scholarly journals Design Science: Approach to Build Design Thinking for Student

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).

2016 ◽  
Vol 138 (10) ◽  
Author(s):  
Katherine K. Fu ◽  
Maria C. Yang ◽  
Kristin L. Wood

Design principles are created to codify and formalize design knowledge so that innovative, archival practices may be communicated and used to advance design science and solve future design problems, especially the pinnacle, wicked, and grand-challenge problems that face the world and cross-cutting markets. Principles are part of a family of knowledge explication, which also include guidelines, heuristics, rules of thumb, and strategic constructs. Definitions of a range of explications are explored from a number of seminal papers. Based on this analysis, the authors pose formalized definitions for the three most prevalent terms in the literature—principles, guidelines, and heuristics—and draw more definitive distinctions between the terms. Current research methods and practices with design principles are categorized and characterized. We further explore research methodologies, validation approaches, semantic principle composition through computational analysis, and a proposed formal approach to articulating principles. In analyzing the methodology for discovering, deriving, formulating, and validating design principles, the goal is to understand and advance the theoretical basis of design, the foundations of new tools and techniques, and the complex systems of the future. Suggestions for the future of design principles research methodology for added rigor and repeatability are proposed.


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.


Author(s):  
Katherine K. Fu ◽  
Maria C. Yang ◽  
Kristin L. Wood

Design principles are created to codify and formalize design knowledge so that innovative, archival practices may be communicated and used to advance design science and solve future design problems, especially the pinnacle, wicked, and grand-challenge problems that face the world and cross-cutting markets. Principles are part of a family of knowledge explication, which also include guidelines, heuristics, rules of thumb, and strategic constructs. Definitions including a range of explications are explored from a number of seminal papers. Based on this analysis, the authors pose formalized definitions for the three most prevalent terms in the literature — principles, guidelines, and heuristics. Current research methods and practices with design principles are categorized and characterized. In analyzing the methodology for discovering, deriving, formulating and validating design principles, the goal is to understand and advance the theoretical basis of design, the foundations of new tools and techniques, and the complex systems of the future. Suggestions for the future of design principles research methodology for added rigor and repeatability are proposed.


2015 ◽  
Vol 28 (3) ◽  
pp. 529-543 ◽  
Author(s):  
Jong Seok Lee ◽  
Richard Baskerville ◽  
Jan Pries-Heje

Purpose – The purpose of this paper is to suggest that translating a design theory (DT) into practice (e.g. creating an instance design artifact (IDA)) is hardly straight-forward and requires substantial creativity. Specifically the authors suggest that adopting a DT embodies a creativity passdown effect in which the creative thinking of a team of design theorist(s) inherent in DT invokes a creative mind of a team of artifact instance designer(s) in creating an IDA. In this study, the authors empirically investigate the creativity passdown effect through an action case in which a DT (DT nexus) was applied in creating an IDA (multi-outsourcing decision-making tool). Design/methodology/approach – The case methodology applied here is described as an action case. An action case is a hybrid research approach that combines action research and interpretive case approaches. It combines intervention and interpretation in order to achieve both change and understanding. It is a form of soft field experiment with less emphasis on iteration and learning and more on trial and making. The approach is holistic in philosophy, and prediction is not emphasized. The intervention in the case was that of an instance designer team introducing a previously published DT as a basis for creating an IDA. Findings – The experience in the action case suggests that using a DT in creating an IDA may encourage design thinking, and in certain way increase its power and practical relevance by fostering the creative mind of instance designers. Indeed, DTs provide a scientific basis for dealing with an instance problem, and this evokes the creativity mind of instance designers. Without such a scientific basis, it is a lot more challenging for instance artifact designers to deal with instance problems. Research limitations/implications – This study contributes to the literature concerning design science research, as it challenges the notion that adopting scientific design knowledge limits creativity inherent in creating IDA by illustrating creative elements involved in adopting DT as a basis for creating IDAs. Practical implications – This study offers implications to practice, as it provides new insights regarding how DT can be used in instance design activities. Originality/value – A report of this research previously appeared as a conference paper. However, the attached journal version has been completely rewritten to additionally contribute to the literature concerning design science research beyond the conference version. More specifically, in this version, the authors conceptualize adopting a DT to build an IDA as a theoretical basis, and the authors challenge the notion that adopting scientific design knowledge limits creativity inherent in creating IDA by illustrating creative elements involved in executing DT as a basis for creating IDAs.


Humaniora ◽  
2020 ◽  
Vol 11 (2) ◽  
pp. 137-144
Author(s):  
Ahmad Faisal Choiril Anam Fathoni ◽  
Jehezkiel Christian Ray

The research aimed to apply batik motifs to strengthen the differentiation of characters in the form of adventure games that could be an interesting and effective learning medium for introducing music theory. In order to work towards achieving its objective, developing interest in music theory by using games and animations specifically to approach more people and make this project sustainable, these games were supposed to be aimed into intellectual property. Therefore to be able to make it competitive, strong differentiation was needed as so many IP characters emerged as competitors. One of the strengths that could be added to these characters was by applying local content. It was a strong differentiator and could be developed with a deeper philosophy so that it had a wealth that could be developed more widely in the future, which in this case was using batik. To achieve goal, the research used the design thinking method and qualitative methodology to collect data. The researchers collected data through the process of document research, an observation about the implementation of batik patterns in character design for animation. The result is the characters’ designs of a game to teach music theory using batik pattern application. In conclusion, the batik pattern has the potential to strengthen differences in character design.


TechTrends ◽  
2019 ◽  
Vol 64 (2) ◽  
pp. 238-247 ◽  
Author(s):  
Meng-Fen Grace Lin ◽  
Ariana Eichelberger
Keyword(s):  

Information ◽  
2021 ◽  
Vol 12 (1) ◽  
pp. 21
Author(s):  
Johannes Ossig ◽  
Stephanie Cramer ◽  
Klaus Bengler

In the human-centered research on automated driving, it is common practice to describe the vehicle behavior by means of terms and definitions related to non-automated driving. However, some of these definitions are not suitable for this purpose. This paper presents an ontology for automated vehicle behavior which takes into account a large number of existing definitions and previous studies. This ontology is characterized by an applicability for various levels of automated driving and a clear conceptual distinction between characteristics of vehicle occupants, the automation system, and the conventional characteristics of a vehicle. In this context, the terms ‘driveability’, ‘driving behavior’, ‘driving experience’, and especially ‘driving style’, which are commonly associated with non-automated driving, play an important role. In order to clarify the relationships between these terms, the ontology is integrated into a driver-vehicle system. Finally, the ontology developed here is used to derive recommendations for the future design of automated driving styles and in general for further human-centered research on automated driving.


2020 ◽  
Vol 53 (2) ◽  
pp. 10196-10201
Author(s):  
Hans-Jürgen Buxbaum ◽  
Sumona Sen ◽  
Ruth Häusler

Molecules ◽  
2020 ◽  
Vol 26 (1) ◽  
pp. 173
Author(s):  
Marina Kurbasic ◽  
Ana M. Garcia ◽  
Simone Viada ◽  
Silvia Marchesan

Bioactive hydrogels based on the self-assembly of tripeptides have attracted great interest in recent years. In particular, the search is active for sequences that are able to mimic enzymes when they are self-organized in a nanostructured hydrogel, so as to provide a smart catalytic (bio)material whose activity can be switched on/off with assembly/disassembly. Within the diverse enzymes that have been targeted for mimicry, hydrolases find wide application in biomaterials, ranging from their use to convert prodrugs into active compounds to their ability to work in reverse and catalyze a plethora of reactions. We recently reported the minimalistic l-His–d-Phe–d-Phe for its ability to self-organize into thermoreversible and biocatalytic hydrogels for esterase mimicry. In this work, we analyze the effects of terminus modifications that mimic the inclusion of the tripeptide in a longer sequence. Therefore, three analogues, i.e., N-acetylated, C-amidated, or both, were synthesized, purified, characterized by several techniques, and probed for self-assembly, hydrogelation, and esterase-like biocatalysis. This work provides useful insights into how chemical modifications at the termini affect self-assembly into biocatalytic hydrogels, and these data may become useful for the future design of supramolecular catalysts for enhanced performance.


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