scholarly journals Making design research relevant for design practice: What is in the way?

2022 ◽  
Vol 78 ◽  
pp. 101063
Author(s):  
Marieke Zielhuis ◽  
Froukje Sleeswijk Visser ◽  
Daan Andriessen ◽  
Pieter Jan Stappers
2019 ◽  
Vol 8 (4) ◽  
pp. 195
Author(s):  
Fathi Bashier

This article presents the initial findings of the design research carried out during the last semester by the master of architecture students at Wollega University, Ethiopia. The research goal is the creation of new knowledge to improve the design process. The dissatisfaction with the outcomes of the conventional design approach has led to rising concern and growing awareness of the need to evaluate design outcomes and to learn from the failure. That inadequate understanding of design problems leads frequently to design failure suggests that the evaluation of design outcomes can be made by assessing the way architects develop understanding of design problems, and how they use that understanding for developing knowledge base of the design process. The assumption is that architects’ understanding of design problems can be assessed by examining the way data is used for developing the knowledge base of the design process. The students surveyed the architects’ views in order to produce knowledge, which can be used to develop methods for discovering how inadequate data contributes to miss-informed design decisions; and methods for assessing the architects’ understanding of design problems. In this article the survey findings are analyzed and documented; and, the way the insight drawn from the inquiry can be used in future research for developing design theory, is discussed.Keywords: design outcomes, failure, evaluation, questionnaire, analyze


Author(s):  
Diana Laurillard ◽  
Dejan Ljubojevic

To test the approach, in this chapter, we present the way in which several learning theories can be mapped onto the Conversational Framework, and use this to provide the means by which instances of learning design practice can be pedagogically evaluated in a systematic and computationally interpretable way. The chapter concludes with the early findings from the thinking-prototype tests of evaluative capability of the framework.


2020 ◽  
Vol 6 ◽  
Author(s):  
Kilian Gericke ◽  
Claudia Eckert ◽  
Felician Campean ◽  
P. John Clarkson ◽  
Elias Flening ◽  
...  

Abstract Supporting designers is one of the main motivations for design research. However, there is an ongoing debate about the ability of design research to transfer its results, which are often provided in form of design methods, into practice. This article takes the position that the transfer of design methods alone is not an appropriate indicator for assessing the impact of design research by discussing alternative pathways for impacting design practice. Impact is created by different means – first of all through the students that are trained based on the research results including design methods and tools and by the systematic way of thinking they acquired that comes along with being involved with research in this area. Despite having a considerable impact on practice, this article takes the position that the transfer of methods can be improved by moving from cultivating method menageries to facilitating the evolution of method ecosystems. It explains what is understood by a method ecosystem and discusses implications for developing future design methods and for improving existing methods. This paper takes the position that efforts on improving and maturing existing design methods should be raised to satisfy the needs of designers and to truly support them.


2020 ◽  
Vol 4 (3) ◽  
pp. 49
Author(s):  
Manuel Kulzer ◽  
Michael Burmester

Interacting with technology can evoke various positive and negative reactions in users. An outstandingly positive user experience enabled by interactive technology is often referred to as a “wow experience” in design practice and research. Such experiences are considered to be emotional, memorable, and highly desirable. Surprisingly, wow experiences have not received much attention in design research. In this study, we try to gain a more in-depth understanding of how wow experiences are caused. Through an exploratory factor analysis, we identify six factors contributing to wow experiences with interactive technology: Hygiene, goal attainment, uniqueness, relevance, emotional fingerprint, and inspiration. We propose an integrated model of wow experience and a prototype questionnaire to measure wow experiences with interactive products based on the identified factors.


2016 ◽  
Vol 2 ◽  
Author(s):  
Pieter Vermaas

This paper gives a general and logical analysis of theexpert positionin design research by which methods for innovative design can be derived from expert design practices. It first gives a framework for characterising accounts of design by the way in which they define and relategeneral,descriptiveandprescribedtypes of design practices. Second, it analyses with this framework the expert position’s conservatism of prescribing existing expert design practices to non-expert designers. Third, it argues that the expert status of expert designers does not provide sufficient justification for prescribing expert design practices to non-expert designers; it is shown that this justification needs support by empirical testing. Fourth, it discusses validation of design methods for presenting an approach to this testing. One consequence of the need to empirically test the expert position is that its prescription has to be formulated in more detail. Another consequence is that it undermines the expert position since expert design practices are not anymore certain sources for deriving design methods with. Yet it also opens the expert position to other sources for developing design methods for innovation, such as the practices of contemporary designers and the insights of design researchers.


2020 ◽  
Vol 1 ◽  
pp. 51-60
Author(s):  
S. Kolarić ◽  
J. Beck ◽  
E. Stolterman

AbstractHierarchies of knowledge represent a popular formalism for conceptualizing beliefs, justifications, and truth statements. To capitalize on the opportunity for formulating effective maps of design knowledge, this article introduces the hierarchical context–design development–high-level (CDH) model that stratifies different bodies of design-specific knowledge into ranked levels. We compare it with existing hierarchical models of knowledge, and describe its unique uses and benefits for both design research and design practice.


Author(s):  
Susu Nousala ◽  
David Ing ◽  
Peter Hayward Jones

Since 2014, an international collaborative of design leaders has been exploring ways in which methods can be augmented, transitioning from the heritage legacy focus on products and services towards a broad range of complex sociotechnical systems and contemporary societal problems issues. At the RSD4 Symposium (2015), DesignX co-founder Don Norman presented a keynote talk on the frontiers of design practice and necessity for advanced design education for highly complex sociotechnical problems. He identified the qualities of these systems as relevant to DesignX problems, and called for systemics, transdisciplinarity and the need for high-quality observations (or evidence) in these design problems.  Initial directions found were proposed in the first DesignX workshop in October 2015, which were published in the design journal Shè Jì.  In October 2016, another DesignX workshop was held at Tongji University in Shanghai, overlapping with the timing of the RSD5 Symposium where this workshop was convened. The timing of these events presented an opportunity to explore design education and research concepts, ideas and directions of thought that emerged from the multiple discussions and reflections through this experimental workshop. The aim of this paper is to report on the workshop as a continuing project in the DesignX discourse, to share reflections and recommendations from this working group.


Author(s):  
Beatriz Itzel Cruz Megchun

This chapter seeks to explore and discuss the way commercial companies and non-commercial companies have transformed the design and the delivering of products and services offered. This work aims to contribute to the discussion of the character of interiors by exploring empirical cases. These cases exhibit experiences comprised of emotional as well as functional interactions between customers and service providers. Their key attribute is to deliver a personal experience that stirs feelings, sensations, and emotions that are memorable and inclusive. The result of this research intends to enable professionals to have a series of instruments that are multidisciplinary in nature so that they can use them in their design practice.


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