scholarly journals Building Capabilities Through Democratic Dialogues

Design Issues ◽  
2018 ◽  
Vol 34 (4) ◽  
pp. 80-95 ◽  
Author(s):  
Liesbeth Huybrechts ◽  
Katrien Dreessen ◽  
Ben Hagenaars

Designers are increasingly involved in designing alternative futures for their cities, together with or self-organized by citizens. This article discusses the fact that (groups of) citizens often lack the support or negotiation power to engage in or sustain parts of these complex design processes. Therefore the “capabilities” of these citizens to collectively visualize, reflect, and act in these processes need to be strengthened. We discuss our design process of “democratic dialogues” in Traces of Coal—a project that researches and designs together with the citizens an alternative spatial future for a partially obsolete railway track in the Belgian city of Genk. This process is framed in a Participatory Design approach and, more specifically, in what is called “infrastructuring,” or the process of developing strategies for the long-term involvement of participants in the design of spaces, objects, or systems. Based on this process, we developed a typology of how the three clusters of capabilities (i.e., visualize, reflect, and act) are supported through democratic dialogues in PD processes, linking them to the roles of the designer, activities, and used tools.

2013 ◽  
Vol 1 (2) ◽  
pp. 369 ◽  
Author(s):  
Carina Sparud-Lundin ◽  
Ulrika Josefsson ◽  
Marie Berg ◽  
Anna-Lena Hellstrom ◽  
Ingalill Koinberg ◽  
...  

Background: E-health solutions are increasingly being developed to meet patients’ preferences and promote their participation in healthcare. Few studies have explored the participatory design process from the perspective of person-centeredness, including how it becomes materialized in technology. This paper explores how applied participatory approaches and the design of 4 web-based interventions directed towards long-term illness correspond to key areas of person-centeredness. Methods: Data were collected during 2009 to 2012, from 4 Swedish research projects. The analysis followed an inductive approach involving a step-wise cross-case analysis. The purpose was to create shared knowledge and understanding of each separate case and to generate relevant categories.Results: A number of question areas describe the dialogue with the case participants. Results of the dialogue are categorized into 4 support areas: psychological/emotional, personal, information and technical. Person-centeredness becomes visible in the participatory design process as the approach promotes the development of a holistic view of the person and the illness and a partnership between patients and carers. The use of communication technology exemplifies concrete materialization of person-centeredness in the design of the web-based supports. The purpose of the web supports and the shaping of the actual use of the functionalities are more abstract forms of materialization.Conclusions: Our results contribute to a central development area within eHealth involving increased opportunities for patients to contribute actively in real time, obtaining access to information and sometimes interacting with carers. However, neither participatory approaches nor technology for online information and communication, can guarantee person-centeredness in isolation.


Author(s):  
Jitesh H. Panchal ◽  
Christiaan J. J. Paredis ◽  
Janet K. Allen ◽  
Farrokh Mistree

Design processes for multiscale, multifunctional systems are inherently complex due to the interactions between scales, functional requirements, and the resulting design decisions. While complex design processes that consider all interactions lead to better designs; simpler design processes where some interactions are ignored are faster and resource efficient. In order to determine the right level of simplification of design processes, designers are faced with the following questions: a) how should complex design-processes be simplified without affecting the resulting product performance? and b) how can designers quantify and evaluate the appropriateness of different design process alternatives? In this paper, the first question is addressed by introducing a method for determining the appropriate level of simplification of design processes — specifically through decoupling of scales and decisions in a multiscale problem. The method is based on three constructs: interaction patterns to model design processes, intervals to model uncertainty resulting from decoupling of scales and decisions, and value of information based metrics to measure the impact of simplification on the final design outcome. The second question is addressed by introducing a value-of-information based metric called improvement potential for quantifying the appropriateness of design process alternatives from the standpoint of product design requirements. The metric embodies quantitatively the potential for improvement in the achievement of product requirements by adding more information for design decision making. The method is illustrated via a datacenter cooling system design example.


Author(s):  
Ammer Harb

Human Centred Design is a significant approach in design. It increases the value of design as well as helping businesses to overcome the challenges of not meeting user needs. However, the abundance of Human Centred Design tools and the difficulty to discriminate between them have created the urge to develop selection framework for these tools in regard to the design process. In this paper, I present a framework to assist in selecting Human Centred Design tools. I highlight the significance of the Human Centred Design approach. I also explain the theoretical background behind creating the framework. Then I describe the participatory design workshop method I used to support and validate the results of the theoretical background in order to further develop the selection framework. This framework can be adopted in the design field in order to facilitate the process and to support practitioners’ decisions to select suitable tools.


2016 ◽  
Vol 25 (3S) ◽  
pp. 268-271 ◽  
Author(s):  
Geir K. Hanssen ◽  
Yngve Dahl

Purpose Our purpose is to provide insight into the added value of applying a participatory design approach in the design of an interactive sound environment simulator to facilitate communication and understanding between patients and audiologists in consultation situations. Method We have applied a qualitative approach, presenting results and discussion in the form of a story, following 3 consecutive steps: problem investigation, design, and evaluation. Results We provide an overview of lessons learned, emphasizing how patients and audiologists took roles and responsibilities in the design process and the effects of this involvement. Conclusion Our results suggest that participatory design is a viable and practical approach to address multifaceted problems directly affecting patients and practitioners.


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.


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Dennis Augustsson

Innovative designs for learning have implications for the teaching practices and the system in which they are created, often with conflicting motives and tensions on systemic levels. Co-design processes with teachers and researchers require tools and concepts to grasp this complexity and to create durable changes. In the case studied in this article, activity theory and change laboratory methodologies were used in a participatory design process with a small group of teachers. Five key characteristics of the epistemological principles behind the change laboratory methodology were identified and analysed. The theoretical framework enabled tools for a collective analysis of the origin and development of systemic contradictions as well as a model to envision future practices and concrete learning designs. Findings suggest that the combination of participatory design and change laboratory methodologies can serve as a vehicle for expansive learning and new innovative learning designs in educational settings.


2017 ◽  
Vol 8 (1) ◽  
pp. 53-57 ◽  
Author(s):  
Andrea Taylor ◽  
Tara French ◽  
Sneha Raman

ObjectivesProviding access to hospice services will become increasingly difficult due to the pressures of an ageing population and limited resources. To help address this challenge, a small number of services called Virtual Hospice have been established. This paper presents early-stage design work on a Virtual Hospice to improve access to services provided by a hospice (Highland Hospice) serving a largely remote and rural population in Scotland, UK.MethodsThe study was structured as a series of Experience Labs with Highland Hospice staff, healthcare professionals and patients. Experience Labs employ a participatory design approach where participants are placed at the centre of the design process, helping to ensure that the resultant service meets their needs. Data from the Experience Labs were analysed using qualitative thematic analysis and design analysis.ResultsA number of themes and barriers to accessing Highland Hospice services were identified. In response, an initial set of seven design principles was developed. Design principles are high-level guidelines that are used to improve prioritisation and decision making during the design process by ensuring alignment with research insights. The design principles were piloted with a group of stakeholders and gained positive feedback.ConclusionsThe design principles are intended to guide the ongoing development of the Highland Hospice Virtual Hospice. However, the challenges faced by Highland Hospice in delivering services in a largely remote and rural setting are not unique. The design principles, encompassing digital and non-digital guidelines, or the design approach could be applied by other hospices in the UK or overseas.


Author(s):  
Rens G.A. BRANKAERT ◽  
M.C. WINTERMANS ◽  
Yuana LU

Dementia is increasingly becoming a societal challenge worldwide. In order to address the needs of people living with dementia through design, it is important to develop products and services in collaboration with them. For this study, a co-design approach was used to involve people with dementia throughout the design process. With them we aim to find a solution for social inclusion. This resulted in ‘Stay Tuned!’, an easy-to-use messaging radio for people with dementia, that allowed them to stay up to date with the lives of their loved ones. In this study, we used a mixed method approach including a group session, probes and an in-context evaluation. With this study, we contribute on how to involve cognitively impaired participants in co-design processes.


Author(s):  
Ting Liao ◽  
Kesler Tanner ◽  
Erin MacDonald

AbstractThe wearable products market is growing rapidly. Engaging users on an emotional level may be the key to long-term use and attracting new customers. While researchers have proposed various design approaches to realize design qualities for wearable devices, emotional needs are overlooked in the design process. To bridge this gap, we developed an approach with an online tool that uses a two-axis interactive collage for users to compare and evaluate wearable products with targeted emotion-related descriptive words. This approach enabled us to explore how users perceive products and identify types of emotions that were associated with their preferences for and perceptions of the product's form and visible characteristics. The study demonstrated this design approach to reveal insights into the relationships between product characteristics and design goals, such as user comfort, user delight, and perceived product usefulness. The results showed that products that resemble clothes were perceived as more delightful and comfortable. This study suggests that the approach can be further used to explore other design concepts or goals.


Heritage ◽  
2021 ◽  
Vol 4 (2) ◽  
pp. 985-1004
Author(s):  
Marianna Charitonidou

The article examines the principles of Giancarlo De Carlo’s design approach. It pays special attention to his critique of the modernist functionalist logic, which was based on a simplified understanding of users. De Carlo′s participatory design approach was related to his intention to replace of the linear design process characterising the modernist approaches with a non-hierarchical model. Such a non-hierarchical model was applied to the design of the Nuovo Villaggio Matteotti in Terni among other projects. A characteristic of the design approach applied in the case of the Nuovo Villaggio Matteotti is the attention paid to the role of inhabitants during the different phases of the design process. The article explores how De Carlo’s “participatory design” criticised the functionalist approaches of pre-war modernist architects. It analyses De Carlo’s theory and describes how it was made manifest in his architectural practice—particularly in the design for the Nuovo Villaggio Matteotti and the master plan for Urbino—in his teaching and exhibition activities, and in the manner his buildings were photographs and represented through drawings and sketches. The work of Giancarlo De Carlo and, especially, his design methods in the case of the Nuovo Villaggio Matteotti can help us reveal the myths of participatory design approaches within the framework of their endeavour to replace the representation of designers by a representation of users. The article relates the potentials and limits of De Carlo’s participatory design approach to more contemporary concepts such as “negotiated planning”, “co-production”, and “crossbenching”. The article also intends to explore whether there is consistency between De Carlo’s theory of participation and its application.


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