Transforming Concepts of a Taiwanese Twin Cup into Social Design Activities

Author(s):  
Ning-Hsien Yang
2020 ◽  
Vol 32 (4) ◽  
pp. 1413-1448
Author(s):  
Doug Arbogast ◽  
Peter Butler ◽  
Eve Faulkes ◽  
Daniel Eades ◽  
Jinyang Deng ◽  
...  

Purpose This paper aims to describe the transdisciplinary, multiphase, mixed methods, generative design research, participatory planning and social design activities developed and implemented by the West Virginia University Rural Tourism Design Team and associated outcomes. Design/methodology/approach The multiphase methodology included quantitative and qualitative research in initial stages of the study (key informant interviews, resident attitudes toward tourism survey, visitor preferences survey, economic impact analysis) which informed social design activities at latter stages (asset mapping, landscape design/visualization of opportunities and sites targeted for development and cultural identity design) using generative design tools facilitating co-design with the communities and helping the destination take sequential steps toward achieving their goals and objectives. Findings Opportunities and challenges identified through multiple methods were triangulated and pointed to the same conclusions including the need for long term planning and managed growth; protecting community values; underutilized natural, cultural and historic assets; the opportunity to develop nature-based, cultural and historical attractions; and the need for a common vision and collective identity. Research limitations/implications This study makes a unique contribution to literature on sustainable tourism planning by incorporating social design activities to visualize findings of more traditional planning methods and provide tangible, visible outcomes of planning activities which can guide local stakeholders in rural destinations more directly to funding for planning recommendations and project implementation. Practical implications The transdisciplinary and social/generative/participatory approach provided a scaffolding of outputs to the community with citizen control and active involvement throughout the planning and design process. The incorporation of social design provided tangible outcomes including site designs and a cultural identity. Generative design research gives people a language with which they can imagine and express their ideas and dreams for future experiences. Originality/value This paper investigates the role of social design in a transdisciplinary, multiphase project to support sustainable tourism planning.


2020 ◽  
Vol 13 (2) ◽  
pp. 137-149
Author(s):  
Harah Chon

The principles of sustainability and social design have been widely adopted to develop new models of community practice, engagement and innovation. Considering the growing interest of social practices and sustainable models, systems thinking provides an opportunity to further frame and organise various design activities to develop a deeper understanding of the spaces of impact through social innovation. This paper examines the practices of existing social enterprise models and the complexities involved in implementing new structures for community involvement through co-creation, co-design and facilitation. Cybernetics, as a way of looking at and engaging with systems, is discussed to position the role of the designer. Using mapping as a visualisation tool and conversational activity, case-studies are evaluated to provide a broad framework of bottom-up systems thinking through participatory methods to enhance social and cultural values.


2017 ◽  
Vol 10 (14) ◽  
pp. 6-19
Author(s):  
Lubomir Popov ◽  
Gary David

AbstractThis paper will help foster a more favourable attitude to professional involvement in social design projects and highlight new areas of professional opportunity for sociologists. To overcome the psychological barriers to design engagement and to foster motivation for social design, the authors discuss a case of social design decision making by non-sociologists. The methodology is informed by Activity Theory and Design Theory, and the approach adopted is based on analyzing current best practices, departing from conventional and customary practices. The authors discuss the Fun Palace, which was an innovative architectural project in the 1960s Great Britain, conceived with a fundamental social aim of providing life-long education and professional retooling to working class people in a relaxed and entertaining environment. The paper highlights the sociological nature of decision making in the planning phase of the project as well as the need for sociological knowledge and skills. The explication of the social design activities in the Fun Palace project can inspire sociological practitioners with ideas about entering into various industries and, in particular, in the design of social organizations and buildings.


Author(s):  
T. E. Vossen ◽  
I. Henze ◽  
R. C. A. Rippe ◽  
J. H. Van Driel ◽  
M. J. De Vries

Author(s):  
Melanie SARANTOU ◽  
Satu MIETTINEN

This paper addresses the fields of social and service design in development contexts, practice-based and constructive design research. A framework for social design for services will be explored through the survey of existing literature, specifically by drawing on eight doctoral theses that were produced by the World Design research group. The work of World Design researcher-designers was guided by a strong ethos of social and service design for development in marginalised communities. The paper also draws on a case study in Namibia and South Africa titled ‘My Dream World’. This case study presents a good example of how the social design for services framework functions in practice during experimentation and research in the field. The social design for services framework transfers the World Design group’s research results into practical action, providing a tool for the facilitation of design and research processes for sustainable development in marginal contexts.


Author(s):  
Nina TERREY ◽  
Sabine JUNGINGER

The relationship that exists between design, policies and governance is quite complex and presents academic researchers continuously with new opportunities to engage and explore aspects relevant to design management. Over the past years, we have witnessed how the earlier focus on developing policies for design has shifted to an interest in understanding the ways in which design contributes to policy-making and policy implementation. Research into policies for design has produced insights into how policy-making decisions can advance professional impact and opportunities for designers and the creative industries. This research looked into how design researchers and design practitioners themselves can benefit from specific policies that support design activities and create the space for emerging design processes.


2020 ◽  
pp. 23-33
Author(s):  
Elena A. Zaeva-Burdonskaya ◽  
Yuri V. Nazarov

This article addresses one of the most actively developing types of design activities – light design. The article comprises quotes of the leading Russian and foreign light design specialists published over the previous five years, as well as the authors’ own conclusions. The thoughts quoted in the article are sometimes opposite to each other and reflect the wide spectrum of professional practice. They reflect the initial opinions of analysts and experts which are often diverging. All of the specialists point at the interdisciplinary nature of the new profession, which imposes additional load on a designer overloaded enough already by the scope and speed of the problems being solved nowadays. The discussion of the new profession of light designer initiated on the pages of professional publications is especially important in view of the development of professional standards and standards of design and architectural education, as well as creation of new educational programmes based on various approaches to the subject in technical and humanitarian institutions. The goal of this article is to introduce light design into the field of fully legitimate sections of design culture, to define the authentic scientific basis of the new creative profession, to initiate a foundation for self-determination of the new synthetic area, which materially affects the state of the profession as a whole and the life standards of a wide variety of consumers. In order to reach the set goal, a comparative and analytical method of study was selected, which allows studying the problem to a large extent and from all angles and finding the ways of overcoming the challenges emerging in the area of the new activity.


EDUKASI ◽  
2016 ◽  
Vol 13 (2) ◽  
Author(s):  
Hasanudin S. Usman

The purpose of this research is to know how to incerease the students’ learning achievement that has been applied learning contextual task-based learning model and to know the influence of contextual learning in  the task-based teaching model to improve achievemen and motivation to learn the material pe civis lesson.   This research is an action research by theree rounds. Each round consists of four phases. Design activities are observation, and revesion. The subject of the research is XI grade students of Bina Informatika Ternate accademic year 2015/2016. Data obtained in the form of a formative test results, observation sheet teaching and learning activities. The results of the research showed that students’ achivement increased from round I to III that the round 1, (70.00 % ), (92,50 %)  3 cycles, conclusions of this research is the method of cooperatif learning can be a positive influence on students motivation and achievement in material udaya politics in Indonesia. It means that this model can be used as one of the alternative learning for Pkn.            Kata  kunci: PKn, cooperative learning method


2016 ◽  
Vol 8 ◽  
pp. 46-52 ◽  
Author(s):  
Justyna Starostka

There are many roles that design can play in organisations. It can be source of good marketing strategy, and designer by himself can be a promotional tool for a company. Thanks to those actions companies can gain publicity, media attention and good PR.On the second level, design can be perceived as ‘process of making things better’. In this case companies can achieve more effective product development process, new tools and technologies.On the third level we have the situation when designer work alongside with company managers with the whole business concept. At this level, designers’ work looks more like a brand consultant, a strategist. In this approach design should be reflecting certain brand name and brand values.As our study presented, Swedish companies operate on those two, higher levels, while Polish still limit the scope of design. We strongly believe, that Polish companies, as they gain more experience with design activities, will be more likely to perceive design in this more mature approach. In the meantime, presenting best practices from companies from other, more mature countries could be a good way of promoting design as a strategic asset rather than promotional tool. We believe that in order to fasten this process, Polish companies should as follows:1. Work more often with external and foreign designers;2. Expand the area of designer responsibilities in companies;3. Place the responsibility for design in hands of professional design managers.


2016 ◽  
Vol 7 (2) ◽  
pp. 131-138
Author(s):  
Ivransa Zuhdi Pane

Data post-processing plays important roles in a wind tunnel test, especially in supporting the validation of the test results and further data analysis related to the design activities of the test objects. One effective solution to carry out the data post-processing in an automated productive manner, and thus eliminate the cumbersome conventional manual way, is building a software which is able to execute calculations and have abilities in presenting and analyzing the data in accordance with the post-processing requirement. Through several prototype development cycles, this work attempts to engineer and realize such software to enhance the overall wind tunnel test activities. Index Terms—software engineering, wind tunnel test, data post-processing, prototype, pseudocode


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