design processes
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2022 ◽  
Vol 43 (1) ◽  
Author(s):  
Bethany M. Kwan ◽  
Ross C. Brownson ◽  
Russell E. Glasgow ◽  
Elaine H. Morrato ◽  
Douglas A. Luke

Designing for dissemination and sustainability (D4DS) refers to principles and methods for enhancing the fit between a health program, policy, or practice and the context in which it is intended to be adopted. In this article we first summarize the historical context of D4DS and justify the need to shift traditional health research and dissemination practices. We present a diverse literature according to a D4DS organizing schema and describe a variety of dissemination products, design processes and outcomes, and approaches to messaging, packaging, and distribution. D4DS design processes include stakeholder engagement, participatory codesign, and context and situation analysis, and leverage methods and frameworks from dissemination and implementation science, marketing and business, communications and visual arts, and systems science. Finally, we present eight recommendations to adopt a D4DS paradigm, reflecting shifts in ways of thinking, skills and approaches, and infrastructure and systems for training and evaluation. Expected final online publication date for the Annual Review of Public Health, Volume 43 is April 2022. Please see http://www.annualreviews.org/page/journal/pubdates for revised estimates.


2022 ◽  
pp. 56-73
Author(s):  
Deborah Timpone Curran

This chapter focuses on the connection between the Socratic Method and the foundational elements of andragogy as defined by Malcolm Knowles. This chapter will also explore the benefits of implementing Knowles' two foundational elements of andragogy consisting of his six assumptions and his eight design processes. Also explored is the implementation of Knowles' learning contract within the Socratic Method as a way to enhance the adult learner learning experience. In addition, this chapter includes references to John Henschke and his Building Blocks of Adult Learning and how they also support the Socratic Method of instruction.


2021 ◽  
Vol 28 (6) ◽  
pp. 1-36
Author(s):  
Anna Ståhl ◽  
Vasiliki Tsaknaki ◽  
Madeline Balaam

We report on the design processes of two ongoing soma design projects: the Pelvic Chair and the Breathing Wings. These projects take a first-person, soma design approach, grounded in a holistic perspective of the mind and body (the soma). We contribute a reflective account of our soma design processes that deepens the field’s understanding of how soma design is achieved through first-person approaches. We show how we use our somas, our first-person experiences, to stimulate a design process, to prototype through and to use as a way of critiquing emerging designs. Grounding our analysis in new materialism, we show how our designs are in essence, “performative intra-actions”. Using our own somas, our designs open up for experiences within certain constraints, allowing for a material-discursive agency of sorts. Many different somas may be intra-acted through our designs, even if it was our somas who started them.


Author(s):  
Úrsula Bravo ◽  
Erik Bohemia

We argue that visual representations of design processes contribute toward social and material practices of design(ing). They are used as didactic devices. We will discuss them using metaphors to illustrate that they are active material devices of which circulation, production and consumption are informed and informing perceived complexities, ambiguities and paradoxes associated with design. We propose a follow-up study to investigate how teachers and designers use and interpret visual design process models. The reason is to identify how these models are informing what design is as we are interested to understand how these models are contributing to the development of Design Literacies.


2021 ◽  
Vol 13 (2) ◽  
pp. 76-83
Author(s):  
Tomasz Macura ◽  
◽  
Anna Timofiejczuk ◽  

Demands of automotive industry is especially focused on new solutions. Nowadays, these needs are stronger than have ever been. Manufacturers are constantly looking for new ways to release their products in the shortest possible time. The research described in the paper concerns work organization and project management in automotive industry. It is a part of PhD project, dedicated to the implementation of remote team collaboration, and is focused on wiring harness development. The first part of the paper is devoted to the review of different forms of work organization with special attention paid to Follow The Sun approach. In the second part of the paper, the characteristic of the wiring harness production was described. Especially, the methodology and design processes. The third part of the article presents a proposition of transforming the currently existing development process with the use of remote teamwork solutions. The article concludes with a description of the implementation of the test projects. Selected indicators were introduced to determine the profitability of this implementation.


2021 ◽  
Author(s):  
◽  
Hamish Beattie

<p>People who are marginalised in slum-upgrading processes can benefit from participatory design strategies. When marginalised slum communities confront and explore conflicting perspectives, values, assumptions and goals through negotiation within participatory design processes, the ability to harness the collective intelligence of people to work towards collective action can be enhanced. However, a tension exists in the participatory design literature between those participatory processes that seek to facilitate social outcomes such as social capital building, and those that seek only to implement an urban development or upgrading project (slum upgrading) as the outcome. Exploring new methods of design participation that integrate both social outcomes and design processes can help alleviate this tension by recognising a diversity of stakeholder perspectives on urban-related issues and help them work towards implementing lasting communal change that explicitly takes into account cooperative development action.  The dissertation explores an innovative approach to participatory slum upgrading, which proposes bringing together speculative architecture, participatory design, and serious gaming approaches to help stakeholders to explore conflicting perspectives, assumptions and corresponding future visions surrounding architectural and urban issues. The research focusses on how these three areas can be brought together to help develop a new approach for designing participatory design tools for marginalised communities. The research explores how a “speculative, participatory, serious urban gaming” (SPS-UG) approach might be used to help marginalised communities consider past, future and present community experiences, reconcile dissimilar assumptions, and generate social outcomes and in-game design responses, while priming participants for further long-term, slum-upgrading design engagement processes. Empirical material for this research was gathered from a range of case study workshops prepared with three landfill-based communities and external partners throughout 2017, which utilised a new SPS-UG computer game I designed called Maslow’s Palace to evaluate the approach. The research shows that the SPS-UG approach was successful in guiding the design of a serious game to help reveal, develop and ground stakeholder knowledge, goals and values surrounding slum-upgrading issues. Through an exploration of social complexities involved in the participatory design process, participants were stimulated to share diverse opinions and aspirations and thus deepen their understanding of self, others, norms and institutions. The SPS-UG approach contributed to slum-upgrading outcomes for communities by aiding slum-upgrading ideation, framing the consideration of alternate views and possible futures, and scaffolding discussions about what the future might look like through visual representation of possible design alternatives. Finally, the research discusses key methodological insights, and the challenges faced when working with marginalised communities while pursuing social and slum-upgrading outcomes through a gaming approach. This is significant when considering how the approach might interface with other slum-upgrading processes outside of the scope of this research or function as a catalyst for the transformation of other physical urban environments and socio-cultural contexts.</p>


2021 ◽  
Author(s):  
◽  
Hamish Beattie

<p>People who are marginalised in slum-upgrading processes can benefit from participatory design strategies. When marginalised slum communities confront and explore conflicting perspectives, values, assumptions and goals through negotiation within participatory design processes, the ability to harness the collective intelligence of people to work towards collective action can be enhanced. However, a tension exists in the participatory design literature between those participatory processes that seek to facilitate social outcomes such as social capital building, and those that seek only to implement an urban development or upgrading project (slum upgrading) as the outcome. Exploring new methods of design participation that integrate both social outcomes and design processes can help alleviate this tension by recognising a diversity of stakeholder perspectives on urban-related issues and help them work towards implementing lasting communal change that explicitly takes into account cooperative development action.  The dissertation explores an innovative approach to participatory slum upgrading, which proposes bringing together speculative architecture, participatory design, and serious gaming approaches to help stakeholders to explore conflicting perspectives, assumptions and corresponding future visions surrounding architectural and urban issues. The research focusses on how these three areas can be brought together to help develop a new approach for designing participatory design tools for marginalised communities. The research explores how a “speculative, participatory, serious urban gaming” (SPS-UG) approach might be used to help marginalised communities consider past, future and present community experiences, reconcile dissimilar assumptions, and generate social outcomes and in-game design responses, while priming participants for further long-term, slum-upgrading design engagement processes. Empirical material for this research was gathered from a range of case study workshops prepared with three landfill-based communities and external partners throughout 2017, which utilised a new SPS-UG computer game I designed called Maslow’s Palace to evaluate the approach. The research shows that the SPS-UG approach was successful in guiding the design of a serious game to help reveal, develop and ground stakeholder knowledge, goals and values surrounding slum-upgrading issues. Through an exploration of social complexities involved in the participatory design process, participants were stimulated to share diverse opinions and aspirations and thus deepen their understanding of self, others, norms and institutions. The SPS-UG approach contributed to slum-upgrading outcomes for communities by aiding slum-upgrading ideation, framing the consideration of alternate views and possible futures, and scaffolding discussions about what the future might look like through visual representation of possible design alternatives. Finally, the research discusses key methodological insights, and the challenges faced when working with marginalised communities while pursuing social and slum-upgrading outcomes through a gaming approach. This is significant when considering how the approach might interface with other slum-upgrading processes outside of the scope of this research or function as a catalyst for the transformation of other physical urban environments and socio-cultural contexts.</p>


2021 ◽  
pp. 095148482110486
Author(s):  
Pascale Lehoux ◽  
Hudson P Silva ◽  
Robson Rocha de Oliveira ◽  
Renata P Sabio ◽  
Kathy Malas

Although healthcare managers make increasingly difficult decisions about health innovations, the way they may interact with innovators to foster health system sustainability remains underexplored. Drawing on the Responsible Innovation in Health (RIH) framework, this paper analyses interviews ( n=37) with Canadian and Brazilian innovators to identify: how they operationalize inclusive design processes; what influences the responsiveness of their innovation to system-level challenges; and how they consider the level and intensity of care required by their innovation. Our qualitative findings indicate that innovators seek to: 1) engage stakeholders at an early ideation stage through context-specific methods combining both formal and informal strategies; 2) address specific system-level benefits but often struggle with the positioning of their solution within the health system; and 3) mitigate staff shortages in specialized care, increase general practitioners’ capacity or patients and informal caregivers’ autonomy. These findings provide empirical insights on how healthcare managers can promote and organize collaborative processes that harness innovation towards more sustainable health systems. By adopting a RIH-oriented managerial role, they can set in place more inclusive design processes, articulate key system-level challenges, and help innovators adjust the level and intensity of care required by their innovation.


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