scholarly journals Engaging Diverse Stakeholders in Interdisciplinary Co-Design Project for Better Service Design

2021 ◽  
Vol 23 (4) ◽  
pp. 0-0

The rapid development of information technology (IT) has enabled digital services to evolve continually and support a growing number of internet-enabled devices, along with user diversity. The end-user anticipation within the smart environments, which are internet-enabled, delivery networks and innovative technologies. What tools/methods can support the collaborative design and effectively choreograph the design process with dynamic knowledge between service designers and service users? The cooperative design is recognizable in the design environment with a collection wide-ranged by co-design methods and tools. In-depth interviews uncover contextually appropriate design process requirements from diverse stakeholder groups. A collection of design tools and methods are selected and implemented within a Web-based co-design platform. Uncovered design requirements are subsequently applied in extending the Double Diamond framework prior to operationalization into a design process blueprint with supporting service design tool selection as the main contributions for this paper.

Author(s):  
Carolynn J. Walthall ◽  
Srikanth Devanathan ◽  
Lorraine Kisselburgh ◽  
Karthik Ramani ◽  
E. Daniel Hirleman ◽  
...  

Wikis, freely editable collections of web pages, are showing potential for a flexible documentation and communication tool for collaborative design tasks. They also provide a medium that can be further transformed by properly understanding both the need for flexibility as well as support for design thinking early in the design process. The purpose of this work is to analyze the different dimensions of the wiki from a communication perspective as applicable to design. With a focus on communication in design, we will explore the advantages and disadvantages of using wikis in student engineering design teams. Our ultimate goal is to better support the design process while exploiting the potential for increasing the shared understanding among teams using a wiki. By introducing a wiki in a globally distributed product development course, students gain hands-on experience in using wikis as a design tool. Feedback from students will be collected through questionnaires and used to improve and transform the wiki as a support tool for communication during early design collaboration.


Author(s):  
Pirita IHAMÄKI ◽  
Katriin HELJAKKA

This paper explores the enhancement of the customer journey at a Finnish ski resort and aims to create a theoretical framework for using gamification in the service design process. We have used the service design method and design tool Comicubes as a solution prototype, which ski resort workers engaged with to create a new gamified concept for its target consumers. The customer journey map provides a structured visualisation of a user’s experience at a ski resort. The customer journey enhanced through gamification creates a value-creating system for the ski resort, which presents the network of actors and their relationships that jointly create an offering. This study presents the results of a service design process for a customer journey, which goes through four stages presented in new play theory, namely wow, flow, double-flow and glow. These stages guide the designers and developers using gamification to give customers an overall more interactive and engaging experience in a real ski resort context.


Author(s):  
Rajarathinam Arangarasan ◽  
Rajit Gadh

Abstract Shape modeling plays a vital role in the design process but often it is the most tedious task in the whole design cycle. In recent years the Computer Aided Design (CAD) industry has evolved through a number of advances and developments in design methodology. However, modeling in these CAD systems requires expertise and in-depth understanding of the modeling process, user interface and the CAD system itself, resulting in increased design cycle time. To overcome these problems a new methodology and a system called “Detailed Virtual Design System” (DVDS) has been developed for detailed shape modeling in a multi-modal, multi-sensory Virtual Environment (VE). This system provides an intuitive and natural way of designing using hand motions, gestures and voice commands. Due to the lack of effective collaborative design, visualization and analysis tools, designers spend a considerable amount of time and effort in the group discussion during design process. To enable multiple designers to effectively and efficiently collaborate in a design environment, framework of a collaborative virtual environment, called “Virtual Environment to Virtual Environment” (V2V), has been discussed. This framework allows same site and remote site multi-modal, multi-sensory immersive interface between designers.


Author(s):  
Zhiqiang Chen ◽  
Zahed Siddique

Mechanical design education focuses on teaching students with fundamental design theory and methodology. Educators systematically introduce design theories, processes, and tools to help students solve design problems. Companies and professional organizations expect that students will be equipped with basic understanding of the engineering practice, and be able to effectively perform independently and in a team environment. Senior capstone design courses, particularly with industry sponsored projects, are widely used to satisfy both education and professional needs of students. This paper presents an education system, which can further facilitate students to acquire design skills in a real-time collaborative, and practical environment. The web-based system helps student teams to: (1) specify the design process for their team projects, (2) organize and distribute tasks among different team members to simulate industry design environment, and (3) get instantaneous access to models, analysis, etc. related to their design. The developed web-based system also contains a knowledge-base that provides students with instructions to setup the design process for projects, and to perform different design tasks. A virtual design organization is created in the system, which is managed by students. In this paper different components of the web-based design education system are presented.


2007 ◽  
Vol 10-12 ◽  
pp. 220-224 ◽  
Author(s):  
Xiao Dai ◽  
Yi Qin ◽  
Neal P. Juster

A web-based collaborative design advisory system for designing micro products is being developed, which is based on use of both knowledge and rules. The system is aimed at helping designers to assess/optimise the design of micro products to be manufactured with micro-forming. The Microsoft C# programming language, ASP.Net technique and Microsoft Access database system have been used to develop this system. The system is composed of various assessment modules such as product geometry features, forming processes, materials, machines, tools and cost assessment modules. Clients can use/browse the user interface of the integrated system through the internet to import a CAD design model and define design parameters. The system is not only able to assess the client’s design but also to generate preliminary process plans for the selected micro-forming processes. A micro-pin design is used as an example to test the capability of the 1st prototype system. With such a system, some advantages such as increasing the design efficiency in the web-based collaborative design environment have been identified.


2010 ◽  
Vol 37-38 ◽  
pp. 68-72
Author(s):  
Mei Yan Wang ◽  
Lian Guan Shen ◽  
Yi Min Deng

In conceptual design, a number of design concepts and alternatives would be generated. These concepts and alternatives usually need to be evaluated to reduce the search space. However, it is not easy for the designers to determine which alternative is better, especially in the design environment where multiple designers might be involved. Current researches mainly focused on the evaluation models, but rarely provide the integrated tools to assist the evaluation process. To address this problem, we propose a web-based collaborative design evaluation platform and two evaluation principles for different evaluation situations. A design case is used to illustrate the evaluation process, where it is necessary for the designers to select a working phenomenon for the “generate force” subfunction of a nailing machine.


Author(s):  
Feniosky Peña-Mora ◽  
Ram D. Sriram ◽  
Robert Logcher

AbstractLarge-scale engineering projects typically involve many different types of professionals who must interact and communicate with one another. This interaction produces conflicts that need to be resolved. A framework is presented in which the rationale used in a collaborative design environment for designing an artifact is also used for conflict mitigation. The framework contains mechanisms for checking interactions and prompting hypotheses about the reasons for the interactions. These hypotheses, once verified by the designers, improve conflict resolution by assisting them in coordinating and negotiating conflicts. This, in turn, enhances communication during the design process and consequently increases productivity in the engineering industry.


2021 ◽  
Author(s):  
◽  
Tian Tian Sky Lo

<p>Urban development and densification are increasing rapidly; this fact has been globally reported. According to a 2014 United Nations report, the world population will increase by 25% in the next three decades. This significant growth means urban density will also increase drastically, creating an increase in high-rise apartment living quarters to cater for the population growth. Subsequently, the development of housing has been advancing - especially around construction techniques which are becoming more efficient to meet the demand of fast-growing urban populations.  This thesis proposes that simply supplying housing is no longer sufficient to address the requirements of citizens. Denser living environments result in increased dissatisfaction, especially among those living in high-density housing. This research looks specifically into enabling homebuyers to voice their needs and design their living space. In this context, the social paradigm of high-density housing has not progressed much. There is still more a notion of supplying the needed quantity and homebuyers accepting the housing without question. Homebuyers, the main users of the housing, are often absent from both the planning and design process. Recent studies have shown that participation in their community is one of the key themes towards social sustainability. Many public participatory projects and platforms only allow participation in large scale urban developments and planning processes. There is a significant lack of initiatives that include homebuyers in the context of high-rise, high-density housing.  The aim of this research is to explore how a computational tool within a virtual environment can facilitate and support design collaboration and interactions – not only between architects and homebuyers, but among individual and collective homebuyers too. The methodology of the research includes using focus groups to examine how digital tools can support and contribute to the collaborative design process of high-rise, high-density housing. The study is then tested with the public to determine if such design tools facilitate and support design collaborations.  Three studies were undertaken: The first is a pre-tool development study. It uses a focus group to understand the factors necessary to engage homebuyers, and those factors that hinder such process. A digital tool for collaboration was then developed, based on analysis of the focus group results. A second study determines if the factors identified are sufficient for design collaboration within a digital environment. Based on this analysis, the tool was enhanced and integrated with third party visualisation software to enable the desired digital collaboration. A final study involves the public, examining whether such a design tool facilitates and supports their design collaborations.  Throughout the research development, gamification techniques were introduced and adopted to further explore driving factors and to enhance design interactions. The target audience of this research is homebuyers, who are laypersons in architectural design processes and techniques. Gamification is, therefore, an effective technique to simplify the design process and enable homebuyers to immerse themselves in a collaborative design process. Virtual Reality is used at the final stage to immerse homebuyers further into the design environment and give them clearer feedback about their design decisions.  The findings of the research confirm the benefits this novel collaborative design process has on the overall outcome of high-rise, high-dense buildings. It demonstrates how a virtual design tool can influence the process of consultation and procurement for homebuyers. A metadesign framework has been developed to provide a guide to the decision-making support necessary for such a collaborative design process. Finally, the research explains how such an enhanced communicative design operation can achieve the kind of synergies that break out of the current housing paradigm and take a major step forward in urban development.</p>


Sign in / Sign up

Export Citation Format

Share Document