Industrial Design in Chile 1971–3

Keyword(s):  
Author(s):  
Fei HU ◽  
Kun ZHOU ◽  
Hongshi ZHOU

Governments all over the world are paying great attention to economic innovation and the development of design in modern society. They are spending more and more recourses on making rules for Industrial Design Policy and measuring its implementation. As a method to make macroeconomic regulation and control by the government, the effectiveness and importance of design policy has already been widely admitted. In a macro-background of the three turns of Chinese design policy, taking the design policy of Guangdong province as an example, this article will analyze how local/regional government should respond to the national design policy. Based on the investigation and analysis of the winners of the "Guangdong Governor Cup Industrial Design Competition", this paper discusses how industrial design competition as a part of the design policy to support the development of industrial design. After making a comparison with the design policy of the Yangtze River Delta area, this article tries to enhance and perfect the current policy path.


Author(s):  
Silas DENZ ◽  
Wouter EGGINK

Conventional design practices regard gender as a given precondition defined by femininity and masculinity. To shift these strategies to include non-heteronormative or queer users, queer theory served as a source of inspiration as well as user sensitive design techniques. As a result, a co-design workshop was developed and executed. Participants supported claims that gender scripts in designed artefacts uphold gender norms. The practice did not specify a definition of a queer design style. However, the co-design practice opened up the design process to non-normative gender scripts by unmasking binary gender dichotomies in industrial design.


2017 ◽  
Vol 14 (1) ◽  
pp. 67
Author(s):  
Fadila Mohd Yusof ◽  
Azmir Mamat Nawi ◽  
Azhari Md Hashim ◽  
Ahmad Fazlan Ahmad Zamri ◽  
Abu Hanifa Ab Hamid ◽  
...  

Design development is one of the processes in the teaching and learning of industrial design. This process is important during the early stage of ideas before continuing to the next design stage. This study was conducted to investigate the comparison between  academic  syllabus  and  industry  practices  whether  these  processes  are  highly dependent on the idea generation and interaction related to the designer or to the student itself. The data were gathered through an observation of industry practice during conceptual design phase, teaching and learning process in academic through Video Protocol Analysis (VPA) method and interviews with industry practitioners via structured and unstructured questionnaires. The data were analysed by using NVivo software in order to formulate the results. The findings may possibly contribute to the teaching and learning processes especially in the improvement of industrial design syllabus in order to meet the industry demands. Keywords: design development, industrial design, industry demands


2020 ◽  
Vol 2 (2) ◽  
pp. 49-55
Author(s):  
Zhang Songyuan
Keyword(s):  

2020 ◽  
Vol 96 (3s) ◽  
pp. 721-725
Author(s):  
Ф.С. Золотухин ◽  
А.С. Надин ◽  
И.Е. Трифанихина

Разработан прототип программного модуля генератора квалификационных ячеек для автоматизированного контроля геометрических правил проектирования DRC. Проведено тестирование прототипа генератора в реальных рабочих условиях проектирования. The paper presents a prototype of software module of the QA-cells Generator for automated Design Rule Checking. The QA-Cells Generator has been tested in the real workplace within actual microelectronic industrial design.


2019 ◽  
Vol 22 (sup1) ◽  
pp. 1973-1982
Author(s):  
Işıl Oygür Ilhan ◽  
Zeynep Karapars

Author(s):  
Kenton B. Fillingim ◽  
Hannah Shapiro ◽  
Catherine J. Reichling ◽  
Katherine Fu

AbstractA deeper understanding of creativity and design is essential for the development of tools to improve designers’ creative processes and drive future innovation. The objective of this research is to evaluate the effect of physical activity versus movement in a virtual environment on the creative output of industrial design students. This study contributes a novel assessment of whether the use of virtual reality can produce the same creative output within designers as physical activity has been shown to produce in prior studies. Eighteen industrial design students at the Georgia Institute of Technology completed nine design tasks across three conditions in a within-subjects experimental design. In each condition, participants independently experienced one of three interventions. Solutions were scored for novelty and feasibility, and self-reported mood data was correlated with performance. No significant differences were found in novelty or feasibility of solutions across the conditions. However, there are statistically significant correlations between mood, interventions, and peak performance to be discussed. The results show that participants who experienced movement in virtual reality prior to problem solving performed at an equal or higher level than physical walking for all design tasks and all designer moods. This serves as motivation for continuing to study how VR can provide an impact on a designer's creative output. Hypothesized creative performance with each mode is discussed using trends from four categories of mood, based on the combined mood characteristics of pleasantness (positive/negative) and activation (active/passive).


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