scholarly journals Designing to Partner/Partnering to Design: Exploring Synergies between Cultural Transformation and Design toward a Partnership Society

2015 ◽  
Vol 2 (1) ◽  
Author(s):  
Virajita Singh

What is Cultural Transformation Theory? What is design, and design thinking? How do these topics connect with concepts of culture and material culture? How are domination and partnership as paradigms of cultural transformation expressed in design? How can design and partnership work together to achieve a partnership society, and what actions does this suggest for the future? This article addresses these questions, identifies key elements of Cultural Transformation Theory, and introduces the concepts of design and design thinking and the aspects of design as product and process. Definitions of culture and material culture that reveal a disconnect with design are discussed. This article makes the case that design and culture are reciprocally connected, and uses specific cross-cultural examples of domination and partnership as manifested in design disciplines of architecture. Current ways in which the emerging field of design thinking incorporates a partnership approach are also discussed. Finally, the article suggests ways in which cultural transformation and design can work synergistically, evolving cultures toward a partnership future while creating design expressions of such a culture. Erratum Issued March 15, 2016. On page 20, the first Eisler reference should read: Eisler, R. (2013). Human Possibilities: An Integrated Systems Approach. World Futures, The Journal of Global Education, 69:4-6 (pp. 269-289) Pacific Grove, CA: Center for Partnership Studies. Retrieved from: http://www.partnershipway.org/learn-more/articles-by-riane-eisler

2015 ◽  
Vol 2 (1) ◽  
Author(s):  
Julie De Azevedo Hanks

Eisler’s cultural transformation theory suggests that the global crises we face can be addressed only through movement to a partnership model of social organization. Drawing on cultural transformation theory and systems theory, a partnership model of family organization (PMFO) is outlined as a practical framework to guide families toward partnership relations. Eight components of PMFO are presented and expanded on as a path toward furthering familial and societal transformation. The eight tenets of a PMFO are: 1) cooperative adult leadership, 2) connecting orientation, 3) caretaking emphasis, 4) collaborative roles and rules, 5) celebration of unique contributions, 6) compassionate communication, 7) conscious language use, and 8) collection and creation of partnership stories. Finally, specific strategies of application of the PMFO will be discussed.


Author(s):  
Andra Irbīte ◽  
Aina Strode

Design thinking has become a paradigm that is considered to be useful in solving many problems in different areas:  both in development of design projects and outside of traditional design practice.  It raises the question - is design thinking understood as a universal methodology in all cases? How it is interpreted in design education? The analysis of theoretical and design related literature indicates different basic and contextual challenges facing design today: increasing scale of social, economic and industrial borders; complexity of environment and systems; requirements in all levels. As specialists and researchers in the field of design have concluded, here are multiple disconnects betweenwhat the graduate design schools are teaching at the level of methods and what skills is already needed. The problems have been found also in interdisciplinary cooperation and research. In the context of design thinking models and problem solving methods, the analysis shows that design education implementers in public higher education institutions in Latvia are ready for local and global challenges.  


2020 ◽  
Vol 1 ◽  
pp. 947-956 ◽  
Author(s):  
D. Kerpen ◽  
J. Conrad ◽  
D. Wallach

AbstractWe propose to combine Collaborative User Experience Design (CUXD) projects with the integrated product and process modelling theory CPM/PDD to formalise the CUXD process model. CPM/PDD is discussed as a Design Theory and Methodology (DTM) to describe a product as well as the product development process based on a clear distinction of characteristics and properties. CUXD is presented as a cross-disciplinary, human-centred development model. It focuses on team collaboration, relates to concepts of Design Thinking, Agile Development as well as Lean UX and it highlights user experience metrics.


2019 ◽  
Vol 33 (4) ◽  
pp. 437-455 ◽  
Author(s):  
Rebecca Pope-Ruark

In this special issue, we explore design thinking as a broad conceptual process as well as a tool that might align with the work of technical and professional communication (TPC) programs. But what is design thinking? What are the benefits and drawbacks of the process? Can design thinking be used to help students address rhetorical challenges and complex problems? How is design thinking showing up in the field, and does it belong in TPC programs? Four scholars explore these questions in their niche areas: process, usability and user design, technical communication, and industry and programmatic perspectives.


2017 ◽  
Author(s):  
Rui Martiniano ◽  
Lara M Cassidy ◽  
Ros Ó’Maoldúin ◽  
Russell McLaughlin ◽  
Nuno M Silva ◽  
...  

AbstractWe analyse new genomic data (0.05-2.95x) from 14 ancient individuals from Portugal distributed from the Middle Neolithic (4200-3500 BC) to the Middle Bronze Age (1740-1430 BC) and impute genomewide diploid genotypes in these together with published ancient Eurasians. While discontinuity is evident in the transition to agriculture across the region, sensitive haplotype-based analyses suggest a significant degree of local hunter-gatherer contribution to later Iberian Neolithic populations. A more subtle genetic influx is also apparent in the Bronze Age, detectable from analyses including haplotype sharing with both ancient and modern genomes, D-statistics and Y-chromosome lineages. However, the limited nature of this introgression contrasts with the major Steppe migration turnovers within third Millennium northern Europe and echoes the survival of non-Indo-European language in Iberia. Changes in genomic estimates of individual height across Europe are also associated with these major cultural transitions, and ancestral components continue to correlate with modern differences in stature.Author SummaryRecent ancient DNA work has demonstrated the significant genetic impact of mass migrations from the Steppe into Central and Northern Europe during the transition from the Neolithic to the Bronze Age. In Iberia, archaeological change at the level of material culture and funerary rituals has been reported during this period, however, the genetic impact associated with this cultural transformation has not yet been estimated. In order to investigate this, we sequence Neolithic and Bronze Age samples from Portugal, which we compare to other ancient and present-day individuals. Genome-wide imputation of a large dataset of ancient samples enabled sensitive methods for detecting population structure and selection in ancient samples. We revealed subtle genetic differentiation between the Portuguese Neolithic and Bronze Age samples suggesting a markedly reduced influx in Iberia compared to other European regions. Furthermore, we predict individual height in ancients, suggesting that stature was reduced in the Neolithic and affected by subsequent admixtures. Lastly, we examine signatures of strong selection in important traits and the timing of their origins.


Author(s):  
Caitríona Ní Shé ◽  
Orna Farrell ◽  
James Brunton ◽  
Eamon Costello

Online education is becoming the norm in higher education. Effective instructional design methods are required to ensure that “ever-connected” students’ needs are being met. One potential method is design thinking: an agile methodology that stresses the importance of empathy with the student. The #OpenTeach fully online course was designed using design thinking principles and delivered in Spring 2020. This article reports on a case study which focused on the use of design thinking to design and develop the #OpenTeach course. The five iterative stages of design thinking (empathy, define, ideate, prototype and test) were integrated into the design and development of the course materials. The findings of this study indicate that the use of the design thinking process may be used by instructional designers to achieve empathy with their learners, which will ensure learners successfully engage and achieve the learning objectives of the course. Implications for practice or policy: A rich case study of the successful integration of design thinking within the instructional design methodology of an online teacher education project is valuable to educationalists who wish to follow a user-cntred empathetic approach. Instructional designers should focus on empathising with their student cohort to successfully engage students in the content that has been designed, and developed, as part of an online course.


Author(s):  
Gregory D. Wilson ◽  
Colleen M. Delaney ◽  
Phillip G. Millhouse

This chapter investigates Mississippian beginnings in three regions; the Lower Illinois River Valley, the Central Illinois River Valley, and the Apple River Valley. During the eleventh and twelfth centuries each region witnessed a cultural transformation represented archaeologically in the appearance of Cahokian-style material culture. The nature of this transformation was highly variable as the inhabitants of some regions came to embrace a more complete assortment of Cahokian traditions than others.


Author(s):  
Brian Cuthbert ◽  
Trevor Vaugh ◽  
Fiona C. Chambers
Keyword(s):  

Author(s):  
Choirul Anam ◽  
Muria Ilham Priharto

This study aims to overcome what is experienced by blind children and to invite blind children to take part in playing and not forgetting to put forward special design aesthetics for blind children. The results found result from primary data collection from observations of the daily activities of the subject and interviews with the subject, teacher, and subject's parents and secondary data got from literacy results from related research sources. The research subjects were taken from students of SDLB-A YPAB SURABAYA. The research method used is design thinking by approaching the subject. In the ultimate result, an innovative traditional snake and ladder game was found which was changed in such a way as to be accessible so that it was more friendly for blind children to use.


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