bluuebunny/crossref_metadata_2025 huggingface dataset:
Design for circular futures through distributed repair
Authors: PRENDEVILLE Sharon , SALVIA Giuseppe
Published: January 2020

The Circular Economy (CE) is attracting business, policy and academic interest through potential monetary and environmental savings, by material and product lifetime extension. However, it overlooks the role of consumption in achieving its goals, posing less emphasis on reuse and repair for instance. Focusing on the ‘inner’ CE loop of repair could unlock underaddressed potential, especially if developed in conjunction with emerging sociotechnical changes of distributed production. These are considered adaptable, flexible and resilient which exploit the power of networks.

In this paper, we propose that distributed production (through open design) can be leveraged to foster the wider uptake of repair practice and business. To this end, four scenarios are represented in which design is a strategic tool to foster repair, at different scales and level of peoples’ engagement.
Design practices
Authors: BOHEMIA Erik , ZAJZON Noémi , PRENDEVILLE Sharon
Published: January 2020

Design practices inherently cope with meaning making, but the semiotic notion of sense seems to be misled. Despite the evolution of Industrial Design over the past years, design research has been widely criticized for its groundlessness. In 2009, we proposed theoretical frameworks to overcome the absence of specific foundations to support empirical research in design semiotics. Funded by Whirlpool Latin America in partnership with Fapemig (2010-2012), such frameworks were built on ethnographic methods and had their assumptions empirically tested. The results showed that carrying out theoretical and empirical research simultaneously is epistemologically effective. In 2013, a theoretical-empirical phase started, yet several issues remain unclear. Some theoretical advancements have been achieved, such as The Trefoil Model, but now there is a need to face further questions, such as: How to cope with evidence in field research within design semiotics? Are we taking on the development of a Theory of Design Consequences?
Design, Collaboration & Evolvability
Authors: BEST Kathryn , KORIA Mikko
Published: January 2020

This paper is an exploratory conversation on collaboration, shared value, ecosystems, platforms, silent designers, the unexpected and ambiguity. It is held together by the idea of evolvability and a continuous loop of creation and design. It aims to report a journey that has no real starting point and no end in sight, and while it refers to a number of thinkers, it does not subscribe to any single school of thought. It has deep foundations in various disciplines, but remains aloof of single perspectives. It has been written as an experiment, in respite from conventional formats of producing academic text. It does, however, maintain an engagement with the serious matter of creating the future of design innovation, suggesting that we need to engage deeply with evolvability to benefit from ambiguity and the unexpected. This means moving from trying to see the future into creating it, a fine task for design.
The role of service design practices in enabling and embedding the servitization transition
Authors: DE LILLE Christine , CALABRETTA Giulia , BECK Caroline
Published: January 2020

An increasing number of companies are embracing the transition from a product focus to a service focus in their offering in order to face the challenges of the experience economy. However such transition (i.e., servitization) is challenging, since it requires companies to change both their processes and their mindset. In this paper we propose service design practices as an effective approach for overcoming the challenges of servitization and for achieving such a multi-layered transformation. By means of expert interviews, ethnography and multiple case studies, we empirically show how service design professionals guide companies towards a sustainable adoption of service orientation and successful implementation of service innovations. Specifically, we describe and exemplify a set of practices through which service design professionals establish a service-oriented mindset, introduce a service-specific development process, and a create widespread commitment to the servitization transition
Rethinking the prototyping process for applying design thinking to business model innovation
Authors: BRASSETT Jamie , AMANO Tsuyoshi , GREEN Lawrence , HESTAD Monika
Published: January 2020

This research proposes a prototyping perspective in design for business model innovation to facilitate disruption. The value of design-led approach for managing innovation has been recognised under the concept of ‘design thinking’. In the research on innovation, the concept of business model innovation has been discussed as business models started to be acknowledged as a key aspect of managing innovation. Although experimentation for business model innovation is argued to be of importance, how to apply prototyping of design thinking to business model innovation has been limitedly theorised. This research is based on a literature review to articulate theoretically the concept of prototyping in business model innovation. Through the literature review, this research identifies four key dimensions of prototyping in business model innovation: purpose, process, context and engagement. This paper focuses on the Process dimension to interrogate the existing argument.
The Impact of Collaborative Design on New Product Development: An Empirical Study of B2B E-Commerce Project in Taiwan
Authors: CHANG Kuo-pin
Published: January 2020

Collaborative design provides a strategic and operational means for the achievement of organisational competitiveness. The information technology (IT) industry in Taiwan can be seen as a progressive industry with some ongoing important developments. The main objective of this research is to study the impact of collaborative design on new product development by B2B e-commerce project in IT industry. A cross-case analysis of the themes relating to the research purpose was conducted. The insight of these questions is generated through multiple case studies. The cross-case analysis was adopted coding for patterns and relationships among the data using a qualitative analysis software tool –Nvivo. The results present the key factors in term of collaboration issues by e-supply chain integration perspective. Such findings underscore the importance of recognising collaborative design on new product development.
Bespoke Innovation
Authors: WAGNER Beverly , FAIN Nuša , KAY Niel , VUKASINOVIC Nikola
Published: January 2020

In this paper, we explore the possible boundaries of open innovation by looking at the properties and problems associated with various forms of governance which all have claims to be regarded as open innovation. We look first at some basic forms of open innovation governance before looking at the case of a relatively neglected but increasingly important variant, bespoke or customised innovation. We discuss the implications before finishing with some tentative conclusions.
Dual Nature of Designer’s Attitudes Toward Design-Led Innovation
Authors: YAEGASHI Kazaru , ANDO Takuo
Published: January 2020

These Design has become important to corporate competitiveness. Studies on design have paid much attention to innovation (Von Stamm, 2003; Utterback et al., 2006). A growing number of scholars see the design as the driver of the innovation, and two key ideas has gathering attention. One is the concept of “HCD (Human-Centered-Design)” and “Design Thinking” (Brown, 2008, Martin, 2009), and the other is the concept of “DDI (Design-Driven Innovation)” (Verganti, 2009). However, there is tension between two deterministic views of design-led innovation. On one hand, design is seen as a creative problem-solving activity that works towards a desired state of affairs that can be determined in advance. On the other hand, design is seen as exploratory research through which an understanding of an issue or problem emerges.

This paper investigates the contribution of the designer’s attitude relating to problem-solving/exploratory research, and provides conceptual framework that explain relations between dual nature of designer’s attitude and design-led innovation.
NPD, Design and Management for SME’s
Authors: TERRIS David , FORD Peter
Published: January 2020

It is generally acknowledged that small and medium sized enterprises (SME’s) contribute significantly to a country’s economic performance. It is also generally acknowledged that it can be problematic to provide effective, public sector research, development and innovation support for SME’s given their size and diversity. It is also considered that vertical cooperation with customers and suppliers is more effective in new product development (NPD) for SME’s than horizontal co-operation with research institutions and government agencies. This paper discusses how higher education institutions (HEI’s) engaged in design research, can effectively support SME’s in NPD by actively participating in the design process whilst simultaneously working with SME’s to facilitate the development of knowledge networks local to specific SME’s, by acting as an intermediary. A number of design support schemes and specific SME, NPD projects undertaken by the author are used to advocate a participatory intermediation role for HEI’s in supporting NPD for SME’s.
Exploring Consumers' Trust Difference between Shopping on Website and Mobile App Service Process
Authors: CHENG Pei-Jung , CHANG Tsai Ping
Published: January 2020

In a time of developed mobile services and mobile internet, consumers now can shop online easily via mobile phone in replacement of physical stores and desktop computers. Hsu, Xiao Yu (2015), mentioned in “Mobile commerce dominates purchase; three things the marketers must remember,” 56% of consumers consider mobile shopping as very convenient. However, the size of mobile phone screen hinders consumers who are used to shopping via desktop computers of laptop computers since the consumers receive more complete information from bigger screens and better shopping security. Therefore, the subjects of the study shopped online via web and App before completing the questionnaire. Research result reveals that the journey map of the web is the same as Apps, however with some trust difference between shoppingonwebandAPPs.
Keynote
Authors: LIEDTKA Jeanne
Published: January 2020

The value delivered by design thinking is almost always seen to be improvements in the creativity and usefulness of the solutions produced. This paper takes a broader view of the potential power of design thinking, highlighting its role as a social technology for enhancing the productivity of conversations for change across difference. Examined through this lens, design thinking can be observed to aid diverse sets of stakeholders’ abilities to work together to both produce higher order, more innovative solutions and to implement them more successfully. In this way, it acts as a facilitator of the processes of collectives, by enhancing their ability to learn, align and change together. This paper draws on both the author’s extensive field research on the use of design thinking in social sector organizations, as well as on the literature of complex social systems, to discuss implications for both practitioners and scholars interested in assessing the impact of design thinking on organizational performance.
Section 6.d Introduction
Authors: GRIFFITH Selena , PETERSON J Fiona , SADOWSKA Noemi
Published: January 2020

In preparing programmes and curriculum to develop the designers of the future, educators are continually reminded of the ever-changing world of professional practice. Increasing levels of project complexity, technology uptake, cross-disciplinary and cross-cultural practice are providing many opportunities for design educators to develop innovations in the way we design and deliver education experiences.

In considering the future of Design Education and how students might be prepared for professional practice, the papers in this track explore a range of ideas, from encouraging student engagement, and identifying new professional roles, to proposing frameworks for educators, and provocations for re-thinking learning and teaching designs. Innovation is a common theme in a context of rapid change.

We begin with Where have all the ideas gone? An anatomy of sketch inhibition among student designers. In this paper, Lisa Thurlow and Peter Ford reflect upon the importance of traditional skills development alongside digital processes. They advocate a greater awareness of digital and manual tools and design-specific research types.
Section 5.c Introduction
Authors: JONES Peter , BUCOLO Sam
Published: January 2020

The role of design in business has gradually expanded beyond merely creating and communicating better products. Design is now being understood by its totality of value-creating activities, and the competencies that span across innovation, product development, marketing and strategic decision-making. Design has moved from historical product and branding functions to formative ideation and coordination of product and processes across all dimensions of organizational value-creation. Design practices rely on engaging with multidisciplinary stakeholder teams responsible for creating sustainable value propositions that ensure the organization’s future.

Ensuring an organization’s future requires another emerging practice, that of strategic foresight. The dynamic complexity of business in globally networked markets and partnerships requires product and service design teams to engage fully with foresight scenarios, continual trend scanning, and futures creation. There is a growing awareness that business organizations, regardless of industry or size, are faced with unprecedented uncertainties over social analyses, globalization, and technology revolutions, as observed by the increasing interest in future studies.

Indeed, organizations are required to transform themselves, rethink their business models, innovate, and envisage alternative futures in order to adapt their approach to business, and the way they engage with informed and often empowered internal and external stakeholders. The necessity for businesses to transform, just to survive in their business segment, has created new demands for foresight, value co-creation, envisioning, and design research for assessing value for users and markets.
Section 4.c Introduction
Authors: TASSINARI Virginia
Published: January 2020

Increasingly, designers are asked to play a role in innovation processes taking place in society, either by initiating new approaches to weave social tissue, by amplifying or scaling up existing initiatives or by creating the preconditions for these initiatives to prosper. In doing so, they touch upon new meanings and values that are about to emerge in society, often increasing their visibility and moving them towards the centre of our everyday lives. For instance, a new sense of community and citizenship emerges where designers attempt to increase citizen participation in co-designing new services for their cities.  As time progresses, the meaning of notions such as politics, aesthetics and citizenship shift and designers need to adapt to these changes and help to initiate or steer the adaptation process. Thus, they no longer just work to create new services: they are engaging in a cultural operation (Margolin and Margolin’s 2002 and Manzini 2016). This raises important questions such as: Are we designers always aware of the cultural implications of our work? How to take these implications into account? Are we always aware of the shift of meanings and values to which we contribute when working on social innovation? Do we deal with it critically?

Philosophy has traditionally dealt with the interpretation of meanings and values produced throughout history.  As a discipline, it can help us to better frame the new meanings and values that we designers are uncovering, (re)shaping or amplifying in society.  Which meanings and values are we talking about? Can philosophy help us to critically assess these new meanings and values, framing them culturally and increase our awareness of their implications on our culture? Can philosophy help to bring more critical awareness and continuous reflection in processes of social innovation? Which philosophical traditions are better suited to look into in this sense? How can these reflections help us in our design practice aimed at social innovation? This track puts into dialogue meanings and values emerging from practices of social innovation with diverse philosophical traditions.
Section 4.b Introduction
Authors: DE BONT Cees , GLORIA Moss , HORVATH Gabor
Published: January 2020

Preferences shape perceptions of product usefulness, utility, ease of use, as well as price sensitivity and the time that people attend to something so contributors are invited to consider factors that shape preferences and influence an organisation’s ability to enact an Outside-in perspective.  Relevant factors include nationality (the best contributions will be considered for a Routledge book ‘Nationality, Design and Marketing’ ), personality (how this shapes creations and preferences), gender (the role of culture and physiological in men and women’s visuo-spatial abilities) and organisational factors (the homogeneity principle and its influence on designer selection with potential conflicts with external customer preferences)  A consideration of these factors singly or in combination would be encouraged.
Section 6.a Introduction
Authors: PRICE Rebecca , DE LILLE Christine , WRIGLEY Cara , DORST Kees
Published: January 2020

There is an increasing need for organizations to adapt to rapid changes in society. This need requires organizations’ and the leader within them, to explore, recognize, build and exploit new capabilities. Researching such capabilities has drawn attention from the design management research community in recent years. Dominantly, research contributions have focused on perspectives of innovation and the strategic application of design with the researcher distanced from context. Descriptive and evaluative case studies of past organizational leadership have been vital, by building momentum for the design movement. However, there is a need now to progress toward prescriptive and explorative research perspectives that embrace context through practice and the simultaneous research of design.  Therefore, the aim of this track is to lead and progress discussion on research methodologies that support the research community in developing explorative and prescriptive research methodologies for context-orientated organizational research. This track brings together a group of diverse international researchers and practitioners to fuel discussion on design approaches and subsequent outcomes of prescriptive and explorative research methodologies.
Section 5.d Introduction
Authors: GURAU Calin , RANCHHOD Ashok
Published: January 2020

The classic brand design literature presents and illustrates best practices in developing the physical, graphical and semiotic aspects of a brand. However, both practitioners and academics outline that brand design is only the starting point of the brand strategy, which has to be completed and complemented by designing and effectively managing meaningful brand experiences. The success of the brand depends on a value co-creation process in which the intentions and offerings of producers and vendors encounter, and interact with, the customer experiences of the brand and of the associated product. A brand experience designed for the customer can therefore be multi-dimensional and not just product led.
Design IP legislation in the UK
Authors: HILLNER Matthias
Published: January 2020

This paper constitutes a critical and detailed review of an investigation into design right infringement in the UK. The original mixed-method study was commissioned by the UK IPO in 2015/2016 and led by the author throughout the first three of four project stages. This paper focuses specifically on the results obtained in relation to registered design right infringement. The paper comprises the following points:

A discussion of older studies in the area

An outline of the research methodology deployed for the design right infringement survey

A discussion and analysis of key research findings

The conclusions drawn provide insight not only into how design rights are used and enforced in the UK. They also help to establish clarity about the level of robustness of design-related IP options. The paper provides orientation to designers and design IP stakeholders. It culminates in a range of ideas of how the IP system surrounding designs can be enhanced in the UK and in comparable countries.
Applying Value-based design to lead technology innovation towards PSS development
Authors: WU Chih-Shiang (Mike) , SUNG Tung-Jung (David)
Published: January 2020

Product-Service System (PSS) design has become an emergent paradigm in technology innovation. However, little research addresses the two major issues in PSS development: 1) how to identify the value propositions, and 2) how to construct value constellations. Design-Driven Innovation (DDI) is an approach to lead to new meaning for technology. Based on DDI, this study constructs a concept of value-based design for technology innovation towards PSS development and conducts a case study of the FamiCare innovation project to explore the insights. Firstly, to identify the value propositions for PSS, it is critical to uncover the core functions of the technology, and interpret new meanings through collecting critiques from stakeholders. Secondly, co-creation workshops and visualized tools are able to facilitate the construction of PSS value constellations. Thirdly, both emotional and functional value should be considered during the PSS development. Finally, this study highlights the main challenges and outlines a methodological framework.
Tracing the tensions surrounding understandings of agency and knowledge in technology design
Authors: BOHEMIA Erik , NEUBAUER Ruth , HARMAN Kerry
Published: January 2020

The literature suggests that prevailing understandings of the makeup of design knowledge and agency in producing design knowledge in technology is not helpful for design processes and its practitioners.

Tensions arise within processes of designing, when design knowledge is understood as objective, whilst subjectivity is experienced in the research methods employed. In the same time, knowledge production is pursued in an individualist manner, where the situated nature of knowing as an interplay of factors, likely reaching beyond personal traits and human intention, is not acknowledged. In this way, design processes are currently working against their inherent potential with likely effects on designers and subsequently design outcomes. The arising tensions cause issues for practitioners, who are stuck in between an objectivity demand and experienced subjectivity, without an alternative conception of their work. Practice-oriented conceptualisations of social dynamics, how things are, and come to be, as well as existing research in consumption practices and sustainable design, have shown that agency and knowing conceptualised as emerging from practice might reconcile this tension. It is therefore that we argue for a reconceptualization of the makeup of knowledge and agency in knowledge production, so that these advancements in conceptualising practices can be of service to the technology design discipline
Interacting with brands through advergames
Authors: GURAU Calin
Published: January 2020

Advergames represent an increasingly popular advertising channel, but the way in which their design influences players’ attitudes and behaviour is still debated. This study proposes several models explaining the advantages and challenges of using advergames for promoting corporate, product or service brands. To explore the design elements that influence the perceptions and attitudes of players, we apply a testing procedure, asking ten subjects to play a series of three games released by Unilever, on the theme of Magnum Pleasure Hunt, and then to evaluate the effectiveness of games’ design using two sets of criteria. The results indicate that the design elements of these games are well realized, but the interaction between these elements and game players is often unsatisfactory. Our findings identify also an interdependence effect, as successive game versions are compared and judged in relation to previous versions, leading to customer bias towards the games’ attractiveness and novelty.
Managing emotion for a sustainable future
Authors: SHIGEMOTO Yuuki
Published: January 2020

This paper seeks to theoretically explore the role of emotion in designing products that consumers will love and use for long. The new insights on value of product and visual perception are drawn from interdisciplinary scholarship: 1) product value consists of “utilitarian and hedonic values”, 2) product personality consists of “semantic and symbolic personalities”, and 3) product form consists of “shape and surface”. These perspectives have been developed into patterns of consumer purchase and possession that are defined by the degrees of utility and emotional attachment that the product offers to consumers. Subsequently, a possible way of managing a consumer’s psychological process towards a decision of “desired purchase” will be illustrated. Finally, these discussions of emotionally attractive products will be integrated with the emergent research area of artificial intelligence for consideration of future production.
PSS and Innovation of Meaning
Authors: GOTO Satoru
Published: January 2020

This study explores the relationship between product meaning and product service systems (PSSs), in the context of innovation of meaning (IoM). Existing IoM studies have focused on intended meaning (as defined in new product development) and ignored the received meaning that users reconstruct throughout an entire product life cycle. The process by which a user assigns meaning to things can be not only static but also dynamic. This study focuses on PSSs as comprising integrated products and contexts offered by services, and analyses the case of Japan’s largest manufacturer of ankle–foot orthoses, which is an assistive product. The results show that PSSs help users reconstruct meanings in dynamic cognitive processes; PSSs also help users leverage metaphors that contribute to consistency between products and services. Additionally, the positive emotion elicited from users by novel meanings can help augment profits by promoting the sale of related products and services.
Design-led innovation and sensemaking
Authors: WRIGLEY Cara , PRICE Rebecca , MATTHEWS Judy
Published: January 2020

Design-led innovation (DLI) is a framework with particular focus on developing design capability. Implementation of DLI has been observed to positively influence firm innovation performance.  As the framework is of relative infancy, there is opportunity to learn from and integrate methods and practice from other fields to strengthen the implementation of DLI. Therefore, the aim of this paper is to make explicit, the similarities DLI shares with sensemaking as in order to provider clearer approaches to managing the design process. An action research design is applied for 14 months within a major Australian Airport Corporation (AAC) to implement DLI. Qualitative data is collected and analysed, with the findings showing there are implicit similarities between the practice of DLI and mandates of sensemaking. The paper contributes opportunities to strengthen DLI by incorporating mandates of sensemaking consciously to enrich interpersonal interactions during the design process.
Residencies by Design
Authors: VALENTINE Louise , COULSON Saskia
Published: January 2020

This paper offers an advanced conceptualization of what the future of design residencies in museums could look like. It details two co-design workshops devised to engage with people who would be most affected by a new residency model: one was held with past residents and members of staff at the Design Museum in London; the other was held as an exploratory workshop with a diverse group of designers from or based in Scotland, together with members of staff from V&A Museum of Design Dundee.  For both, the overall aim is the same: that the groups use human-centred design methods to ideate collective solutions for a future residency.  By combining the propositions from these co-design workshops possible solutions (i.e. concept development) are further developed and described with emphasis given to how this can have wider relevance in design management and affiliated research.
Application of a set of interdisciplinary quantitative methods on predicting a problem of vehicle design for elder drivers and assessing a design proposal
Authors: WANG Yueran , YANG Hao
Published: January 2020

Interdisciplinary research methods bring about more opportunities for designers to understand the users and predict some problems that hard to clarify by traditional methods. This study takes product design of the elder-friendly low-speed vehicles as an example, discussing the rationality of some quantitative methods introduced from other fields. The collected data include the subjects’ operations’ finishing time and finger moving times. By means of multiple linear regression and logistic regression, senior people’s driving behavioral model is built to clarify their operational characteristics. According to the results, a prototype design is proposed and then assessed by analytic hierarchy process. The set of feasible methods used in the research process is sorted out for solving other similar issues targeting relative product design.
Design Management Knowledge
Authors: NAM Ki-Young , KIM Gye Young , BORJA DE MOZOTA Brigitte
Published: January 2020

Design-management knowledge is of a cross-functional and multidisciplinary nature. Since the stakeholders’ realms of activities as well as their background are diverse, it is expected that their needs for knowledge-learning will also be diverse. In this context, this paper addresses a new way of learning design management knowledge. Content analysis about the learning of design-management stakeholders was conducted to identify learning objectives that can be used for developing learning approaches.

The major findings of the research include: 1) 21 learning objectives with different learners in academia, business are identified; 2) understanding other fields, research, innovation, team communication, and strategic use of design were found to be the main goal in design management knowledge learning; and 3) a design criteria for needs-based learning platform was established.
Editorial for the Conference proceedings of the Academy for Design Innovation Management
Authors: Bohemia Erik
Published: January 2020

The Academy for Design Innovation Management (ADIM) Conference operates as a platform for knowledge creation, collaboration and advancement across a diverse range of Design Innovation discipline areas. The conference attracted speakers and attendees from across the globe, including recognised industry professionals, international scholars and emerging researchers operating in the creative, commercial and service industries. The conference general theme ‘Research Perspectives in the Era of Transformations’ provided a backdrop to what is taking place within the field of design innovation. It also signalled a desire to enable a more diverse intersection views at the conference. Thus, one of the aims was to open spaces for the early career research to actively join shaping the field of design innovation research. During the 2017 conference we succeeded by attracting significant number of early career researchers who represented a third of the conference delegates. One of the outcomes was entablement of the ADIM Collective. The ADIM Collective is now on-going global initiative of the Academy for Design Innovation Management that connects doctoral students and early career researchers from leading universities around the world. The aim of the ADIM Collective is to establish a strong professional network of PhD and early career researchers in the field of Design Innovation Management. ADIM Collective reaches this aim by providing opportunities for members of the ADIM Collective to meet, develop professional skills and build strong ties with other researchers interested in similar research topics. ADIM Collective encourages leading academics to share their experiences with the new generation of design management scholars through events, meetings and symposia. The ADIM Collective has successfully organised three Research Development Workshops.
Queer-Sensible Designing
Authors: DENZ Silas , EGGINK Wouter
Published: January 2020

Conventional design practices regard gender as a given precondition defined by femininity and masculinity. To shift these strategies to include non-heteronormative or queer users, queer theory served as a source of inspiration as well as user sensitive design techniques. As a result, a co-design workshop was developed and executed. Participants supported claims that gender scripts in designed artefacts uphold gender norms. The practice did not specify a definition of a queer design style. However, the co-design practice opened up the design process to non-normative gender scripts by unmasking binary gender dichotomies in industrial design.
Framing the concept design literacy for a general public
Authors: LUTNÆS Eva
Published: January 2020

Educating the general public to be design literate can be a catalyst for both environmental protection and degradation, human aid and human-made disasters depending on how the scope of design is framed – and how ‘design literacy’ is defined. This paper explores how to cultivate design literacy that supports critical innovation and a transition towards more sustainable societies. The research approach is a literature review of key texts that promote and conceptualize design literacy as part of general education. Four narratives are identified as vital: a) ‘Awareness through making’, b) ‘Empower for change and citizen participation’, c) ‘Address complexity of real-world problems’, and d) ‘Participate in design processes’. Moving towards more sustainable modes of consumption and production, a design literate general public provides a critical mass of users empowered to question how a new innovation supports the well-being of people and the planet and to voice their own ideas.
Changing Things
Authors: REDSTRÖM Johan , WILTSE Heather
Published: January 2020

Digital networked technologies are currently at the forefront of contemporary innovation, driving changes in sociotechnical practices across industrial sectors and in everyday life. Yet technical innovation has been outpacing our capacity to make sense of these technologies and the fundamental changes associated with them. This sense-making enterprise is the focus of our current research in developing a design philosophy for changing things. We describe a conceptual framework developed around the concept of things as fluid assemblages to investigate and articulate what is going on with things, and how their development might be (re)directed toward preferable futures. Specifically, we here examine the important role of design philosophy in innovation, using the conceptual framework developed as a way to point toward potential sites for innovation in the current sociotechnical landscape. The line of investigation we pursue suggests that doing philosophy should become a central part of innovative design practices.
Redesign democratic debates
Authors: ARETS Danielle , RAIJMAKERS Bas
Published: January 2020

many scholars have stressed throughout history, healthy public debates are key to the revitalisation of democracy. There is currently a genuine cry to steer away from polarized debates and to work towards consensus. Over time philosophers such as Aristotle (384-322 BC), Arendt (1958), and Mouffe (2000, 2005), have convincingly argued that struggle, torment and dispute are an essential part of a healthy democracy, and that there is a need to design rules to enable these conflicts to be retained. How could design offer us the means, tools and spaces to better articulate differences, and to tackle current polarized debates? We will first sketch how public debates have evolved over time, mapping out the rules that were designed to prevent conflicts from getting out of hand. After that we will investigate a case study and based on the insights generated, try to demonstrate how design could offer us meaningful tools for constructive debates.
Making Markets
Authors: HUMPHREYS Ashlee , WILNER Sarah JS
Published: January 2020

We examine the impact of design on the evolution of a product market from illicit to mainstream. We argue the importance of congruence with normative and cultural-cognitive structures in fostering legitimacy. To understand the role of product design in this process, we conducted an ethnographic study of the newly-legal recreational cannabis market in the US, a market that has attained regulatory acceptance in some states but lacks normative and cultural-cognitive legitimacy. By analysing product design and interviewing managers, we find that design plays a pivotal role in legitimation. Producers transform a market by manipulating two distinct aspects of materiality: material in relation – how products relate to accepted products, and material in use – how design guides and enables consumption. We offer a framework for managing products in new markets, arguing that design can enable legitimacy by drawing on symbolic relationships to other products, considering affordances, and enhancing strategic socio-cultural innovation.
Learning to create images with computer code
Authors: HAAKONSEN Peter , FAUSKE Laila Belinda
Published: January 2020

Programming is becoming a part of the school curricula in Norway both in lower and upper secondary education – this includes subjects such as art, design and craft. What can programming contribute to the learning processes of these subjects? ‘Tinkering’ is a creative phase in a learning/working process, emphasising both creation and learning. In this project, visual images are created via computer programming to enhance the main author’s learning. The process is structured into stages. The important phases of the learning process are realised as a result of tinkering with existing codes. An important discovery for the learner, and one key aspect of programming images is that, as a mode, it opens up ways to create repetitions effectively, resulting in various patterns. This turned out to be motivating for the learner. This paper discusses tinkering as a learning process that is relevant to programming within art, design and craft education.
Understanding the current practice of e design in government
Authors: KIM Ahmee , VAN DER BIJL-BROUWER Mieke
Published: January 2020

Design is today suggested as an alternative way of working in government contexts. Many developed nations are trying to embed design in their public organizations. Yet recent studies have shown that design is not easily permeating into everyday practice of public organizations. This research therefore aims to understand what the current practice of design-embedding in government is like and its limitations by interviewing six experts in the design for government field. The research findings reveal that the changes created by the current design-embedding practice in government are not being actively sustained or amplified. Based on an understanding of organisations as complex systems, we suggest a further practice of design-embedding in which designers steward and stimulate design-led change energy within public organizations. This study shows that embedding design capability in professional organizations is more about design-led organizational change than passing on a design skillset to the organizational members.
Mapping Abstract Futures
Authors: STOCK Tim , TUPOT Marie Lena
Published: January 2020

The future we need to explore is more abstract than it is concrete. As designers, we are constantly conjuring ideas based on a concrete world to improve what we have already seen. Within these predetermined frameworks, we unintentionally bring our own biases to planning the future based on what we know and what we consider safe. However, methods of gathering evidence must reveal the essential dynamics and tensions of the individual in the context of society. The cultural system that represents this process of adaptation can be plotted as a system of language that reflects the dynamics between the concrete and abstract worlds. A craving for such emotional intelligence requires that we expand our binary world into an abstract space for which only the human brain has the capacity. We need such a systematic view in order to think intuitively on multiple levels at the same time.
The 3rd Dimension of Innovation Processes
Authors: CHANTZARAS Christos
Published: January 2020

Architects understand and visualize organizations and processes differently from their counterparts in management disciplines. With the increasing complexities of markets and blurring of organizational boundaries, linear models of innovation processes are unable to account for the range of possible  interrelations and interdependencies. Design-led disciplines have become of interest in providing frames and ‘design’ structures for fostering innovation. Though it deals specifically with the conceptualization and realization of R&D and innovation centres, architecture has been largely overlooked in this regard. This paper explains how architects’ approach to reframing complexities, focussing on social interactions and shaping invisible patterns prior to building design offers new perspectives for innovation research. It critically reviews the changing context of innovation and relational models in the literature, and outlines the relevance of integrating spatial proximities and time for a constructive 3-dimensional representation. Via two case studies, the basic principles for the development of an integrative approach are sketched out and suggestions made for further research. The specific skill-set and thinking of architects offers a 3rd dimension of innovation processes.
Meaning of artefacts
Authors: AJOVALASIT Marco , GIACOMIN Joseph
Published: January 2020

Previous research has suggested three primary categories of meaning which designers should consider during their design processes, i.e. function, ritual and myth, which cover a spectrum from the purely instrumental to the purely symbolic. The research hypothesis of the current study was that the previously identified three primary categories of meaning would be commonly encountered in practice, and that statistically significant differences would occur between designers and consumers. A semi-structured questionnaire was deployed with ten designers and with ten consumers using a set of twenty photographs of designed artefacts. The results suggested that all three categories of meaning could occur individually or could be co-present to some degree. The results further suggested that statistically significant differences occurred between the group of designers and the group of consumers in the indicated category of meaning and in the adjectives used to describe the artefacts. The findings suggest that some meaning divergences may be occurring between designers and consumers, and would appear to highlight the need for carefully executed ethnographic and user testing activities.
Experience design at Starbucks
Authors: ALAALI Amani , PITSAKI Irini
Published: January 2020

This study explores the question: Within the context of global brands management and the need for integrating local identities, how does Starbucks achieve global consistency and meaningfully localised experiences? Through a review of literature and a series of interviews with store designers, design managers and brand concept experts at Starbucks, we compiled the most commonly applied branding and design methods, with an emphasis on the locally relevant spatial experiences the global brand delivers. Moreover, we set out to classify our findings in a way that can assist other brand and experience design teams in overcoming shard challenges. Our findings focus on the management of the grounding brand concept, as well as operations and real estate teams. Through presenting some tools, manuals, guidelines and sample checklists, we suggest that store design teams in different locations can build strong, locally relevant spatial experiences that tie in successfully with the brand’s global principles.
Designing an intuitive interface to enhance trigonometry learning
Authors: ZAMORANO Francisco , CORTÉS Catalina , HERRERA Mauricio
Published: January 2020

In the last three decades, the application of TUIs (tangible user interfaces) in education has demonstrated its positive influence on performance and learning of students. At Universidad del Desarrollo in Chile, monitoring of diagnostic tests over time evidences difficulties and challenges in the teaching-learning of trigonometry in first-year Engineering education. This study consisted in designing and validating a tangible interface to learn trigonometry in the classroom setting. The methodology used was a quasi-experiment with first-year students from the Schools of Design and Engineering at Universidad del Desarrollo in Chile. Principles of the theory of Embodied Cognition and Blended Interaction were applied to model an intuitive, collaborative and meaningful learning experience. During the design process, three Intermediate Models were tested with several types of users, and two Prototypes were tested with an experimental group. User-testing highly contributed to the design of the interaction experience and the interface, progressively defining the functional and pedagogical aspects. Comparative analysis of Pre and Post-Test results, demonstrate that students’ performance increased by 37.1% after two sessions using the interface.
A Model of Positive Strategic Sensemaking for Meaningfulness
Authors: PÄÄKKÖNEN Tarja , MIETTINEN Satu , SARANTOU Melanie
Published: January 2020

This article proposes a design perspective on strategizing by presenting a Model of Positive Strategic Sensemaking for Meaningfulness. Theory elaboration is used drawing from three related disciplinary fields; strategizing, sensemaking and design. It is proposed that positive and human-centred design facilitation enhances strategizing as an ongoing embodied and material activity where meaning changes in strategy and vision may emerge. By viewing strategizing as a socially constructed evolving phenomenon the model adopts sensemaking and critical theory perspectives where the consequences of decisions for human beings and environment guide further activities. Designers as co-strategist may support or challenge an existing strategic direction resulting in incremental or more radical meaning changes among those affected by, and affecting, the emergence of strategies.
Understanding Development Discourse through Ontological Design
Authors: PRENDEVILLE Sharon , HONG Boeun Bethany
Published: January 2020

Discourse is a powerful way of understanding/forming the world. It consolidates/disassembles society by conforming/disarticulating. However, the work of discourses has not been explained sufficiently in terms of design theory. In this respect, this paper aims to explore how the work of discourses can be understood in relation to the concept of ontological design, especially from the perspective of coloniality. The case of South Korea’s development experience around different types of development assistance strategies was used to interrogate this question. A hermeneutic approach and discourse analysis were adopted for the empirical analysis. The research found the designed development assistance strategies of the “West” design back the development thinking and new development assistance strategies in South Korea. In doing so, the country replicates the “West-centred” discourse of developmentalism. From this, we conclude that discourses are shared through the ontological practices of designing. This informs design studies of how discourse relates to design.