scholarly journals Co-designing social marketing programs with “bottom of the pyramid” citizens

2020 ◽  
pp. 147078532096802
Author(s):  
David Schmidtke ◽  
Sharyn Rundle-Thiele ◽  
Krzysztof Kubacki ◽  
Georgette Leah Burns

The significant challenges associated with adapting and delivering the co-design process with Bottom of the Pyramid (BoP) citizens are considered in this article, which tests a new “Empathy Building” step within the Trischler et al. seven-step co-design process model. A sequential, three-study mixed-method research design was applied to co-design a social marketing program with BoP citizens and experts, focusing on the problem of school dropout in a community in South Africa. Study 1 undertook the empathy-building step of the co-design process, which involved a 4-month ethnography in a community in South Africa. This study informed several subsequent co-design steps, including resourcing, planning, recruiting, and sensitizing. Study 2 engaged 38 participants (schoolchildren and parents) in a co-design session, challenging them to create a social marketing program for them and people like them. Study 3 delivered an evaluation session with seven key experts. This article contributes to understanding by offering a process to demonstrate how three studies used the (enhanced) co-design framework to provide a solution for a social issue, namely, prevention of school dropout. Finally, this article outlines how co-design can overcome challenges faced to work with BoP citizens through the addition of ethnography and involvement of experts at the fuzzy back-end of the co-design process to examine program implementation feasibility.

2020 ◽  
Vol 15 ◽  
Author(s):  
Jin Li ◽  
Xingsheng Jiang ◽  
Jingye Li ◽  
Yadong Zhao ◽  
Xuexing Li

Background: In the whole design process of modular fuel tank, there are some unreasonable phenomena. As a result, there are some defects in the design of modular fuel tank, and the function does not meet the requirements in advance. This paper studies this problem. Objective: Through on-the-spot investigation of the factory, a mechanical design process model is designed. The model can provide reference for product design participants on product design time and design quality, and can effectively solve the problem of low product design quality caused by unreasonable product design time arrangement. Methods: After sorting out the data from the factory investigation, computer software is used to program, simulate the information input of mechanical design process, and the final reference value is got. Results: This mechanical design process model is used to guide the design and production of a new project, nearly 3 months ahead of the original project completion time. Conclusion: This mechanical design process model can effectively guide the product design process, which is of great significance to the whole mechanical design field.


Author(s):  
Marierose Van Dooren ◽  
Valentijn Visch ◽  
Renske Spijkerman ◽  
Richard Goossens ◽  
Vincent Hendriks

Personalization, the involvement of stakeholders in the design process, is often applied in serious game design for health. It is expected to enhance the alignment of a game to the preferences and capacities of the end-user, thereby increasing the end-user’s motivation to interact with the game, which finally might enhance the aimed-for health effects of the game. However, the nature and effect of personalization have never been systematically studied, making assumptions regarding personalization ungrounded. In this literature review, we firstly provide a proposal of our Personalized Design Process-model, where personalization is defined as stakeholder involvement in the Problem Definition-, Product Design- and/or Tailoring Phase. Secondly, we conducted a systematic literature review on this model, focusing on health and its effects. In this review, 62 of the 2579 found studies were included. Analysis showed that a minority of the studies were of methodologically higher quality and some of these tested the health effect by contrasting tailored versus non-tailored games. Most studies involved stakeholders in the Tailoring Design Phase. Therefore, we conclude that involving stakeholders in the Tailoring Phase is valuable. However, to know if personalization is effective in the Product Design- and the Problem Definition Phase, more studies are needed.


Author(s):  
Tetsuo Tomiyama

Abstract This paper proposes a new design process model that unifies theoretical results of General Design Theory (GDT) and empirical findings obtained from design experiments. It first reviews the design process models that were developed within theoretical work on GDT. Then, we describe experimental work on design based on protocol analysis, which resulted in a cognitive design process model from which further a computable design process model was derived. While these experimental results are supposed to support the theoretical conclusions obtained from GDT, we could also find out incompatibilities. We then propose a new design process model, called the refinement design process model, that can unify both theoretical results of GDT and experimental finding obtained from design experiments. The refinement model has better agreements with experimental findings and suggests various issues as a guiding principle to develop a future, advanced CAD system that helps a designer to focus on functional information. We propose and illustrate the concepts of such an advanced CAD system equipped with intensive design knowledge, called a computational framework for knowledge intensive engineering.


Author(s):  
Kim A. Hosler

The purpose of this chapter is to present and discuss the instructional design process model -- ADDIE, and nine flipped course design principles, which when used in parallel, offer a means to support the development and implementation of a hybrid or flipped classroom. Discussion of the pedagogical terms hybrid, blended, flipped classrooms, and active learning, are followed by an overview of the instructional design process model ADDIE, along with evidenced-based flipped classroom design principles. A partial example of how these two frameworks may be applied to the re-design of a fully online course into a flipped or hybrid course is demonstrated, and emergent design-consideration questions are offered.


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