scholarly journals REPRESENTATIVE DESIGN PRACTICES AS A DESIGNER’S RIGHT TO CREATIVE COMMUNICATION

Author(s):  
Oksana Lahoda

To be a designer means to create new things and new qualities of already existing things, determined by the current concepts. Information about the functions and emotional characteristics of the future product is initially reflected in the author's concept, that is, in the text about the qualities of a specific but not yet produced thing. This concept is consumer-oriented but not intended for them. Nevertheless, it becomes the basis of communication between the designer, the product manufacturer, and the consumer. This study aims to determine how the process is organized, which ensures the transformation of the designer's creative ideas into conceptual texts and then into real objects that can become productive means of socio-cultural communication. The study relies on methodological foundations of a general philosophical nature. Thus, the axiological approach, as a socially holistic complex of views, beliefs, and ideals, allows a designer to analyze the values of a modern person and consider them in the design process. The phenomenological method reveals the features of design objects involved in communication. The structural and functional approach reveals the diversity and complexity of the connections inherent in the representation practices as original forms of communication. As the mechanisms of the representative practices are constantly developing, they are one of the most effective means for creative communication. By the results obtained, we can conclude that representations designed as a self-sufficient design product denote not only an act of such communication but also protect the designer's rights to express creativity at the interpersonal, professional, and social level of communication.

Author(s):  
Christian Sternad

AbstractAging is an integral part of human existence. The problem of aging addresses the most fundamental coordinates of our lives but also the ones of the phenomenological method: time, embodiment, subjectivity and intersubjectivity, and even the social norms that grow into the very notion of aging as such. In my article, I delineate a phenomenological analysis of aging and show how such an analysis connects with the debate concerning personal identity: I claim that aging is not merely a physical process, but is far more significantly also a spiritual one as the process of aging consists in our awareness of and conscious relation to our aging. This spiritual process takes place on an individual and on a social level, whereas the latter is the more primordial layer of this experience. This complicates the question of personal identity since it will raise the question in two ways, namely who I am for myself and who I am for the others, and in a further step how the latter experience shapes the former. However, we can state that aging is neither only physical nor only spiritual. It concerns my bodily processes as it concerns the complex reflexive structure that relates my former self with my present and even future self.


Author(s):  
Takashi Asanuma ◽  
Jumpei Kawashima ◽  
Yoshiki Ujiie ◽  
Yoshiyuki Matsuoka

In recent years the demands of users and the social problems have been diverse. In design, the diverse demands of users and problems of the society have created increasingly complex design problems. Therefore, it is important to understand values and images of the design objects and analyze the relation among design objects, human beings and its environment to respond to the complicated design problems. A number of design modeling methods that realize above points have been proposed. Consequently, it is necessary for designers and engineers to derivate the exact design solution that responds to the complicated design problems. However, the framework of design modeling methods in design has not been established. Moreover, most of the current studies on the methods only respond to the problems in each aspect of design [1]. Therefore, designers and engineers apply the design modeling methods in each design process based on their knowledge and experiences. The guideline of selection for the application of design modeling methods has not been shown. Consequently, the guideline for selecting the design modeling methods is needed for designers and engineers to apply the methods appropriately in design.


2018 ◽  
Vol 2 (1) ◽  
pp. 61-70
Author(s):  
Hristiyan Toshkov Petrov

Virtual Reality does not have to be limited to only being a representation and experiential tool - it can be a powerful way of conceiving objects for our physical world as well. The unique features of this technology revolve around the usage of peripheral devices such as controllers (joysticks) and gloves in tandem with VR goggles. By using this type of modeling, designers can overcome some of the current limitations of the design process such as transitioning from sketch to model, scalability of physical models and manipulation difficulties of computer generated models. An analysis has been made of the evolution of design methodology and its natural progression to virtual and augmented reality.  Traditionally the design process of urban design objects starts on paper is evolved through computer modeling and is later tested via physical models and full-scale prototypes. Virtual reality modeling can significantly optimize this process by merging several of the design development phases into one. Sketching, building and testing can be done fully in the virtual environment and the representation of newly created objects will no longer be limited to a 2D surface such as a sheet of paper or a computer screen. The transition to 3D printing is also streamlined with the outcome of the VR designed object being a clear manifestation of the object created in virtual reality. The goal of the study is to develop a piece of urban furniture, using a virtual reality headset, joysticks and modeling software, manipulate its features and multiply/scale it within the digital environment. The research question is whether such modeling can be precise enough to not only be used as a sketching and sculpting tool but can become the next frontier after computer 3D modeling. The experiment is carried out in two different parts of the world simultaneously – USA and Bulgaria and conceived and manipulated in real-time. The results are analyzed and the advantages and disadvantages of the approach are compared to current design development tools.


2018 ◽  
Vol 7 (4.36) ◽  
pp. 1094
Author(s):  
A. I. Zhigunova ◽  
M. L. Sokolova

The present article analyzes the possibility of introducing principles of universal design into the design process of objects, the designs of which provide for the presence of light elements. Compliance with the principles of universal design will allow to fill the environment with more sophisticated design objects that will be convenient and accessible to people regardless of their features. At the same time, the designer often uses a light, or light medium in his work. Light environment can be considered the configuration of light fluxes and objects creating them, transmitting, reflecting and scattering. Such objects can be both of artificial and natural origin. If we consider questions of the interaction of light medium with objects and their aggregates (we can talk both about objects that serve as a source of light and about objects interacting with light), then we can talk about the object-light medium. 


Designs ◽  
2018 ◽  
Vol 2 (4) ◽  
pp. 53 ◽  
Author(s):  
Sarah McInerney ◽  
Banafsheh Khakipoor ◽  
Austin Garner ◽  
Thibaut Houette ◽  
Colleen Unsworth ◽  
...  

Function is a key central concept to the practice of biomimicry. Many published models of the biomimicry process include steps to identify, understand, and translate function of biological systems. Examples include functional modeling, decomposition, or abstraction with tools specifically designed to facilitate such steps. A functional approach to biomimicry yields a semantic bridge between biology and engineering, enabling practitioners from a variety of backgrounds to more easily communicate and collaborate in a biomimicry design process. Although analysis of function is likely a necessary part of biomimicry design, recent work suggests it is not sufficient without a more systematic understanding of the complex biological context in which a function exists (e.g., scale and trade-offs). Consequently, emerging tools such as ontologies are being developed that attempt to capture the intricacies of biological systems (including functions), such as their complex environmental and behavioral interactions. However, due to the complexity of such tools, they may be under-utilized. Here, we propose a solution through a computer-aided user interface tool which integrates a biomimetic ontology with a thesaurus-based functional approach to biomimicry. Through a proof of concept illustrative case study, we demonstrate how merging existing tools can facilitate the biomimicry process in a systematic and collaborative way, broadening solution discovery. This work offers an approach to making existing tools, specifically the BioMimetic Ontology, more accessible and encompassing of different perspectives via semantic translation and interface design. This provides the user with the opportunity to interface and extract information from both the Engineering-to-Biology Thesaurus and the BioMimetic Ontology in a way that was not possible before. The proposed E2BMO tool not only increases the accessibility of the BioMimetic Ontology, which ultimately aims to streamline engineers’ interaction with the bio-inspired design process, but also provides an option for practitioners to traverse biological knowledge along the way, encouraging greater interdisciplinary collaboration and consideration when conducting biomimicry research.


Author(s):  
Maiara Rosa ◽  
Henrique Rozenfeld

AbstractThis paper is contextualized in a research project that aims to create a new paradigm to support the design process, substituting the sequential nature of design process models by a flexible structure. To implement this paradigm, we must identify the final and intermediate results of the design process, such as documents, models, artefacts, among others. However, design research is wide and multidisciplinary, resulting in non-uniformity of the terminology across research communities, what hinders the results identification by means of a literature review. This paper aims to identify the terms employed by different research communities to refer to the intermediate and final results of the design process, structuring synonym terms across research communities and establishing how those terms interrelate in the design ontology. Using literature review, the following terms were analysed: design objects, elements, deliverables, entities, information, components, data, and artefacts. The results provide a holistic view of how the terms are employed throughout research communities, supporting the creation of search strings and pointing out opportunities for improving the design ontology.


2020 ◽  
Author(s):  
Deógenes Silva Junior ◽  
Roberto Pereira

In collaborative software design scenarios, Consolidation is a key process for contributions from diverse participants to be understood, reviewed, and integrated into a coherent set of design objects. However, this process is complex because it acts at different times and objects throughout a design process, and few works in literature are devoted to addressing this process and its inherent complexity. This paper presents an exploratory case study to investigate Consolidation in a Design Thinking-inspired process. As results, remarks about dimensions of Consolidation, activities where Consolidation occurred and strategies used were identified, which can be a source for designing technical features for supporting Consolidation practices.


Author(s):  
Ndrianarilala Rianantsoa ◽  
Bernard Yannou ◽  
Romaric Redon

This paper is dealing with the problem of steering the conceptual design by value. Indeed, the preliminary phase of the design process, which generates the innovative concepts that will be developed in detail, already defines broadly the created value of an innovation project. Contrarily to the detailed design that consists in design solutions refinement for well defined performances increase, the conceptual design is characterized by the fact that the design objects, like the design problems, the design concepts and knowledge, are not frozen, known or precised, and have to be defined progressively in a value creation way for customers and stakeholders. Since there are few works on this issue, we try then to suggest a conceptual design process based on the capture and evaluation of the generated intermediate objects for the maximization of the created value of this phase, and so of an innovative project. A descriptive model, a value model and a prescriptive production model of the intermediate objects are thus built and explained.


Author(s):  
Thomas Cornelis ◽  
Patrice Dubois ◽  
Jean-François Omhover ◽  
Alain Fercoq

AbstractOrganizations seeking to improve their performance, like Corporate Social Responsibility targets, face a key organisational design challenge. Designing the key components of the organization and their layout will have major impact on performances, and needs thus a robust design process. Organisation theory provides several models and methods to answer that need. Yet this design process has not been confronted to design methods literature, such as systematic design. The aim of this paper is to provide a synthesis of multiple theoretical elements coming from organization sciences, confronted with a classical engineering design model, to reveal similarities, differences and lacks of current literature on organization design. Our analysis of the available literature on organisation theory, organisation design and change management showed that this design process is close to systematic design, but we also highlighted several breaks in the design process, such as the lack of functional approach.


Open Physics ◽  
2009 ◽  
Vol 7 (3) ◽  
Author(s):  
Umberto Lucia ◽  
Gianpiero Gervino

AbstractHydrodynamic cavitation is analysed by a global thermodynamics principle following an approach based on the maximum irreversible entropy variation that has already given promising results for open systems and has been successfully applied in specific engineering problems. In this paper we present a new phenomenological method to evaluate the conditions inducing cavitation. We think this method could be useful in the design of turbo-machineries and related technologies: it represents both an original physical approach to cavitation and an economical saving in planning because the theoretical analysis could allow engineers to reduce the experimental tests and the costs of the design process.


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