scholarly journals Designing in the IoT Era: role and perspectives in design practices

Author(s):  
Venanzio Arquilla ◽  
Ilaria Vitali

In the IoT Era technology is ubiquitous (Kuniavski, 2010) and redundant; in 2009 for the first time in history the number of devices connected to the internet surpassed the number of humans on earth initiating Web's first true evolution (Evans, 2011). New waves of tech gadgets are starting to populate the global markets and the big players are competing with startups and DIY people to commercialize the most innovative and efficient gears. Thanks to the digital fabrication and the open source culture, smart connected objects can be easily prototyped and sometimes crowdfunded (Jenkins, Bogost, 2014): this configures a Babel of black-boxed, plastic, gadget-like products and services, a first experiment of what is possible and feasible, that in some ways could be defined as an avant-garde trend. But what about users and their lives? What about the utility and  meaning? of these objects in real life, with their material qualities and agency of interactions? With a bottom-up approach the paper reflects on a case study in which we started to analyze connected products, reflecting on how technology can “enchant” (Rose, 2014) and augment a smart object  while giving value to its materical and tangible part. The result demonstrate that design can define a balance between tangible and intangible functions of IoT devices, making them desirable  providing new meanings and  functions through its physicity, reinterpretating traditional artifacts. Some consumers/prosumers are progressively accepting these new connected devices, monitoring health, behaviors and the environment around us, creating big data and modern scenarios for products and services (Acquity Group, 2014). Physical products pervasively gain a new dimension made of intangible digital avatars (Semmelhack, 2013) able to be freely updated and offer different experiences. However, technology is often seen as the core of these smart products, resulting in first naive solutions that merely apply electronic components and wireless capabilities to existing objects and in which designers, if presents, only manage the aestethical part.This is an opportunity to apply Design methods and tools to create advanced desiderable scenarios for technological objects, bringing users and their interactions back as the nucleus of the product development. Design practices are applied to mediate between users' behaviors and technology, generating devices that leave the gadget-dimension of useless accessories and create more  involvement.This means changing the actual design perspective adding new skills and actitudes useful to design research, design education and for professional practices.DOI: http://dx.doi.org/10.4995/IFDP.2016.3311

2016 ◽  
Vol 23 (2) ◽  
pp. 133-142
Author(s):  
Richard Fotheringham

AbstractPat Hanna's Famous Diggers, a professional vaudeville theatre troupe comprising ex-Great War Anzac soldiers (initially, mainly New Zealanders, as Hanna was himself) played for nearly two years (1923–24) at the old Cremorne Theatre in Brisbane. One item Hanna premiered at the Cremorne was Louis XI, a short (ten-minute) comic sketch he wrote himself. Modernism in the inter-war years, given its usual location within avant-garde aesthetics, high culture, internationalism and radical politics, is not — with the notable exception of Brecht's cabaret work in the 1920s — usually associated with popular theatre. While one comic playlet hardly challenges that positioning, Louis XI was a direct result of the Great War's profound reshaping of modern life. Many of the dramatised sketches performed by Hanna's company, including Louis XI, were structured around a contrast between events as they had occurred in the trenches and as they were portrayed in a utopian or dystopian fantasy, sometimes triggered by shell shock or a dream. Several, again including Louis XI, involve the past, and express the curiosity and cultural dislocation Australian- and New Zealand-born soldiers felt as they moved for the first time through real-life landscapes and architecture they had known only from popular history and romance.


Sensors ◽  
2021 ◽  
Vol 21 (12) ◽  
pp. 4034
Author(s):  
Arie Haenel ◽  
Yoram Haddad ◽  
Maryline Laurent ◽  
Zonghua Zhang

The Internet of Things world is in need of practical solutions for its security. Existing security mechanisms for IoT are mostly not implemented due to complexity, budget, and energy-saving issues. This is especially true for IoT devices that are battery powered, and they should be cost effective to be deployed extensively in the field. In this work, we propose a new cross-layer approach combining existing authentication protocols and existing Physical Layer Radio Frequency Fingerprinting technologies to provide hybrid authentication mechanisms that are practically proved efficient in the field. Even though several Radio Frequency Fingerprinting methods have been proposed so far, as a support for multi-factor authentication or even on their own, practical solutions are still a challenge. The accuracy results achieved with even the best systems using expensive equipment are still not sufficient on real-life systems. Our approach proposes a hybrid protocol that can save energy and computation time on the IoT devices side, proportionally to the accuracy of the Radio Frequency Fingerprinting used, which has a measurable benefit while keeping an acceptable security level. We implemented a full system operating in real time and achieved an accuracy of 99.8% for the additional cost of energy, leading to a decrease of only ~20% in battery life.


2021 ◽  
Vol 1 ◽  
pp. 3159-3168
Author(s):  
Sohail Ahmed Soomro ◽  
Yazan A M Barhoush ◽  
Zhengya Gong ◽  
Panos Kostakos ◽  
Georgi V. Georgiev

AbstractPrototyping is an essential activity in the early stages of product development. This activity can provide insight into the learning process that takes place during the implementation of an idea. It can also help to improve the design of a product. This information and the process are useful in design education as they can be used to enhance students' ability to prototype their ideas and develop creative solutions. To observe the activity of prototype development, we conducted a study on students participating in a 7-week course: Principles of Digital Fabrication. During the course, eight teams made prototypes and shared their weekly developments via internet blog posts. The posts contained prototype pictures, descriptions of their ideas, and reflections on activities. The blog documentation of the prototypes developed by the students was done without the researchers' intervention, providing essential data or research. Based on a review of other methods of capturing the prototype development process, we compare existing documentation tools with the method used in the case study and outline the practices and tools related to the effective documentation of prototyping activity.


2021 ◽  
Vol 66 (1) ◽  
pp. 329-343
Author(s):  
Liudmyla Shapovalova ◽  
Іryna Romaniuk ◽  
Marianna Chernyavska ◽  
Svitlana Shchelkanova

"In the article under consideration are the ways of symphony genre transformation in the early works of Valentin Silvestrov (Ukraine). For the first time, the First, Second, Third, and Fourth symphonies by the genius composers of the 20th century are analyzed as a certain stylistic system. These compositions are endowed with the features of avant-garde poetics, and as a subject of musicological reflection, they are associated with a rethinking of the semantic paradigm of the genre. V. Silvestrov's early symphonies stand out from the classical practice of European symphonies. Scientific awareness of their phenomenal nature necessitated a methodological choice aimed at the most accurate identification of the philosophical concept of the new sound universum of V. Silvestrov's music. Deep correlation of the image of a human being as a factor of the symphony poetics (the influence of philosophical concepts of human ontology in the 20th century with the transformation of the genre canon) is considered. This refers to the nonmusical dimension of the genre semantics. The study of V. Silvestrov's early symphonies reveal a new philosophy of music through gradual movement – modulation: from the neo-baroque First Symphony and ""cosmic pastorals"" Musica Mundana of the Second Symphony through the history anthropologisation in the Third Symphony ""Eschatology"" to the monodrama Musica Humana in the Fourth Symphony. The dichotomy of Musica Mundana – Musica Humana is not accidental: in V. Silvestrov's creative method, remains relevant, which is confirmed by the dramaturgy of his latest work – the Ninth symphony (2019). Keywords: V. Silvestrov's early symphonies, evolution of style, worldview, Musica Mundana, monodrama. "


2021 ◽  
Vol 905 (1) ◽  
pp. 012030
Author(s):  
R E Santoso ◽  
L A Utami

Abstract Aiming for sustainable eco-friendly craft/design practice, this design research explored upcycling-practice of OPP plastic waste using traditional technology to create an alternative raw material for textile craft. By combining cultural investigation into the textile-making tradition with Cradle-to-Cradle design principles, we identified the potential of traditional technology as an ecologically responsible production process. We also developed upcycling method to process OPP plastic waste material. This research resulted in: (1) thread-making techniques that produce different sizes of thread as raw materials and hand-woven textile, (2) revitalized endangered indigenous technology of craft-making that had been a part of human-nature ecology, (3) eco-design education that can be accepted by local textile craft community, and (4) textile craft products that express the local identity and promote environmental care.


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.  


This chapter presents the holistic and dynamic knowledge management system (H&DKMS) concept that is implemented in a proof of concept to prove the feasibility of the chapter using the book's HMM approach. The H&DKMS supports business transformation projects (BTP) and enterprise architecture projects (EAP) (simply project). The H&DKMS is supported mainly by an adopted fictious case from the insurance domain. The uniqueness of the proposed HMM promotes a holistic architecture and implementation model that supports complex case studies. The integrated knowledge management and decision-making process are used in a day-to-day business and technology problems solving. In this chapter, the proposed solution (or model) is supported by a real-life case of business transformation methodology in the domain of H&DKMS that in turn is based on the alignment of various standards and avant-garde methodologies.


Author(s):  
Rishav Jain

With the increasing globalisation and modernisation, the recent interior architecture practices across the globe seem unified and present a huge departure from a sense of identity and belongingness of where it is at. The built landscapes that earlier reflected a rich craft culture are slowly transforming into standardized and homogenized boxes with very little cultural meaning attached to them. This is no different for a country rich with craft traditions like India, where the contemporary interior architectural landscape seems highly disconnected to its craft culture and surrounding context. The chapter focuses on two major discourses; the first one sets up a base with discussion on the notions of craft, space making craft, and contemporary interior design practices in India; and the second one focuses on the need of integrating crafts in interior design education through case studies of a variety of academic courses offered at Faculty of Design, CEPT University, India.


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