Building Design Thinking into Content Strategy

Author(s):  
Quan Zhou
2021 ◽  
pp. 004728162110419
Author(s):  
Gustav Verhulsdonck ◽  
Tharon Howard ◽  
Jason Tham

Technical and professional communication (TPC) and user experience (UX) design are often seen as intertwined due to being user-centered. Yet, as widening industry positions combine TPC and UX, new streams enrich our understanding. This article looks at three such streams, namely, design thinking, content strategy, and artificial intelligence to uncover specific industry practices, skills, and ways to advocate for users. These streams foster a multistage user-centered methodology focused on a continuous designing process, strategic ways for developing content across different platforms and channels, and for developing in smart contexts where agentive products act for users. In this article, we synthesize these developments and draw out how these impact TPC.


2018 ◽  
pp. 29-40
Author(s):  
Mykola Blyzniuk

The Target Program for the Development of Education of Ukraine observes the priority of strategic thinking directed towards the future. The need for the formation of an "innovative person" (as defined by V. Kremin) aims at considering the methodology of education as a factor in the innovation activity of man. "Innovative person" shows activity, self-acceptance, self-organization, self-control in realization of own possibilities. The formation of an innovative personality depends both on the formation of artistic-figurative and rational thinking, as well as on the strategic, system-building, design thinking, which is aimed at the future. It is the ability to project activities is a condition for the success of the individual, a criterion for identifying its innovative potential. The article presents an analysis of the approaches of domestic and foreign scientists to the interpretation of such phenomenon as pedagogical design. The role and place of pedagogical design in the modern educational process, in particular on the basis of information, is analyzed. The aspects of pedagogical design are determined which are the most important when creating electronic educational resources. Examples of models of pedagogical design are presented. Principles are developed and an analysis of the project approach is given.


Buildings ◽  
2018 ◽  
Vol 8 (12) ◽  
pp. 167 ◽  
Author(s):  
Masa Noguchi ◽  
Nan Ma ◽  
Catherine Woo ◽  
Hing-wah Chau ◽  
Jin Zhou

Growing ageing population today may be necessitating building design decision makers to reconsider the indoor environmental quality (IEQ) standards in a way that accommodates senior occupants’ diverse and individual needs and demands. An experience design approach to rationalising and individualising end-user experience on how to utilise tangible products may serve to reflect user perceptions. Generally, architectural design practices tend to incorporate neither IEQ monitoring and analysis data, nor environmental experience design today. In response to the need for filling this gap, the authors of this paper conducted a feasibility study previously that led to structuring and defining an ‘Environmental Experience Design’ (EXD) research framework. Based on the previous case study on the collective spatial analysis and IEQ monitoring results, this paper further explored the usability and applicability of this proposed EXD framework particularly to the previously documented aged care facility in Victoria, Australia, which has been stressing active ageing agendas. This EXD framework usability experiment helped to build the capacity for engaging the subjectivity and objectivity of end users’ expectations, desires, and requirements in the architectural design thinking process. Nonetheless, due to the limitation of this initial and fundamental usability study’s resources and the objective, the necessity of adjusting the scale and scope of EXD analyses emerged. Moreover, the universality of this EXD research framework usage under various architectural typologies and user conditions yet require further attempts and investigations.


Author(s):  
Leanne SOBEL ◽  
Jochen SCHWEITZER ◽  
Bridget MALCOLM ◽  
Lars GROEGER

This case study reflects on the role of design thinking mindsets in building design thinking capability within professional services consultancies. The nine design thinking mindset attributes developed by Schweitzer et. al (2016) formed the basis of five engagements with consultancies including workshops and semi-structured interviews. Data collection and observation by the authors identified key themes relating to the role of design thinking mindsets at an individual, team and organisational level, as well as the challenges and opportunities of embedding design thinking mindsets to build capability. The authors believe that capability development through the use of design thinking mindsets has the potential to support professional service consultancies to make more significant progress in embedding design thinking beyond the current focus on methods. Potential experiential learning frameworks and measurement tools are also identified.


2015 ◽  
Vol 4 (4) ◽  
pp. 34
Author(s):  
Guangyu Zou

<p>Architectural design thinking innovation is the innovative thinking activities of inside and outside area of building, in order to meet the daily life and entertainment needs. With the development of economy, people have increasingly high design requirements for the building, which requires designers to improve their innovative thinking and ability of aestheticism. It continually innovate and inspire talent during the building design, and combine the theory and actual situation, in order to develop the new realm of architectural design work. This paper will mainly analyze and discuss the architectural design innovation thinking.</p>


2020 ◽  
Vol 7 (1) ◽  
pp. 19-31
Author(s):  
Winta adhitia Guspara

ABSTRACTThe existence of products (artifacts) was not a major element in the design paradigm. Product is like tools to help for designing scenarios, realizing the future, and building design knowledge. Planning and making of a product should have an interconnection between the user, product and environment (e.g. space, social, ecological). Accordingly, three main aspects work on the interconnection of product existence. First is the "action" aspect that the product created when changing user behavior. The second is the aspect of "matter" which talks about functions and purpose to meet user needs. The third is the aspect of "limitation" that arises when every limitation, need, and behavior meets each other. There is one important thing in that discourse, which is how the three aspects (i.e. action, matter, limitation) work and they are interconnected to build of the three design goals (i.e. scenario, future, design knowledge). The fundamental problem for product development was the gap between design theory and design practice. This situation occurs because the development of a product has been moving from the past and present until the future. The issue of conditions and time could not be done through sketches, visual images or also involving tinkering processes involving components and materials. Relied on that, this article invites us to discuss design in a frame of mind called design science. The background of this discussion is an activity, process and design thinking that takes place and address product design students when developing a product. The goals to be achieved through this article is to get compatible design knowledge between the theory (head) and practical aspects (hands).Design Science: Pendekatan untuk Membangun Cara Berpikir Desain bagi Mahasiswa ABSTRAK Keberadaan produk (artifak) bukan merupakan unsur utama dalam paradigma desain. Produk lebih merupakan alat untuk merancang skenario, mewujudkan masa depan, dan membangun pengetahuan desain. Perancangan dan pembuatan sebuah produk harus dapat menghubungkan antara pengguna, produk dan lingkungan (e.g. ruang, sosial, ekologi). Berdasar hal tersebut, terdapat tiga aspek utama yang bekerja pada hubungan keberadaan produk. Pertama yaitu aspek “action” yang ditimbulkan oleh produk ketika merubah perilaku pengguna. Kedua ialah aspek “matter” yang berbicara mengenai fungsi dan tujuan untuk memenuhi kebutuhan pengguna. Ketiga ialah aspek “limitation” yang muncul ketika setiap keterbatasan, kebutuhan, dan perilaku saling bertemu. Terdapat satu perkara penting dalam wacana di atas yaitu bagaimana ketiga aspek (action, matter, limitation) bekerja dan saling terhubung untuk membangun ketiga tujuan desain (skenario, masa depan, pengetahuan desain). Masalah mendasar untuk pengembangan produk adalah kesenjangan antara teori desain dan praktik desain. Situasi ini terjadi karena pengembangan suatu produk bergerak pada masa lalu, sekarang, dan kedepan. Persoalan kondisi dan waktu ini tidak bisa hanya dilakukan melalui sketsa, gambar visual atau juga melibatkan proses utak-atik yang melibatkan komponen dan bahan. Berdasar pada hal itu, maka artikel ini mengajak untuk membahas desain dalam sebuah kerangka pemikiran yang disebut sebagai design science. Latar belakang pembahasan yang digunakan ialah aktivitas, proses dan berpikir desain yang berlangsung pada mahasiswa ketika melakukan pengembangan sebuah produk. Hasil yang ingin dicapai melalui artikel ini ialah mendapatkan pengetahuan desain yang kompatibel antara teori (kepala) dan aspek praktis (tangan).


2022 ◽  
pp. 004728162110725
Author(s):  
Jason Tham ◽  
Tharon Howard ◽  
Gustav Verhulsdonck

This article follows up on the conversation about new streams of approaches in technical communication and user experience (UX) design, i.e., design thinking, content strategy, and artificial intelligence (AI), which afford implications for professional practice. By extending such implications to technical communication pedagogy, we aim to demonstrate the importance of paying attention to these streams in our programmatic development and provide strategies for doing so.


BMJ Leader ◽  
2020 ◽  
pp. leader-2019-000197
Author(s):  
Adler Archer ◽  
Jasmine Mcneil ◽  
Teresa Johnson ◽  
Ewan Ferlie ◽  
Paul Nagy

BackgroundAcademic health science centres are an ideal location to translate innovative discoveries into clinical practice. However, increased cost, decreased time and encroaching technology are few of the challenges that academic clinicians face in an increasingly digitised healthcare industry. Academic health science centres have begun creating training to involve clinicians in developing and deploying innovative solutions. Few of these programmes engage clinicians in interactive and interdisciplinary activities.ApproachHexcite is a 16-week entrepreneurship training programme at Johns Hopkins. During the programme, clinicians with innovative clinical software ideas learn how to launch start-ups. Clinicians accepted into the programme team up with a business expert, design expert and technical expert. Teams participate in 15 expert-led interactive 3-hour workshops, interview potential customers, regularly pitch their ideas to industry experts and iteratively refine their products.MethodsThis report examined anonymous participant feedback, quantitative data from team productivity reports, and interview responses between 2015 and 2019. Outcomes were assessed using the Kirkpatrick Model.Results and conclusionMany clinicians reported improved understanding of team building, design thinking and marketing communications as well as increased involvement in innovation. Many teams received funding after Hexcite. Outcomes from previous cohorts will guide more robust evaluation measures for future cohorts.


2014 ◽  
Vol 638-640 ◽  
pp. 2218-2221
Author(s):  
Li Ting Jiang

From the development process of green building, this paper introduces the concept of green building, sums up the humanistic concept importance in green building design, notes human factors in today's situation will gradually become the main line of green building design, discusses in detail the design guiding ideology of humanism idea under the green building background, and points out that the spatial strategy and environmental strategy combining, encourage green creativity, pay more attention to the interests of main body, strengthen the architect's responsibility and social orientation, is an effective way to achieve green building goals. Also call for the human factors into the evaluation standard for green building as soon as possible.


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