The Indistinct Role of Community between Architect Decisions and Design Process Stages, Case Study - Egypt

Keyword(s):  
Author(s):  
Enni-Kukka S E Tuomala ◽  
Weston L Baxter

AbstractGlobalisation and the mixing of people, cultures, religions and languages fuels pressing healthcare, educational, political and other complex sociocultural issues. Many of these issues are driven by society's struggle to find ways to facilitate deeper and more emotionally meaningful ways to help people connect and overcome the empathy gap which keeps various groups of people apart. This paper presents a process to design for empathy – as an outcome of design. This extends prior work which typically looks at empathy for design – as a part of the design process, as is common in inclusive design and human centered design process. We reflect on empathy in design and challenge the often internalised role of the designer to be more externalised, to shift from an empathiser to become an empathy generator. We develop and demonstrate the process to design for empathy through a co-creation case study aiming to bring empathy into politics. The ongoing project is set in the Parliament of Finland, and involves co- creation with six Members of the Parliament from five political parties. Outcomes of the process and case study are discussed, including design considerations for future research.


Author(s):  
Elena Barbera ◽  
Iolanda Garcia ◽  
Marc Fuertes-Alpiste

<p class="3">This paper presents a case study of the co-design process for an online course on Sustainable Development (Degree in Tourism) involving the teacher, two students, and the project researchers. The co-design process was founded on an inquiry-based and technology-enhanced model that takes shape in a set of design principles. The research had two main objectives. Firstly, to identify the moments of change that occur during the co-design process and secondly, to describe the causes and agents that motivate them. This study applied design-based research methodology and used a qualitative approach to collect, analyse, and interpret data. The results show that the co-design methodology led to moderate changes consisting of the progressive construction and refinement of the activities, seeking a sense of continuum throughout by including students’ collaboration. The findings also reveal the main role of each of the actors involved. Thus, the teacher focused on basic instructional design related aspects while students focused on improving the use of resources and learning aids. Researchers helped them to embody and achieve the proposed changes and also acted as mediators of pedagogical concepts and vocabulary. CompendiumLD software was a helpful tool to graphically represent and share the prototyping of the activities and to help analyse the design process.</p>


Author(s):  
Julia KRAMER ◽  
Julia KONG ◽  
Brooke STATON ◽  
Pierce GORDON

In this case study, we present a project of Reflex Design Collective, an experimental social equity design consultancy based in Oakland, California. Since founding Reflex Design Collective four years ago, we have reimagined the role of “designers” to transform relationships structured by oppression. To illustrate this reimagination, we present a case study of our work as ecosystem-shifters. In 2017, we facilitated a co-design innovation summit where unhoused Oakland residents led collaborative efforts to alleviate the burdens of homelessness, with city staff and housed residents serving as allies instead of experts. Our approach to design facilitation differs from a typical design thinking process by pairing our clients with those on the front-lines of social inequity in a collaborative design process. Specifically, we elevate the importance of democratized design teams, contextualized design challenges, and ongoing reflection in a design process. We highlight successes of our design facilitation approach in the Oakland homelessness summit, including outcomes and areas for improvement. We then draw higher-level key learnings from our work that are translatable to designers and managers at large. We believe our approach to equity design will provide managers and designers an alternative mindset aimed to amplify the voices of marginalized groups and stakeholders.


2021 ◽  
Vol 20 (2) ◽  
pp. 272-282
Author(s):  
Celvin Tauhid Allraysa

This research is a case study that discusses collaborative products between brand A and the SK music group. Thisresearch uses qualitative method where data collection was carried out by interviewing the manufacturers of sneakersA to find out the relationship between the products and the design process carried out on the collaboration. The resultsobtained are in the form of a design process from a manufacturer of sneakers A and the role of collaborators in eachstage of the design process. The analysis is in the form of a comparison between the data obtained from the interviews and from the literature used. From the research results, it was found that there were differences in the types of sneakers in the collaborative product series, and some of the designs did not match the image of the collaborators who were personnel of the rock music group SK. This research is expected to be a recommendation for producers and designers in designing collaborative products. In the academic field, it is also expected to open new research related to collaborative sneakers and other collaborative products.


Author(s):  
Gráinne Conole

The chapter provides a theoretical framework for understanding learning activities, centering on two key aspects: (1) the capture and representation of activities and (2) mechanisms for scaffolding the design process. The chapter begins by describing how information can be abstracted from learning activities via different forms of representation (models, iconic diagrams, textual case studies, etc.), which are defined here as ‘mediating artefacts.’ It discusses how different artefacts can be used to inform the process of designing a new learning activity. It provides an illustration of the theoretical arguments developed in the chapter by summarizing some of the findings from relevant research on learning design and uses the DialogPlus toolkit as a case study and example of a mediating artefact that can be used to support the design of a learning activity. The toolkit includes examples of learning activities (i.e., representations of activities as outlined in 1 above) as well as guidelines and support (i.e., mechanisms for scaffolding the design process as outline in 2 above). The chapter argues that this approach to learning design, which centres on the concept of mediating artefacts and their role in the design process, can be used as a descriptive framework for describing the dynamics, processes, and different aspects involved in learning design.


Author(s):  
Kristina Niedderer

Juxtaposing the nature of design and the foundations of research in the traditional science and humanities disciplines puts their differences into sharp relief. The comparison highlights the key characteristics of design – its creative and experiential nature – which any design research must take into account, as well as the theoretical foundations of research. The aim of this article is to develop an understanding of the ontological, epistemological and methodological issues of design research, and to offer a framework that can embrace equally the notions of creativity and experiential knowledge, and of academic rigour. Furthermore,the potential roles of the design process and artefact within research are examined within this theoretical framework, which suggests that design processes and artefacts can – if appropriately framed – play an important partin the research process, facilitating an approach commensurate with the aims ofdesign enquiry. A case study of the Niedderer’s own work serves to illustratethe balance and integration of theory and (creative) practice within the research process, and how this integration can enable a multi-layered contribution to the theoretical and practical advancement of the field.


Author(s):  
C. Kong ◽  
L. Zhang

Abstract. As digital technologies are becoming gradually integrated into museums and the preservation of intangible cultural heritage (ICH), museums and the exhibitions of ICH are becoming more attractive and flexible. However, digital technologies may also bring some problems, such as cultural alienation. The participation of the inheritors and communities of ICH in the design of digital exhibitions could reduce such problems. The main contribution of this paper is a co-design process model for digital exhibitions of ICH. The study was conducted by the project, “Warm Inheritors Digital Diabolo”, which aimed to enhance the digital experience of diabolo by using virtual reality technology to implement interactive digital storytelling techniques. This project involved both designers and inheritors to realize the principle of respectful design. The results demonstrated the crucial role of inheritors and communities in the design process. This paper also offers some design recommendations.


1987 ◽  
Author(s):  
William A. Worrall ◽  
Ann W. Stockman

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