniela , OLIVEIRA Manuela
Published: January 2020

An accurate understanding of users' needs is essential for the development of innovative products. This article presents an exploratory method of user centered research in the context of the design process of technological products, conceived from the demands of a large information technology company. The method is oriented - but not restricted - to the initial stages of the product development process, and uses low-resolution prototypes and simulations of interactions, allowing users to imagine themselves in a future context through fictitious environments and scenarios in the ambit of ideation. The method is effective in identifying the requirements of the experience related to the product’s usage and allows rapid iteration on existing assumptions and greater exploration of design concepts that emerge throughout the investigation.
Design artefacts as flexible and persuasive tools for customer-centric innovation
Authors: SCHWEITZER Jochen , WECHSLER Jacqueline (Jax)
Published: January 2020

More organisations are adopting customer-centric innovation practices to increase business value; however, very little is known about the factors driving customer-centric innovation or the conditions under which innovation succeeds. Similarly, very little is known about the role of design artefacts as inputs in customer-centric innovation processes or as instruments that support the organisational change required for successful change. A practice-led case study was conducted to examine the role of design artefacts and to demonstrate how they are flexible and persuasive tools that mediate the social and intertwined demands of customer-centric innovation strategies. Five distinct roles of design artefacts are proposed and their value in contributing to innovation and organisational change are considered.
Exploring the Design Space of Innovation Canvases
Authors: THORING Katja , MUELLER Roland M. , BADKE-SCHAUB Petra
Published: January 2020

Designerly innovation tools, such as canvases, are widely used for facilitating team and collaboration processes. This paper outlines the potential design space of such innovation canvases. Based on a systematic analysis of 123 existing canvases we developed a morphological box that distinguishes between six different parameters identified as relevant: (1) addressed process step, (2) involved media, (3) sequence of use, (4) available instructions, (5) number of elements, and (6) design specifics, as well as possible choices among them. The analysis also yielded several research gaps. Furthermore, we present an in-depth discussion of the possible theoretical underpinnings of innovation canvases and summarize them in a theoretical framework. The results of this paper provide references for other researchers and practitioners to better understand working mechanisms and fields of application of existing canvases and for developing such visual innovation tools for their own purposes.
The Organization as a Prototype
Authors: STOIMENOVA Niya , DE LILLE Christine , STOMPH Sander
Published: January 2020

Some of the most valuable companies in the world accumulated their fortunes as a result of a business model innovation built upon matured technologies. Now the majority of them are investing and shifting their focus to the development of new technologies such as AI, blockchain and genetic editing. If an organization is to remain profitable, it needs to be able to quickly adjust its structure to the rapidly changing context. We contend that a way to do so is to build an organizational structure that is conductive to both generative and evaluative prototypes. We report on our action research with a leading European airline following the transformation of a team of four into a new department, through the lenses of continuous prototyping. We then propose an initial framework that conceptualises organizational prototypes and provides a rational and systematic way of approaching the devising of such. Finally, we outline several directions for further research.
The practice of ‘managing as designing’
Authors: ÇIDIK Mustafa Selçuk , ZERJAV Vedran , Papagiannopoulou Vasiliki
Published: January 2020

Recent studies of ‘design thinking’ for management have criticized the current focus on principles and tools of design thinking, for creating an over-simplified view of a complex process. As a response, this paper sets out to study the empirical details of ‘doing designing’ in order to explore what ‘managing as designing’ involves in practice. Adopting a practice-based theoretical orientation, the paper presents findings from the design meetings of three residential refurbishment projects in the UK. The findings suggest that the management of design practices was accomplished through everyday interactions during which the nature and level of uncertainty of various issues were established, and the corresponding adaptive and innovative courses of actions were developed. Based on these insights, it is concluded that ‘managing as designing’ is primarily about facilitation of everyday organizational interactions, and leadership for the reconciliation of various concerns of multiple stakeholders.
Exploring the Fourth Order
Authors: KLITSIE Barend , PRICE Rebecca , DE LILLE Christine
Published: January 2020

Companies are organised to fulfil two distinctive functions: efficient and resilient exploitation of current business and parallel exploration of new possibilities. For the latter, companies require strong organisational infrastructure such as team compositions and functional structures to ensure exploration remains effective. This paper explores the potential for designing organisational infrastructure to be part of fourth order subject matter. In particular, it explores how organisational infrastructure could be designed in the context of an exploratory unit, operating in a large heritage airline. This paper leverages insights from a long-term action research project and finds that building trust and shared frames are crucial to designing infrastructure that affords the greater explorative agenda of an organisation.
Digital Britannia
Authors: KNIGHT John
Published: January 2020

Digital design practice is distinctive in its relationship to material and focus on fabricating that into interactive products and services. It’s a discipline that has evolved from significantly different disciplines: Product Design and Human-computer Interaction (HCI). The foundational role that HCI played in the growth of digital design is largely hidden, as is the secret world of design practice. These two shrouded phenomena have evolved from early user interface research, through user experience, to today’s post-agile world and tomorrow’s open design. We report ten years of first-hand accounts to create a grounded, contextualised and evidence-based account of design in the real-world from the 1980s to today. This condensed history of digital design in the UK forms the basis of the concluding sections. The first traces the evolution of design practice over the last ten years. The concluding section presents a first-hand account of practice. This case study shows how design is now deeply permeated by business and development ideas and practices. The paper concludes with some ideas of how digital design practice might progress beyond this presently constrained condition.
Democratizing Design
Authors: KELLY Rebecca
Published: January 2020

The tools and techniques of graphic design have become accessible to the public at large to such a degree that the profession itself may be threatened with extinction. At the same time, design literacy — the knowledge and reasoning beyond the use of those techniques — does not seem to be experiencing the same widespread dissemination. In order to re-establish its value, the design profession must introduce a higher level of insight beyond the mere the decoration of artefacts – an ability to understand “big picture” concepts and to work across disciplines to become involved in every step of a project, from concept to completion. Thus, U.S. undergraduate design education must change as well. Educators must be innovative in order to prepare a new generation to evolve quickly and continuously. Programs must be fluid and adaptable, which requires educators to treat their curricula as design problems, to be solved with radical thinking and creativity.
Disruptive Innovation Ecosystems
Authors: RICHARDS Daniel , NTHUBU Badziili , CRUICKSHANK Leon
Published: January 2020

Ecosystems are valuable in creating diverse and collaborative environments that enable businesses to innovate in ways that are much more difficult without them. However, business managers can be reluctant to participate in building ecosystems mainly due to lack of understanding. Specifically, businesses can be uncomfortable sharing resources, data, intellectual property and secrets with other ecosystem actors. Drawing on inter-disciplinary perspectives from literature, we use a ‘design focused ecosystem thinking' to propose a new type of Disruptive Innovation Ecosystem (DIE). Firstly, we discuss the significance of adopting innovation ecosystems to create shared value. Secondly, we conceptualize a new type of DIE and propose steps on how DIEs can be created and fostered. Finally, we discuss DIE roles in relation to Amazon, Apple, Uber, and Siemens ecosystem cases. This paper offers a new type of DIE design process which may be leveraged by businesses towards building sustainable innovation ecosystems.
Stressors and creativity in Industrial Design practice
Authors: McCARDLE John
Published: January 2020

Current literature suggests that stress influences creativity, however further research is required concerning this relationship with a focus on education. Current views are clearlydivided on whether any negative effects on creativity are more dictated by environmental stressors or the reactions of individuals whilst under stress. For this study, participantscompleted a questionnaire comprising of a perceived stress scale and thematic questions, to give an indication of whether they were more influenced by environmental stressors ortheir individual reactions to stress. Two Torrance tests of creativity were conducted to assess creativity over a two-week period as time pressures increased. The resultssuggested that participants who identified as being more affected by their own negative reactions to stress displayed a lower calibre of creativity when time-pressure increased,whereas the participants who were suggested to be more influenced by their environment remained at a relatively constant perceived level of creativity.
Networking for strengthening design literacy
Authors: BRODSHAUG Irene , REITAN Janne Beate
Published: January 2020

This article focuses on design education for the general public and the ways in which students and teachers can become more design literate through the development of networks, such as professional groups for teachers. The aim of professional groups is to create a structure that focuses on design competency among Design, Art and Crafts teachers as well as design education in Norway’s primary and secondary schools. Etienne Wenger's theories of community of practice and Unn Stålsett's theory about the development of networking through professional groups are highlighted in this study through the comparison of two municipalities in conjunction with informant interviews. The emphasis of this study is on how each municipality gives time and space for the development of design competence through professional groups. A well-organized professional group will hopefully contribute to a deeper level of expertise in schools and an increased ability for the general public to recognize design education.
Track 2.a Introduction
Authors: BENIWAL Sucharita , MATHUR Sahil , NOEL Lesley-Ann , PEMBERTON Cilla , BALASUBRAHMANYAN Suchitra , SAKTHIVEL V
Published: January 2020

The aim of this track was to question the divide between the nature of knowledge understood as experiential in indigenous contexts and science as an objective transferable knowledge. However, these can co-exist and inform design practices within transforming social contexts. The track aimed to challenge the hegemony of dominant knowledge systems, and demonstrate co-existence. The track also hoped to make a case for other systems of knowledges and ways of knowing through examples from native communities.

The track was particularly interested in, first, how innovators use indigenous and cultural systems and frameworks to manage or promote innovation and second, the role of local knowledge and culture in transforming innovation as well as the form of local practices inspired innovation. The contributions also aspired to challenge through examples, case studies, theoretical frameworks and methodologies the hegemony of dominant knowledge systems, the divides of ‘academic’ vs ‘non-academic’ and ‘traditional’ vs ‘non-traditional’.
Track 2.b Introduction: Design & Democracy
Authors: TASSINARI Virginia , MANZINI Ezio , TELI Maurizio , HUYBRECHTS Liesbeth
Published: January 2020

The issue of design and democracy is an urgent and rather controversial one. Democracy has always been a core theme in design research, but in the past years it has shifted in meaning. The current discourse in design research that has been working in a participatory way on common issues in given local contexts, has developed an enhanced focus on rethinking democracy. This is the topic of some recent design conferences, such PDC2018, Nordes2017 and DRS2018, and of the DESIS Philosophy Talk #6 “Regenerating Democracy?” (www.desis-philosophytalks.org), from which this track originates. To reflect on the role and responsibility of designers in a time where democracy in its various forms is often put at risk seems an urgent matter to us. The concern for the ways in which the democratic discourse is put at risk in many different parts of the word is registered outside the design community (for instance by philosophers such as Noam Chomsky), as well as within (see for instance Manzini’s and Margolin’s call Design Stand Up (http://www.democracy-design.org). Therefore, the need to articulate a discussion on this difficult matter, and to find a common vocabulary we can share to talk about it. One of the difficulties encountered for instance when discussing this issue, is that the word “democracy” is understood in different ways, in relation to the traditions and contexts in which it is framed. Philosophically speaking, there are diverse discourses on democracy that currently inspire design researchers and theorists, such as Arendt, Dewey, Negri and Hardt, Schmitt, Mouffe, Rancière, Agamben, Rawls, Habermas, Latour, Gramsci, whose positions on this topic are very diverse. How can these authors guide us to further articulate this discussion? In which ways can these philosophers support and enrich design’s innovation discourses on design and democracy, and guide our thinking in addressing sensitive and yet timely questions, such as what design can do in what seems to be dark times for democracy, and whether design can possibly contribute to enrich the current democratic ecosystems, making them more strong and resilient?
Track 2.d Introduction: Power and Politics in Design for Transition
Authors: BOEHNERT Joanna , GAZIULUSOY Idil , LOCKTON Dan , PETTERSEN Ida Nilstad , SINCLAIR Matt
Published: January 2020

This track sought to contribute to design’s potential to shift, redirect and transform power relations to achieve sustainability. We sought to direct attention to the political potential in and politics of transition design with a focus on the many ways that power flows through the systems in which design operates. Our intention was to address, directly, the commentary from the DRS2018 track on Designing for Transitions, which noted that authors had tended to “stay on the safe and perhaps conventional side” of the subject. Instead, we hoped that the papers in this track would address “‘politicised issues such as migration, decoloniality, the politics of climate change mitigation… and other complex and controversial problems” (Boehnert et al. 2018) that must be considered in planning and implementation of ongoing sustainability transitions. The politics of design transitions remains marginal in design research. With our call, we hoped to receive contributions that problematised design’s current roles and conceptualised new roles for design in the context of sustainability transitions to attend to issues related to how power is and should be dealt with.
Track 4.b Introduction: Designerly ways of innovating
Authors: GEMSER Gerda , DEKEN Fleur , KLENNER Nico , CALABRETTA Giulia , AZABAGIC Nermin , PRICE Rebecca
Published: January 2020

More and more organizations are using designerly ways of innovating to improve and transform their innovation systems and outcomes. This transformation implies the adoption of an innovation process characterized by experimentation, iteration, and fast failure rather than a linear, stage-gate type of process that is focused on failure prevention. In particular, when seeking to create and implement innovations that are radical in nature, iteration and experimentation are essential and require organizational flexibility, for example, in the field of strategizing. It also requires organizations to open up their innovation systems and co-create with a broader set of stakeholders. Interestingly, designerly ways of innovating are not only embraced by established organizations, but also by new ventures. Organizations, be they newly created or established, not only borrow from the designers’ toolbox, but also seek to create a more enduring, overarching creative mindset within the organization. Such organizations may assist their employees in breaking out of their habitual ways of seeing, knowing, and acting by means of, for example, investing in creative, inspirational workspaces or design thinking training programs. At the same time, the mass-marketing and commodification of designerly ways of innovating have led to a host of problems, and there are many challenges to overcome when implementing and using designerly ways of innovating in organizational settings. In this track, we seek to further explore these challenges.
Track 4.j Introduction
Authors: CHEUNG Ming , KUZMINA Ksenija , DA MOTTA FILHO Mauricy Alves
Published: January 2020

In recent years, there has been a growing awareness of the human, social and economic benefits that experience design can bring to nations and organisations. Experience design is the process of enhancing users’ trust, satisfaction and recognition of a product, service and system by improving the users’ perception of the innovativeness, aesthetics and relevance of the experience provided in the interaction between the users and the product, service and system’s design elements in a particular context. It takes the users’ cognitive and emotional experience as its starting point and focuses on developing products, services and systems that could enable that experience. Experience design elements include information, navigation, engagement, entertainment and personalisation (adapted from Cheung 2016; Cheung 2020). Google Search, Google Maps and YouTube are illustrative of how intrinsic to our daily lives innovative experience designs have become. Tencent has its WeChat platform able to support location-based social plug-ins, allowing users to befriend and chat with nearby strangers through a simple shake of their smartphones. These types of experience systems did not exist in the pre-digital era and are now the focus of creative design. Alibaba’s Tmall and Taobao implement technology-enabled forms of electronic payment security, product quality assurance and online dispute resolution to combat user distrust of online purchases. The success of these companies stems from the experience design strategies that they use, in which users are reached and connected through multiple touchpoints and interactions relevant to their sociocultural contexts. Experience design changes the nature and environments of physical artefacts by integrating digital systems and resources with the physical world. It can redefine the functionality, meaning and value of products, services and systems, strategically transforming them into highly integrated ecosystems capable of enhancing the sustainability and humaneness of our social and economic environments while offering industries a competitive edge. The sustainability of the experience ecosystems also relies on involving the users in exchanging value in ways that are mutually beneficial socially, economically and technologically over time. For example, Amazon, eBay and Taobao provide user-friendly interfaces that have enabled their users to create a new wave of small businesses and services on their platforms.
Track 5.g Introduction: Design with Foresight: Strategic Anticipation in Design Research
Authors: BUEHRING Joern , JONES Peter , SCUPELLI Peter , BISHOP Peter
Published: January 2020

Global changes in the 21st century appear intractable as social, technological and environmental trends force the contemporary organization to address these uncertainties in vision and strategic direction. Enterprises across nearly all sectors of the globalized economy must adapt competitive strategies to anticipate specific political, resource, and market uncertainties that could impact expected growth and broader social benefits. Yet the inclusion of strategic foresight within system, product and service design projects has yet to reach its potential in business enterprises. 

Given the uncertainties these often-cited global trends impose, why are decision makers not relying on strategic foresight to inform design decisions and strategic product service development? The most popular business design processes continue to be decidedly short-term reasoning practices: Agile, Lean, and Design Thinking are at least three problematic methodologies that might repel or constrain the uptake of serious futures anticipation. Business foresight practices are commonly relegated to strategy development, thereby informing business models and competitive strategy, but not necessarily the productive design capacity of the enterprise.

While design often addresses complex business problems for today’s world and the immediate future, strategic foresight develops alternative scenarios for the futures in which these solutions will exist. Scholars and educators in these core fields are devoting increased attention to the question the most effective organizational process or fit for successful, actionable long-horizon strategies .
Track 6.c Introduction: Entrepreneurship in Design Education
Authors: Howell Bryan , Anderson Curt , Hatch Nile , TENG; Chia-Chi , Bangerter Neal , Mattson Chris , Santamaria Laura , Wolff Fabiane
Published: January 2020

Over that last few decades there has been a significant rise in interest for design-led entrepreneurship and innovation. This has brought about the need to expand on the principles and methods of human-centred design by incorporating knowledge from multiple disciplines, such as management, business, and entrepreneurship studies. This expansion aids designers, engineers, and marketing practitioners who strive to create innovative, meaningful and relevant services, business models and experiences.

More often than not, ventures operate under very limited resources, and practitioners are often required to fulfil several roles. The concept of ‘multidisciplinary teams’ widely spread in this sphere often bears little resonance in these contexts. Designers possess valuable competencies that can have a significant impact on the venture, especially driving user and context-centred strategy and processes for the introduction, legitimization and scaling-up stages. However, engaging with these areas of practice requires skills and capacities that overlap traditional disciplinary roles. In doing so, the boundaries between design and engineering, branding and communications, cultural and behavioural insight, marketing and management strategy are blurred.

As educators in design innovation, how do we explore, define and balance interdisciplinary relationships between design, engineering, management, business and entrepreneurship theories, methods, language and models of education? The purpose of the entrepreneurship in design education track is to discuss methods, models, case studies, research, insights and unexpected knowledge in benefits and limitations of design entrepreneurship education. In particular, the three papers presented in this track demonstrate different approaches to entrepreneurship and design education.
Community Based Naloxone Kits
Authors: HARVEY Gillian , VANDENBERG Stephanie
Published: January 2020

The opioid crisis in Alberta is a public health crisis. In 2016, more people died from an opioid poisoning than from motor vehicle crashes. Naloxone is an opioid antagonist which means that it can reverse an opioid overdose for a period of 30–60 minutes, at which point, the overdose may return. In December 2015, the Take Home Naloxone (THN) Program was rolled out in response to the opioid crisis. Under the renamed the Community Based Naloxone Kit Program (CBNP), naloxone kits are now available free of cost at many pharmacies and community clinics around Alberta. The wide availability has led to a new challenge—that the kits may be used by people who have received little to no training.Some may encounter the kit instructions for the first time when there is an emergency in which they need to administer an injection urgently to someone who has passed out. Studies have found that most overdoses occur in the presence of another person—this provides an opportunity for someone to intervene. People often die from witnessed opioid poisonings because other people do not know what to do to help. A pilot study conducted through community partnerships involved 30 participants in two different urban centres (Edmonton and Calgary) who self identified as either experienced in substance use or friends/family of people with lived experience has revealed some interesting findings.Qualitative observations and data collected in the initial pilot work show that end users are experiencing unique challenges in accessing opioid education and have challenges using instructions on how to administer naloxone in an overdose setting. User testing and observation of user behavior has great potential to support educational material for opioid awareness.Human-centred design approaches that gather information with and about people using antidote kits are urgently needed in order to mitigate risk and ensure successful administration of first aid and naloxone in an emergency.
Design + Social Impact
Authors: BRUCE John , RANDALL Mark
Published: January 2020

In October 2018, the US Embassy in Cairo, Egypt invited Parsons professors John Bruce and Mark Randall to give an intensive, five-day workshop on critical areas for those interested in taking a design-strategy approach for entrepreneurial or intrapreneurial ventures addressing complex social challenges. This type of cultural exchange, one potentially charged with political issues, was a milestone for the Embassy. From over 200 applications, 25 professionals from diverse backgrounds – NGOs, education, film, design, architecture and performance – were selected to attend. A pre-workshop exercise focused intentions; themes included empowerment, cities, health and culture. All were action-oriented and addressed particular challenges within Egyptian society. The curriculum included innovative design-led research theories and practicable methods. Immediate outcomes revealed positive shifts in perspectives on systems, stakeholder activation, and narrative development for advocacy and implementation. The energy and emotion was palpable over the course of the week, culminating in an event for the public, press and top government officials.
Transitioning Business for a Circular Economy
Authors: EVANS Susan
Published: January 2020

This case study explores the strategic business opportunities, for Lane Crawford, an iconic luxury department store, to transition in a circular economy towards sustainability. A new experimentation framework was developed and conducted among cross departmental employees, during a Design Lab, with intention to co-create novel Circular Economy business concepts towards a new vision: the later was a reframe of the old system based on the principles of sustainability; to move beyond a linear operational model towards a circular economy that can contribute to a regenerative society. This work draws on both academic and professional experience and was conducted through professional practice. It was found that innovative co-created concepts, output from the Design Lab, can create radical change in a circular economy that is holistically beneficial and financially viable; looking forward to extract greater value a)Internal organization requires remodeling to transform towards a circular economy; b)Requirement for more horizonal teams across departments vs solely vertical; c)New language and relationships are required to be able to transition towards a circular economy; d)Some form of physical and virtual space requirements, for cross-disciplinary teams to come together to co-create; e)Ability to iterate, learn and evolve requires agency across the business
Integrating Business and Design through Experiential Learning
Authors: WINDAHL Charlotta
Published: January 2020

This case study highlights how design merged with business studies addresses some of the key issues facing management teaching and learning. It outlines a pedagogical design framework, capturing both content and process through balancing analytical and creative thinking. The students interpret and use theory throughout various stages of a design challenge; through presentations and written submissions, students turn knowledge into reflection and action. The case study highlights how the developed framework engages the students in continuous learning cycles that are supported by an iterative assessment structure and catalysed by curiosity, creativity and courage
Towards an interdisciplinary knowledge exchange model
Authors: DE FRANCISCO Santiago , MAZO Diego
Published: January 2020

Universities and corporates, in Europe and the United States, have come to a win-win relationship to accomplish goals that serve research and industry. However, this is not a common situation in Latin America. Knowledge exchange and the co-creation of new projects by applying academic research to solve company problems does not happen naturally.To bridge this gap, the Design School of Universidad de los Andes, together with Avianca, are exploring new formats to understand the knowledge transfer impact in an open innovation network aiming to create fluid channels between different stakeholders. The primary goal was to help Avianca to strengthen their innovation department by apply design methodologies. First, allowing design students to proposed novel solutions for the traveller experience. Then, engaging Avianca employees to learn the design process. These explorations gave the opportunity to the university to apply design research and academic findings in a professional and commercial environment.After one year of collaboration and ten prototypes tested at the airport, we can say that Avianca’s innovation mindset has evolved by implementing a user-centric perspective in the customer experience touch points, building prototypes and quickly iterate. Furthermore, this partnership helped Avianca’s employees to experience a design environment in which they were actively interacting in the innovation process.
Project Kapıdağ: Locality of Production’
Authors: ÖZ Gizem , ATEŞ AKDENİZ Aysun
Published: January 2020

Social design is a much-discussed topic in the context of facilitating change towards social ends. Growing problems in the social and political realm can trigger social change. In the last few years, Kapıdağ, Turkey has been stuck between top-down mass industrialization and longstanding local production dynamics. “Project Kapıdağ: Locality of Production” was emerged from the struggles associated with local production in the region and was realized in collaboration with local organizations, local community and İstanbul Bilgi University Faculty of Architecture. The project aims to pinpoint the assets Kapıdağ for the collective wellbeing of the region and reveal the potential intervention opportunities in the region through mapping out the network of relations between production, materials, public and institutions. In this paper, the project will be examined as research for social design case in complex collaboration. Different proposals that were developed out of this undertaking will be exemplified to discuss issues on the responsive role of the designer in ‘infrastructuring’ social design process. The paper further attempts to demonstrate how the research process can also function as an alignment tool between collaborators to attain objectives and open up possibilities for new collaborations and projects.
Designing a business unit and creating the first ever responsive kitchen
Authors: FESTA Paolo , CORA Tommaso , FAZIO Lucilla
Published: January 2020

Is it possible to transform stone into a technological and innovative device?

The meeting with one of the main stone transformers in Europe produced the intention of a disruptive operation that could affect the strategy of the whole company. A contagious singularity.

By intertwining LEAN methodologies and the human-centric approach of design thinking, we mapped the value creation in the company activating a dialogue with the workers and the management, listening to people, asking for ambitions, discovering problems and the potential of production.

This qualitative and quantitative analysis conducted with a multidisciplinary approach by designers, architects and marketing strategists allowed us to define a new method. We used it to design a platform that could let all the players express their potential to the maximum.

This is how the group's research laboratory was born, with the aim of promoting the relationship between humans and stone through product innovation. With this goal, we coordinated the new team, developing technologies that would allow creating a more direct relationship between man and surface, making the stone reactive. The result was the first responsive kitchen ever.
Designing a coherent land registration system for rural Portugal
Authors: NUNES Tiago , COUTINHO Miguel
Published: January 2020

After almost a century of several attempts to establish a coherent land registration system across the whole country, in 2017 the Portuguese government decided to try a new, digital native approach to the problem. Thus, a web-based platform was created, where property owners from 10 pilot municipalities could manually identify their lands’ properties using a map based on satellite images. After the first month of submissions, it became clear that at the current daily rate, it would take years to achieve the goal of 100% rural property identification across just the 10 municipalities. Field research during the first month after launch enabled us to understand landowners’ relationships with their land, map their struggles with the platform, and prototype ways to improve the whole service. Understanding that these improvements would still not be enough to get to the necessary daily rate, we designed, tested and validated an algorithm that allows us to identify a rural property shape and location without coordinates. Today, we are able to help both Government and landowners identify a rural property location with the click of a button.
Development of JIT patient-specific implants
Authors: SOBEL Leanne , SKELLERN Katrina , PEREIRA Kat
Published: January 2020

Design thinking and human-centred design is often discussed and utilised by teams and organisations seeking to develop more optimal, effective or innovative solutions for better customer outcomes. In the healthcare sector the opportunity presented by the practice of human-centred design and design thinking in the pursuit of better patient outcomes is a natural alignment. However, healthcare challenges often involve complex problem sets, many stakeholders, large systems and actors that resist change. High-levels of investment and risk aversion results in the status quo of traditional technology-led processes and analytical decision-making dominating product and strategy development. In this case study we present the opportunities, challenges and benefits that including a design-led approach in developing complex healthcare technology can bring. Drawing on interviews with participants and reflections from the project team, we explore and articulate the key learning from using a design-led approach. In particular we discuss how design-led practices that place patients at the heart of technology development facilitated the project team in aligning key stakeholders, unearthing critical system considerations, and identifying product and sector-wide opportunities.
Applying Equity Design to Address Oakland’s Homelessness Human Rights Crisis
Authors: KRAMER Julia , KONG Julia , STATON Brooke , GORDON Pierce
Published: January 2020

In this case study, we present a project of Reflex Design Collective, an experimental social equity design consultancy based in Oakland, California. Since founding Reflex Design Collective four years ago, we have reimagined the role of “designers” to transform relationships structured by oppression. To illustrate this reimagination, we present a case study of our work as ecosystem-shifters. In 2017, we facilitated a co-design innovation summit where unhoused Oakland residents led collaborative efforts to alleviate the burdens of homelessness, with city staff and housed residents serving as allies instead of experts. Our approach to design facilitation differs from a typical design thinking process by pairing our clients with those on the front-lines of social inequity in a collaborative design process. Specifically, we elevate the importance of democratized design teams, contextualized design challenges, and ongoing reflection in a design process. We highlight successes of our design facilitation approach in the Oakland homelessness summit, including outcomes and areas for improvement. We then draw higher-level key learnings from our work that are translatable to designers and managers at large. We believe our approach to equity design will provide managers and designers an alternative mindset aimed to amplify the voices of marginalized groups and stakeholders.
Case Studies Introduction
Authors: Randall Mark , Fry Aaron
Published: January 2020

When we initially proposed a case study track to Erik Bohemia, the ADIM’s 2019 conference chair in London, it was a speculative exercise to ascertain whether an alternate form to the academic paper and the workshop could enrich discourse in the management design community. We are both business-design educators at Parsons School of Design in New York City. Our institution maintains its industry connections principally through our teaching faculty who are drawn from agencies, consultancies and in-house innovation teams globally. Based on our own experience with industry/academic hybridity and through our teaching approach, we developed a hunch that there may be a wide interest in, and applicability [with] this form and we’re gratified for the high level of engagement in this initiative, exemplified by the inaugural set of cases in this volume
The Effect of Sedentary Lifestyle on the Incidence of Obesity on Adolescents in SMUN 7 Banda Aceh
Authors: Yuliana Asnita  , Evawany Yunita Aritonang  , Zulhaida Lubis
Published: January 2020

The number of obesity populations worldwide has risen sharply in the last decade. Obesity does not only occur in adulthood but can also be experienced in childhood and adolescence. Many factors cause obesity, minimal physical activity is one of the factors causing obesity in adolescents. This type of research is an observational analytic study with a case-control design. The population of the study was all students of class X and XI at SMUN 7 Banda Aceh. The sample was divided into two groups: cases with students who had obesity nutritional status and a control group with students who had normal nutritional status. The sample size for the case were 50 students and cases of 100 students, the total sample were 150 students. Sampling was done by systematic random sampling technique. The research data were analyzed using univariate analysis and bivariate analysis. The results showed that variables related to obesity were watching TV (p = 0.021, OR = 2.48, CI = 1,208-5,126), using gadgets (p = 0,023, OR = 3,83, CI = 1,254 - 11,719), doing tasks with internet (p = 0,000 OR = 5,16 CI = 2,483-10,749) doing tasks without internet (p = 0.002 OR = 3.25 CI = 1,588-6,650) following less and recite (p = 0.003 OR = 3.143 CI = 1,511- 6,537) get together with friends (p = 0.002 OR = 3,273 CI = 1,611-6,697).
Introduction of Application of Rubber Tapping Technology and Its Impact on Production of Mekar Tani Groups in Sari Laba Jahe Village, Deli Serdang District
Authors: Hutapea Sumihar , Panggabean Ellen , Azis Rizal , Siregar Tumpal HS , Suswati Suswati
Published: January 2020

The increase of rubber production can be done by introducing tapping technology for rubber farmers, when rubber prices are low. The facts showed that smallholder rubber production is still low, in the range of 600-800 kg of dry rubber / ha / year. Tapping practiced by rubber farmers is generally not based on tapping technology, which is integrated in the aspects of plants, tapping planning and management, the use of stimulants, and a number of other technical aspects. To increase smallholder rubber production, rubber tapping technology was introduced to Mekar Tani Groups in Sari Laba Jahe Village, Sibiru Biru Sub-district, Deli Serdang District (North Sumatra). The results of the introduction in the form of stimulant application showed that a month after applying the stimulant, the increase in production averaged 60.65%. If production without applying the stimulant was 0.18 kg / tree, then after applying the stimulant 0.28 kg / tree was obtain. The results of this study within a month were still continuing to observe other aspects such as the quality of rubber produced due to the application of stimulants, as well as farmers' income.
Development Time Signal Violation Learning Video for Basic Basketball Referee
Authors: Pratama Raditya , Wismanadi Himawan , Syam Tuasikal Abdul Rachman
Published: January 2020

Time signal violation material is a basic material that must be mastered by a basketball referee. This research includes the type of research and development. The results of this research and development is a learning tool basketball refereeing time signal violation tool packed in a dvd video. Results of small group testing of the product obtained a feasibility percentage of 83.33%. While the results of large group trials obtained a percentage of eligibility of 88.97%.
Determination of Effective Schools in Undergraduate School State Islamic University of North Sumatera
Authors: Jaya Indra
Published: January 2020

Effective schools at the undergraduate level are very decisive educational institutions in producing future generations of scholars. Several strong factors can change tertiary institutions, such as undergraduate schools at the North Sumatra State Islamic University into effective schools. These factors are a commitment that is owned by the organizers, the organizer's trust, interpersonal communication, leadership and organizational culture that is in it.
Opiksi organisaatioille ja konsulteille
Authors: Keskinen Soili
Published: January 2020

Konsultti on organisaatioklovni,  joka auttaa havaitsemaan organisaation piilossa olleita piirteitä.