scholarly journals The Encyclopedia Hands From Design Thinking to Design Making

2016 ◽  
Vol 10 ◽  
pp. 58-64
Author(s):  
Karin Havemose

This article deals with creativity in practice and reveals the complex web of knowledge and skills that are in the things we create. Immaterial values such as traditions, memories and intentions are made visible. Also dimensions from the philosophy of knowledge are revealed: reflective judgement, aesthetic sensitivity and accountability for doing good work. The epistemology of the article is based on the theory of hermeneutic experience and empirical examples are gathered from the author’s book Things in motion – the design process (2012).

2021 ◽  
Author(s):  
Krishna Veer Tiwari

“Design thinking refers to the cognitive, strategic and practical processes by whichdesign concepts (proposals for new products, buildings, machines, etc.) are developed. Many ofthe key concepts and aspects of design thinking have been identified through studies, acrossdifferent design domains, of design cognition and design activity in both laboratory and naturalcontexts.Design thinking is also associated with prescriptions for the innovation of products and serviceswithin business and social contexts. Some of these prescriptions have been criticized foroversimplifying the design process and trivializing the role of technical knowledge and skills”


2021 ◽  
Vol 26 ◽  
pp. 709-728

Art of animation as an analysis of movement is based on the theory that the vision remains on the eye after the disappearance of the actual image, and this scientific theory is the same that the film industry was built upon. Recently, various techniques and ideas have entered the print design process as a means of expressing a phenomenon subject to the human will to change and elevate our aesthetic awareness and feelings, which rise in various forms of designs that reveal themselves in design work and are embodied in animation films. The design artwork falls within a group of intertwined elements fused with each other, reflecting the peculiarity of this work, as it is innovation and creating new and interesting things, so that the design is suitable for the desired purpose and beautifully. Perhaps the simplest type of optical illusion that can clarify to us the idea of the impression of the existence of an image that does not actually exist is represented in the decree paper. Key words: Design thinking, Typography, Animation films


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.


2021 ◽  
Author(s):  
John Hinck ◽  
Steven Davis ◽  
Justin Longmire ◽  
JB Byrnes

This paper examines how a U.S. Air Force (USAF) faculty team reimagined and redesigned an in-person Leader Development Course (LDC) to a virtual version (vLDC). Using the Design Thinking Process for Innovation (DTPI) and action research methods, a new, virtual course was imagined, designed, tested, and improved over a six-cycle-process. Data was collected via multiple sources from 121 participants (19 faculty/staff and 102 students) and analyzed using manual coding and NVivo Software. Results are organized into 22 categories under four themes (general course design, student experience, instructor experience and faculty development, and technology experience) showing a progressive refinement with key lessons learned that led to the final creation of the new virtual course. Of the five key features in action research (actions matter, context-specific research, multiple cycles and phases, inclusion of people as research target, and reflections), participants reported that multiple cycles and reflections were most important in relation to the DTPI so that change could be enacted that reflected participant voices in the design process of the virtual course. The application of the DTPI using action research methods produced results and lessons learned in the design process that contribute to the theory and practice on developing and teaching in a virtual learning environment. The study fills a gap in the scholarly field and informs other institutions on the process, failures, and successes of course redesign to a virtual version.Keywords: design thinking process for innovation, action research, USAF, leader development


2021 ◽  
Vol 2021 ◽  
pp. 1-17
Author(s):  
Wenjin Yang ◽  
Jian-Ning Su ◽  
Shutao Zhang ◽  
Kai Qiu ◽  
Xinxin Zhang

Design is a complex, iterative, and innovative process. By traditional methods, it is difficult for designers to have an integral priori design experience to fully explore a wide range of design solutions. Therefore, refined intelligent design has become an important trend in design research. More powerful design thinking is needed in intelligent design process. Combining cognitive dynamics and a cobweb structure, an intelligent design method is proposed to formalize the innovative design process. The excavation of the dynamic mechanism of the product evolution process during product development is necessary to predict next-generation multi-image product forms from a larger design space. First, different design thinking stimulates the information source and is obtained by analyzing the designers’ thinking process when designing and mining the dynamic mechanism behind it. Based on the nonlinear cognitive cobweb process proposed by Francisco and a natural cobweb structure, the product image cognitive cobweb model (PICCM) is constructed. Then, natural cobweb predation behavior is simulated using a stimulus information source to impact the PICCM. This process uses genetic algorithms to obtain numerous offspring forms, and the PICCM’s mechanical properties are the energy loss parameters in the impact information. Furthermore, feasible solutions are selected from intelligent design sketches by the product artificial form evaluation system based on designers’ cognition, and a new product image cognitive cobweb system is reconstructed. Finally, a case study demonstrates the efficiency and feasibility of the proposed approach.


2019 ◽  
Author(s):  
Leanna Woods ◽  
Jed Duff ◽  
Erin Roehrer ◽  
Kim Walker ◽  
Elizabeth Cummings

BACKGROUND Consumer health care technology shows potential to improve outcomes for community-dwelling persons with chronic conditions, yet health app quality varies considerably. In partnership with patients and family caregivers, hospital clinicians developed Care4myHeart, a mobile health (mHealth) app for heart failure (HF) self-management. OBJECTIVE The aim of this paper was to report the outcomes of the nurse-led design process in the form of the features and functions of the developed app, Care4myHeart. METHODS Seven patients, four family caregivers, and seven multidisciplinary hospital clinicians collaborated in a design thinking process of innovation. The co-design process, involving interviews, design workshops, and prototype feedback sessions, incorporated the lived experience of stakeholders and evidence-based literature in a design that would be relevant and developed with rigor. RESULTS The home screen displays the priority HF self-management components with a reminder summary, general information on the condition, and a settings tab. The health management section allows patients to list health care team member’s contact details, schedule medical appointments, and store documents. The My Plan section contains nine important self-management components with a combination of information and advice pages, graphical representation of patient data, feedback, and more. The greatest strength of the co-design process to achieve the design outcomes was the involvement of local patients, family caregivers, and clinicians. Moreover, incorporating the literature, guidelines, and current practices into the design strengthened the relevance of the app to the health care context. However, the strength of context specificity is also a limitation to portability, and the final design is limited to the stakeholders involved in its development. CONCLUSIONS We recommend health app development teams strategically incorporate relevant stakeholders and literature to design mHealth solutions that are rigorously designed from a solid evidence base and are relevant to those who will use or recommend their use.


2021 ◽  
Author(s):  
Rebeccah Bartlett

BACKGROUND Australian women from migrant and refugee communities report less sexual and reproductive health (SRH) awareness. They experience reduced access to SRH-specific care as well as culturally-relevant support that could assist them to make evidence-based decisions about their own health and service utilisation. Addressing public health problems through human-centred design (HCD) is an ethical and effective approach to developing solutions with underserved populations that are more likely to experience significant disadvantage or social marginalisation. OBJECTIVE This study aimed to evaluate the HCD approach that Shifra, a small Australian-based not-for-profit focused on improving access to healthcare for refugees and new migrants, undertook in developing a web-based application to deliver local, evidence-based and culturally relevant SRH information to its users. The evaluation focused on the following three questions: 1. To what extent did Shifra complete all the steps of the design thinking process shown? 2. To what extent did the final Shifra app incorporate the contributions of all co-designers? 3. To what extent were the co-designers satisfied with the process? METHODS The primary data for the first question involved a thorough review of all of Shifra’s organisational documents. Since there is a notable lack of validated tools evaluate HCD projects a maturity rubric was designed to synthesise the findings from the document review. This rubric was developed through consultation and several iterations of feedback from the expert panel were used to improve the usability, completeness and level of detail of the rubric. RESULTS A co-design process was successfully applied to the development of a web-based app for refugee and migrant women in reproductive health. This evaluation also yielded several important recommendations for improving Shifra’s HCD approach moving forward, findings that can be applied to other projects seeking to undertake an authentic community co-design process. First, with so many people of diverse backgrounds contributing to the project, clear communication about roles and expectations is critical. Second, it is important to set realistic expectations and role clarifications with co-designers. Third, it is important not to view all end users as interchangeable. Finally, by setting aside adequate time to develop collaborative relationships amongst all co-design groups the HCD process is an opportunity to give power and control back to the end user population for whom one is designing the health intervention. CONCLUSIONS Improving refugees’ access to SRH is complex and multidimensional and requires innovative and thoughtful problem solving. HCD is one way to address complex problems in an ethical and effective way and it is how Shifra chose to approach the development of its solution to this problem. This evaluation of Shifra’s HCD approach provides a helpful and rigorous guide in reporting that may encourage other organisations undertaking HCD work to evaluate their own implementation. CLINICALTRIAL N/A


2012 ◽  
pp. 211-222
Author(s):  
Satu Miettinen

Service design is establishing itself as a method for developing services and service business. Service needs, new ideas and ways to utilise technology are encountered when the customer and the end user participate in the design process. This chapter focuses on service design methods and the process of how service design can help in innovating customer-orientated service concepts for e-tourism. Service design connects the areas of cultural, social and human interaction. Use of design methods acts as a link between the different views in the service design process. Service design is an emerging field where the terminology and methods are still developing. Mager (2009) has pointed out that the need for service design is evident, as economic development has changed dramatically during the last four decades from manufacturing to provision of information and services. Service design looks at service development from the designer’s point of view. Design thinking has the ability to create concepts, solutions and future service experiences for users.


3D Printing ◽  
2017 ◽  
pp. 361-395 ◽  
Author(s):  
Marco Filippucci ◽  
Fabio Bianconi ◽  
Stefano Andreani

Drawing has always been the most powerful instrument for the conceptualization, interpretation and representation of spaces and forms. Today, the computer screen complements the eye-brain telescope with an additional lens that increases the ability to understand, visualize and ultimately design the built environment. Computational design is dramatically shifting not only established drawing and modeling practices, but also ? and perhaps most importantly ? design thinking processes in the very conception and morphogenesis of forms and of their complex relationships in space. Specifically parametric modeling allows to understand geometry and manipulate shapes in dynamic, articulated and yet intuitive ways, opening up unprecedented design opportunities but also diminishing the importance of the design process for the sake of formal complexity. This chapters offers some insights on the incredible design opportunities offered by new computational instruments, as well as highlighting circumstances in which the act of ‘modeling' takes over the ‘design.'


Author(s):  
Johann van der Merwe

Design has been described by Bruno Latour as the missing masses, and tellingly as “nowhere to be said and everywhere to be felt” (2005: 73). Traditionally, not only objects, but design’s presence in general has gone largely unnoticed by the public, but that is changing, due, in considerable part, to the ubiquitous presence of computing technology. Design, as representative of unnoticed and neutral objects, is no longer feasible, but design, as a participative presence in the lives of its users, is fast gaining ground in our complex society. Designers are no longer fully in control of the design process, meaning design practice, and as a result design education must change to adapt to the increasing pace at which different social groups are evolving new ways of communicating and living.


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