scholarly journals THE APPLICATION OF NORMAN’S THREE LEVELS DESIGN-THEORY FOR ARTEFACT ANALYSIS OF CULTURAL RELATED DESIGN PROCESS

2020 ◽  
Vol 3 (1) ◽  
pp. 21-30
Author(s):  
Wean Ting Cheng ◽  
Musdi Shanat

Culture always associate with human activity which could give an identity. Any culture that associate with materials and objects is an aid to the creation of lasting identities. The culture will suffer loss and extinction due to less attention and preservation. In reality, designers seem less to care in injecting the cultural value in their creation and facing hardship in translating a culture object into a product. Designing a product with a cultural element could emphasis its sentimental and commercial value in the global market. Therefore, this paper aims at proposing a design process framework on how culture can be employed to generate and create product. The proposed framework explains how a culture object can inspire designers to create a product with the intervention of Norman’s Three levels of Design theory. The Artefact Analysis and online survey are used to obtain the finding and creating a proof of concept that the proposed framework model capable to provide valuable references for designing a culture-inspired product. On the other hand, the local identity could be brought up globally through culture-inspired products.

2013 ◽  
Vol 1 (1) ◽  
pp. 158-178
Author(s):  
Urcun John Tanik

Cyberphysical system design automation utilizing knowledge based engineering techniques with globally networked knowledge bases can tremendously improve the design process for emerging systems. Our goal is to develop a comprehensive architectural framework to improve the design process for cyberphysical systems (CPS) and implement a case study with Axiomatic Design Solutions Inc. to develop next generation toolsets utilizing knowledge-based engineering (KBE) systems adapted to multiple domains in the field of CPS design automation. The Cyberphysical System Design Automation Framework (CPSDAF) will be based on advances in CPS design theory based on current research and knowledge collected from global sources automatically via Semantic Web Services. A case study utilizing STEM students is discussed.


2021 ◽  
Vol 1 ◽  
pp. 3051-3060
Author(s):  
Caroline Jobin ◽  
Sophie Hooge ◽  
Pascal Le Masson

AbstractThe literature on design distinguishes between exploration-based experimentation and validation-based experimentation. This typology relies on an assumption that exploration and validation cannot and should not be performed simultaneously in the same experimentation. By contrast, some practitioners, such as les Sismo, propose that proof of concept might combine these two logics. This raises the question of what design logic might enable this type of combination of exploration and validation. We first use design theory to build an experimentation design framework. This framework highlights a typology of proof logics in experimentation related to proof of the known and proof of the unknown. Second, we show that these proof models are supported by les Sismo's cases and describe a diversity of arrangements of exploration and validation mechanisms: sequential, parallel, and combinational. Through the formalisation of proof of concept as a double proof (proof of the known and proof of the unknown), we show that proof of concept can be more than a tool for the go/no-go decision by gradually validating propositions, questioning the relevance of propositions, and discovering new propositions to be investigated and tested.


Author(s):  
Camila Freitas Salgueiredo ◽  
Armand Hatchuel

AbstractIs biologically inspired design only an analogical transfer from biology to engineering? Actually, nature does not always bring “hands-on” solutions that can be analogically applied in classic engineering. Then, what are the different operations that are involved in the bioinspiration process and what are the conditions allowing this process to produce a bioinspired design? In this paper, we model the whole design process in which bioinspiration is only one element. To build this model, we use a general design theory, concept–knowledge theory, because it allows one to capture analogy as well as all other knowledge changes that lead to the design of a bioinspired solution. We ground this model on well-described examples of biologically inspired designs available in the scientific literature. These examples include Flectofin®, a hingeless flapping mechanism conceived for façade shading, and WhalePower technology, the introduction of bumps on the leading edge of airfoils to improve aerodynamic properties. Our modeling disentangles the analogical aspects of the biologically inspired design process, and highlights the expansions occurring in both knowledge bases, scientific (nonbiological) and biological, as well as the impact of these expansions in the generation of new concepts (concept partitioning). This model also shows that bioinspired design requires a special form of collaboration between engineers and biologists. Contrasting with the classic one-way transfer between biology and engineering that is assumed in the literature, the concept–knowledge framework shows that these collaborations must be “mutually inspirational” because both biological and engineering knowledge expansions are needed to reach a novel solution.


Author(s):  
Mats Nordlund ◽  
Taesik Lee ◽  
Sang-Gook Kim

In 1977, Nam P Suh proposed a different approach to design research. Suh’s approach was different in that it introduced the notions of domains and layers in a 2-D design thinking and stipulated a set of axioms that describes what is a good design. Following Suh’s 2-D reasoning structure in a zigzagging manner and applying these axioms through the design process should enable the designer to arrive at a good design. In this paper, we present our own experiences in applying Suh’s theories to software design, product design, organizational design, process design, and more in both academic and industrial settings. We also share our experience from teaching the Axiomatic Design theory to students at universities and engineers in industry, and draw conclusions on how best to teach and use this approach, and what results one can expect. The merits of the design axioms are discussed based on the practical experiences that the authors have had in their application. The process developed around the axioms to derive maximum value (solution neutral environment, design domains, what-how relationship, zig-zag process, decomposition, and design matrices) is also discussed and some updates are proposed.


2019 ◽  
Vol 8 (4) ◽  
pp. 195
Author(s):  
Fathi Bashier

This article presents the initial findings of the design research carried out during the last semester by the master of architecture students at Wollega University, Ethiopia. The research goal is the creation of new knowledge to improve the design process. The dissatisfaction with the outcomes of the conventional design approach has led to rising concern and growing awareness of the need to evaluate design outcomes and to learn from the failure. That inadequate understanding of design problems leads frequently to design failure suggests that the evaluation of design outcomes can be made by assessing the way architects develop understanding of design problems, and how they use that understanding for developing knowledge base of the design process. The assumption is that architects’ understanding of design problems can be assessed by examining the way data is used for developing the knowledge base of the design process. The students surveyed the architects’ views in order to produce knowledge, which can be used to develop methods for discovering how inadequate data contributes to miss-informed design decisions; and methods for assessing the architects’ understanding of design problems. In this article the survey findings are analyzed and documented; and, the way the insight drawn from the inquiry can be used in future research for developing design theory, is discussed.Keywords: design outcomes, failure, evaluation, questionnaire, analyze


Author(s):  
K. T. D. Tousant ◽  
S. Fai

<p><strong>Abstract.</strong> The intent of this paper is to demonstrate the cultural value that Virtual Heritage experiences can generate. As a proof of concept, game resolution assets were optimized from high polygon image based models (IBMs) and rendered in real-time, within a Head Mounted Display (HMD). The case study of lot 3317 was chosen to facilitate heuristic explorations pertinent to the history of the St. Lawrence Seaway, Canada. This case study explores methods in creating and validating heritage values, while valourizing assets as a cultural resource for use in the future. While at the same time, challenging the current spatial dynamics by conceptually reducing the distance between the viewer and the flooded landscape. In addition to demonstrating the cultural values generated through the veneration of lot 3317, the paper aims to provide a model for optimizing and post processing meshes produced through Under-Water Image-Base Modelling.</p>


2018 ◽  
Vol 15 ◽  
pp. 99-106 ◽  
Author(s):  
Tiina Ervasti ◽  
Hilppa Gregow ◽  
Andrea Vajda ◽  
Terhi K. Laurila ◽  
Antti Mäkelä

Abstract. An online survey was used to map the needs and preferences of the Finnish general public concerning extended-range forecasts and their presentation. First analyses of the survey were used to guide the co-design process of novel extended-range forecasts to be developed and tested during the project. In addition, the survey was used to engage the respondents from the general public to participate in a one year piloting phase that started in June 2017. The respondents considered that the tailored extended-range forecasts would be beneficial in planning activities, preparing for the weather risks and scheduling the everyday life. The respondents also perceived the information about the impacts of weather conditions more important than advice on how to prepare for the impacts.


Author(s):  
Tetsuo Tomiyama

Abstract This paper proposes a new design process model that unifies theoretical results of General Design Theory (GDT) and empirical findings obtained from design experiments. It first reviews the design process models that were developed within theoretical work on GDT. Then, we describe experimental work on design based on protocol analysis, which resulted in a cognitive design process model from which further a computable design process model was derived. While these experimental results are supposed to support the theoretical conclusions obtained from GDT, we could also find out incompatibilities. We then propose a new design process model, called the refinement design process model, that can unify both theoretical results of GDT and experimental finding obtained from design experiments. The refinement model has better agreements with experimental findings and suggests various issues as a guiding principle to develop a future, advanced CAD system that helps a designer to focus on functional information. We propose and illustrate the concepts of such an advanced CAD system equipped with intensive design knowledge, called a computational framework for knowledge intensive engineering.


Design Issues ◽  
2021 ◽  
Vol 37 (4) ◽  
pp. 9-22
Author(s):  
Joachim Knape

Abstract This article deals primarily with object design from a production-theoretical perspective. It is focused on the question of the rhetorical achievement of design, i.e., its persuasiveness, which was already discussed by Buchanan and Krippendorf in 1985. To this day, the relationship between aesthetic and rhetorical calculuses in the design process is controversial in theoretical discussion. The solution to the problem: Aesthetics and rhetoric combine in the appeal structure (1) at the moment of creation of design and (2) at the moment of the user's decision for an object. In these processes, the design argument results from the combination of aestheticized gestalt and rhetorical appeal of an object.


Author(s):  
Shakuntala Acharya ◽  
Kiran Ghadge ◽  
B. S. C. Ranjan ◽  
Suman Devadula ◽  
Amaresh Chakrabarti

AbstractIn today's aggressive global market, innovation is key for success and design solutions require not only to achieve competitive edge, but also to address the growing environmental, social, and economic needs of the community at large. Consideration of these three pillars of sustainability makes a design inclusive, and life cycle thinking is found to be a promising approach across the literature. However, most supports for design address certain facets or aid singular tasks, and the use of design methods and tools, which have the potential to significantly improve the design process, is low due to inappropriate use and selection of these methods. InDeaTe (Innovation Design database and Template) is a holistic, knowledge-driven, computer-based tool for design of sustainable systems, such as products, manufacturing systems andservice systems and has been developed to address and integrate the aspects of sustainability on a singular design platform. It comprises of the generic design process Template that imbibes life cycle thinking into the process by incorporating consideration of every life cycle phase in each design stage, where design activities are performed iteratively. It further supports the design process by aiding the use and selection of appropriate design methods and tools in concurrence with the primary motivation of improving sustainability of the system with the aid of the InDeaTe Design Database. This paper discusses the ontological underpinnings behind the conceptualization of the InDeaTe methodology and the development of the supporting tool. The paper further reports empirical findings from six different case studies conducted for evaluating the effectiveness of InDeaTe tool in supporting design for sustainability (DfS). The results show that InDeaTe tool has potential in supporting DfS.


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