Generating tacit knowledge across borders: international collaboration and design innovation in Norway

2021 ◽  
pp. 1-26
Author(s):  
Xinlu Qiu ◽  
Marcelo Cano-Kollmann ◽  
Ram Mudambi
2021 ◽  
Author(s):  
◽  
Peter Bryan Rive

<p>Design innovation makes a substantial contribution to the global economy, however there is a challenge to modern design praxis as design teams face difficulties when it comes to collaborators who are geographically distributed and unable to easily meet face to face in a physical context. This research undertook to interpret the knowledge creation life cycle of design innovation, and adopted a second-order cybernetic approach to describe the design process in the virtual world Second Life (SL). The researcher applied a cyber-ethnographic methodology to collect a bricolage of evidence in SL including observations; interviews; blogs; surveys; and conversations ‘in-world’. The research considered three case studies of groups in SL: Sloodlers, Studio Wikiitecture, and Design 2029 – The End Game. Three models were proposed to help describe cybernetic regulation of the design innovation ecology in SL: the spectrum of fidelity; indosymbiosis; and Lessig’s four modalities of cybernetic knowledge regulation. The first two of these were developed specifically for this research. In addition, a design innovation organism or ‘inogism’ was proposed using a biological metaphor to describe the design innovation ecology in SL. The primary research question considered how Lessig’s four modes of architecture, the law, the market, and norms all interact to affect the design ecology within SL. The secondary research questions considered how tacit knowledge creation and design collaboration could be inhibited or enabled through simulated face-to-face meetings. This research describes how the virtual ecology of SL can enable tacit knowledge creation and design collaboration and therefore contribute towards improved design innovation. It also suggests future research opportunities that could assist innovative design outcomes in other virtual worlds.</p>


2021 ◽  
Author(s):  
◽  
Peter Bryan Rive

<p>Design innovation makes a substantial contribution to the global economy, however there is a challenge to modern design praxis as design teams face difficulties when it comes to collaborators who are geographically distributed and unable to easily meet face to face in a physical context. This research undertook to interpret the knowledge creation life cycle of design innovation, and adopted a second-order cybernetic approach to describe the design process in the virtual world Second Life (SL). The researcher applied a cyber-ethnographic methodology to collect a bricolage of evidence in SL including observations; interviews; blogs; surveys; and conversations ‘in-world’. The research considered three case studies of groups in SL: Sloodlers, Studio Wikiitecture, and Design 2029 – The End Game. Three models were proposed to help describe cybernetic regulation of the design innovation ecology in SL: the spectrum of fidelity; indosymbiosis; and Lessig’s four modalities of cybernetic knowledge regulation. The first two of these were developed specifically for this research. In addition, a design innovation organism or ‘inogism’ was proposed using a biological metaphor to describe the design innovation ecology in SL. The primary research question considered how Lessig’s four modes of architecture, the law, the market, and norms all interact to affect the design ecology within SL. The secondary research questions considered how tacit knowledge creation and design collaboration could be inhibited or enabled through simulated face-to-face meetings. This research describes how the virtual ecology of SL can enable tacit knowledge creation and design collaboration and therefore contribute towards improved design innovation. It also suggests future research opportunities that could assist innovative design outcomes in other virtual worlds.</p>


Author(s):  
Pete Rive ◽  
Aukje Thomassen

Second Life is a popular virtual world that can provide us with valuable lessons about international collaboration and design innovation. This chapter will explore how design practice and design education can assist geographically dispersed design teams working on collaborative designs in a shared virtual space, using real-time 3D constructions and communication tools. We contend that Second Life can provide solutions to collaborative international design and enable knowledge creation and innovation through tacit knowledge exchange.


1991 ◽  
Author(s):  
Richard K. Wagner
Keyword(s):  

2010 ◽  
Author(s):  
Robert A. Fox ◽  
Frank Schowengerdt ◽  
Dale Boucher ◽  
Bill Larson ◽  
Lutz Richter

Author(s):  
Honghai LI ◽  
Jun CAI

The transformation of China's design innovation industry has highlighted the importance of design research. The design research process in practice can be regarded as the process of knowledge production. The design 3.0 mode based on knowledge production MODE2 has been shown in the Chinese design innovation industry. On this cognition, this paper establishes a map with two dimensions of how knowledge integration occurs in practice based design research, which are the design knowledge transfer and contextual transformation of design knowledge. We use this map to carry out the analysis of design research cases. Through the analysis, we define four typical practice based design research models from the viewpoint of knowledge integration. This method and the proposed model can provide a theoretical basis and a path for better management design research projects.


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