Ergonomics in the Automotive Design Process

2016 ◽  
Author(s):  
Vivek D. Bhise
Author(s):  
David Obstfeld

This chapter illustrates the BKAP model with an extended ethnographic case to show how network and knowledge processes interact to produce routine-based innovative action over time. The chapter first provides relevant context for the automotive design process, after which the author walks through the extended case in three phases of activity and analysis: the first phase involves disruption of the existing design routine and the initial challenges experienced by the manual shifter “crunch team” in its efforts to respond to that disruption; the second and third phases contrast two pairs of actors (two engineers and two sets of designers) who attempt to mobilize support for innovation. In both phase two and phase three, successful innovation advocates mobilized action through brokerage and knowledge articulation to get new things done.


2013 ◽  
Author(s):  
Lori B. Stone ◽  
Abigail Lundquist ◽  
Stefan Ganchev ◽  
Nora Ladjahasan

Author(s):  
Catarina LELIS

The brand is a powerful representational and identification-led asset that can be used to engage staff in creative, sustainable and developmental activities. Being a brand the result of, foremost, a design exercise, it is fair to suppose that it can be a relevant resource for the advancement of design literacy within organisational contexts. The main objective of this paper was to test and validate an interaction structure for an informed co-design process on visual brand artefacts. To carry on the empirical study, a university was chosen as case study as these contexts are generally rich in employee diversity. A non-functional prototype was designed, and walkthroughs were performed in five focus groups held with staff. The latter evidenced a need/wish to engage with basic design principles and high willingness to participate in the creation of brand design artefacts, mostly with the purposeof increasing its consistent use and innovate in its representation possibilities, whilst augmenting the brand’s socially responsible values.


Author(s):  
Camilo POTOCNJAK-OXMAN

Stir was a crowd-voted grants platform aimed at supporting creative youth in the early stages of an entrepreneurial journey. Developed through an in-depth, collaborative design process, between 2015 and 2018 it received close to two hundred projects and distributed over fifty grants to emerging creatives and became one of the most impactful programs aimed at increasing entrepreneurial activity in Canberra, Australia. The following case study will provide an overview of the methodology and process used by the design team in conceiving and developing this platform, highlighting how the community’s interests and competencies were embedded in the project itself. The case provides insights for people leading collaborative design processes, with specific emphasis on some of the characteristics on programs targeting creative youth


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