research through design
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2022 ◽  
Vol 14 (2) ◽  
pp. 600
Author(s):  
Spyros Bofylatos

Design has an important role in shaping the modes of production, consumption and disposal. Decisions made early in the product, service and system development influence the majority of the environmental impact and social consequences. With sustainability emerging as the major challenge of our times, the creation of novel methodologies, economic models and innovative materials is critical. In this paper, we put forward a new methodology that aims to bridge the ecomodernist business-focused circular economy models with the expressive material driven design (MDD) approach. The ‘design out waste methodology’ (DOWM) bridges existing concepts, methods and practices, creating an innovative design and production process that redefines waste and sets it up as a subject of creative study. The purpose of this process is to help designers understand the importance of evaluating the entire life cycle of a product; it also enables local ‘degrowth’ by shifting our modes of production towards a human scale with local makers exchanging knowledge and expressing themselves through upcycled materials, while simultaneously eradicating the very concept of waste. The methodology has been developed in an iterative research-through-design process that combines experiential and tacit knowledge from local case studies with desk research of emerging case studies in MDD.


2021 ◽  
Author(s):  
G Giunti ◽  
M Isomursu ◽  
E Gabarron ◽  
Y Solad

Advances in voice recognition, natural language processing, and artificial intelligence have led to the increasing availability and use of conversational agents (chatbots) in different settings. Chatbots are systems that mimic human dialogue interaction through text or voice. This paper describes a series of design considerations for integrating chatbots interfaces with health services. The present paper is part of ongoing work that explores the overall implementation of chatbots in the healthcare context. The findings have been created using a research through design process, combining (1) literature survey of existing body of knowledge on designing chatbots, (2) analysis on state-of-the-practice in using chatbots as service interfaces, and (3) generative process of designing a chatbot interface for depression screening. In this paper we describe considerations that would be useful for the design of a chatbot for a healthcare context.


2021 ◽  
Author(s):  
◽  
Matthew O'Hagan

<p>The current linear use of plastic products follows a take, make and waste process. Commonly used by large scale industries, including the commercial fishing industry, this process results in approximately 8 million tonnes of plastic entering the ocean every year. While the fishing industry supplies livelihoods, a valuable food source and financial capital to millions of people worldwide, it’s also a significant contributor to the ocean plastics crisis. Without effective recycling schemes, an estimated 640,000 tonnes of plastic fishing gear is abandoned, lost or discarded within the ocean every year. New Zealand is no exception to this problem, as China’s waste import ban, as well as a lack of local recycling infrastructures, has resulted in the country’s commercial fishing gear polluting local coastlines as well as islands in the pacific. With the only other option for the plastic fishing gear being landfill, there is a critical need for circular initiatives that upcycle used plastic fishing gear locally into eco-innovative designs.  This research examines the issue by investigating how used buoys, aquaculture ropes and fishing nets from New Zealand’s fishing company ‘Sanford’ may be upcycled into eco-innovative designs through distributed manufacturing technologies. It introduces the idea of the circular economy, where plastic fishing gear can be reused within a technical cycle and explores how 3D printing could be part of the solution as it provides local initiatives, low material and energy usage and customisation. Overall, the research follows the research through design based on design criteria approach. Where materials, designs and systems are created under the refined research criteria, to ensure the plastic fishing gear samples are upcycled effectively into eco-innovative designs through 3D printing.  The tangible outputs of this research demonstrate how a circular upcycling system that uses distributed manufacturing technologies can create eco-innovative designs and provide a responsible disposal scheme for plastic fishing gear. It provides a new and more sustainable waste management scheme that could be applied to a range of plastic waste streams and diverts materials from entering the environment by continuously reusing them within the economy.</p>


2021 ◽  
Author(s):  
◽  
Vincent McQueen

<p>As an island nation, beach and coastline activities play a significant role in daily life in New Zealand. In promoting independent and productive lives for amputees, the New Zealand Artificial Limb Service (NZALS) encourages accessing these environments. However, carbon fibre foot prosthetics can be easily compromised by these conditions, as a result of abrasion and corrosion caused by sand and saltwater. To deliver on their mission statement 2017-2021 the NZALS seeks solutions to this issue (NZALS, 2016).  In response this research project explores the possibility of offering a range of customised lifestyle-specific prosthetics that can be interchanged easily with a carbon-fibre prosthetic, to accommodate different recreational activities and thereby offer greater choice and independence for their patients.   The project focuses on a case study for low-cost durable coastline prosthetic produced through Additive Manufacturing (AM) with Nylon PA-12 using design for additive manufacturing (DFAM) principles to facilitate a product that has a human form and dynamic three-dimensionality. This will be supported by the development of a quick-release coupling system allowing amputees to easily switch between prosthetic foot types for different uses. This incorporates height adjustment, ease of customising foot and fairing combinations and improved usability.   This project has been undertaken in collaboration with the NZALS and uses a two-part design research methodology. Research ‘for’ design has been conducted by summarising, collating, and/or synthesising existing research. This was done through literature reviews, product autopsies and context scenarios. This was followed by a research ‘through’ design approach. The methods used are body storming which enabled research on how the foot functions in the scenario, analogue and digital sketching, CAD modelling, and rapid prototyping through AM.  The project provides future reference points for the NZALS to improve and expand their product offerings and to facilitate their goal of remote service provision.</p>


2021 ◽  
Author(s):  
◽  
Matthew O'Hagan

<p>The current linear use of plastic products follows a take, make and waste process. Commonly used by large scale industries, including the commercial fishing industry, this process results in approximately 8 million tonnes of plastic entering the ocean every year. While the fishing industry supplies livelihoods, a valuable food source and financial capital to millions of people worldwide, it’s also a significant contributor to the ocean plastics crisis. Without effective recycling schemes, an estimated 640,000 tonnes of plastic fishing gear is abandoned, lost or discarded within the ocean every year. New Zealand is no exception to this problem, as China’s waste import ban, as well as a lack of local recycling infrastructures, has resulted in the country’s commercial fishing gear polluting local coastlines as well as islands in the pacific. With the only other option for the plastic fishing gear being landfill, there is a critical need for circular initiatives that upcycle used plastic fishing gear locally into eco-innovative designs.  This research examines the issue by investigating how used buoys, aquaculture ropes and fishing nets from New Zealand’s fishing company ‘Sanford’ may be upcycled into eco-innovative designs through distributed manufacturing technologies. It introduces the idea of the circular economy, where plastic fishing gear can be reused within a technical cycle and explores how 3D printing could be part of the solution as it provides local initiatives, low material and energy usage and customisation. Overall, the research follows the research through design based on design criteria approach. Where materials, designs and systems are created under the refined research criteria, to ensure the plastic fishing gear samples are upcycled effectively into eco-innovative designs through 3D printing.  The tangible outputs of this research demonstrate how a circular upcycling system that uses distributed manufacturing technologies can create eco-innovative designs and provide a responsible disposal scheme for plastic fishing gear. It provides a new and more sustainable waste management scheme that could be applied to a range of plastic waste streams and diverts materials from entering the environment by continuously reusing them within the economy.</p>


2021 ◽  
Author(s):  
◽  
Vincent McQueen

<p>As an island nation, beach and coastline activities play a significant role in daily life in New Zealand. In promoting independent and productive lives for amputees, the New Zealand Artificial Limb Service (NZALS) encourages accessing these environments. However, carbon fibre foot prosthetics can be easily compromised by these conditions, as a result of abrasion and corrosion caused by sand and saltwater. To deliver on their mission statement 2017-2021 the NZALS seeks solutions to this issue (NZALS, 2016).  In response this research project explores the possibility of offering a range of customised lifestyle-specific prosthetics that can be interchanged easily with a carbon-fibre prosthetic, to accommodate different recreational activities and thereby offer greater choice and independence for their patients.   The project focuses on a case study for low-cost durable coastline prosthetic produced through Additive Manufacturing (AM) with Nylon PA-12 using design for additive manufacturing (DFAM) principles to facilitate a product that has a human form and dynamic three-dimensionality. This will be supported by the development of a quick-release coupling system allowing amputees to easily switch between prosthetic foot types for different uses. This incorporates height adjustment, ease of customising foot and fairing combinations and improved usability.   This project has been undertaken in collaboration with the NZALS and uses a two-part design research methodology. Research ‘for’ design has been conducted by summarising, collating, and/or synthesising existing research. This was done through literature reviews, product autopsies and context scenarios. This was followed by a research ‘through’ design approach. The methods used are body storming which enabled research on how the foot functions in the scenario, analogue and digital sketching, CAD modelling, and rapid prototyping through AM.  The project provides future reference points for the NZALS to improve and expand their product offerings and to facilitate their goal of remote service provision.</p>


2021 ◽  
Author(s):  
◽  
Jessica Saul

<p>Stroke is a medical condition causing disability worldwide (Feigin et al., 2014; Murray et al., 2012; National Heart Lung and Blood institute, 2016). It can leave people with physical and cognitive deficits. The individual’s function in everyday activities following a stroke depends on the severity of the stroke and the amount of therapy available to them. Rehabilitation for the physical impairments, such as upper limb deficits, can promote recovery and is delivered by physiotherapists and occupational therapists. Therapy takes place predominantly in the clinical environment. It is manual, task based, delivered one on one, and can be time intensive. Self-management methods for patients’ stroke rehabilitation are gaining attention from healthcare professionals (Taylor, Monsanto, Kilgour, Smith, & Hale, 2019). Rehabilitation that can be done at home has benefits for the individual, the family or caregiver, the therapist and the healthcare system. Independent rehabilitation at home reduces pressure on healthcare resources and can be beneficial for stroke patients recovery. So, medical interventions and products are shifting from clinical to community and home environments.   The use of robotics for rehabilitation has the potential to support recovery of function and assist with everyday tasks in a variety of ways. This paper explores the design of a robotic device for the hand. By involving stroke patients, clinicians and carers in the design process, this research aims to improve the user experiences of a robotic device for hand rehabilitation. Designing for the user experience has the potential to improve the engagement and acceptance of the robotic device for independent home therapy.   A combination of methods have been used to include users in the design process and gather qualitative data to inform the design. The methodologies include research through design and human-centred design. Research through design includes methods such as a literature review, using and adapting design criteria, prototyping, iteration, user-testing, and thematic analysis. Human-centred design is about involving users in the development process and include methods such as surveys, semi-structured interviews, observations, and user testing. There were four clinicians and seven stroke patients that met inclusion criteria and participated in the testing. Three patients and three clinician participants were involved in the interviews. Personas were used to understand user wants and needs, and to inform criteria for the design process.  By using these methods we gain a better understanding of the users’ needs in order to improve the design of the pre-existing robotic upper limb stroke rehabilitation device. The purpose of the design is to meet the needs of the stroke patient in his or her own home. This design study focuses on developing the user experience by addressing usability. Interactions considered during the iterative design process are putting on and taking off the device. It is found through testing and iterations that comfort, cleaning and safety were necessary for this wearable robotic upper limb stroke therapy device to be easily worn and used in the home.</p>


2021 ◽  
Author(s):  
◽  
Wen Jun Zheng

<p>Children and adolescents with the medical condition Spastic Cerebral Palsy (CP) may develop an abnormal gait, resulting in walking difficulties. This may be helped overtime with noninvasive Ankle Foot Orthotics (AFOs) braces, such as Solid Ankle Foot Orthotics (SAFOs), customised to suit patients needs. However, the acquisition of patient measurements for customisation and manufacturing itself is manual, slow, intrusive, subjective, and requires specialist skills to accomplish. This can commonly result in negative experiences for patients and reduce the access to healthcare to many people. This can especially affect vulnerable patients such as children or adolescents with Spastic CP.  Research has identified that a 3D digital system that scans patients’ limbs and prints orthotics has the potential to improve the AFO creation process through speed, accuracy, and data availability. However, this system requires new technologies to fulfill its required performance, including a reliable way to acquire the three-dimensional shape of the limbs.  As such, a close-range photogrammetry system was identified as a fast and accurate alternative for producing surface measurements through 3D models compiled from images taken simultaneously. This research portfolio explores the design development of such a system by identifying areas of improvement, barriers, and solutions in a multi-method iterative research-through-design approach and pragmatic design framework. The aim was to achieve quick and accurate acquisition of a patient’s’ lower half measurements, while focusing on the experience of users during system interaction. The final output is a formally evaluated close-range photogrammetry scanner prototype, that created a non-intrusive and accurate alternative to traditional methods via quick and detailed capturing of patient surface measurements for later analysis. While also facilitating the needs of two user groups: vulnerable patients, and operating technician, to better their user experience.</p>


2021 ◽  
Author(s):  
◽  
Steven Almond

<p>The average lifespan of a sofa has fallen dramatically over recent decades—from twenty-five years to fewer than eight years (Palmer, 2012).  Two key factors are driving this decline: function and fashion.   Changes to construction methods and materials have resulted in many sofas failing faster and making repair difficult or cost-prohibitive. Meanwhile fashion cycles have become increasingly rapid, resulting in even fully functional sofas being replaced with trendier, more up-to-date styles.   In both cases, sofas typically end up in landfill. This wastes resources, is polluting to the environment, and more resources are consumed in the remanufacture of replacement sofas.  This system, referred to as the linear (or, take-make-dispose) production model is unsustainable and recent research suggests manufacturing products in this way is one of the most pollutive and damaging activities for our environment (Porcelijn, 2016).  This cycle is being further accelerated due to increased transience of young adults, who are moving more often and living in shared accommodation for longer. It is therefore difficult for even the most well-intentioned consumers to justify buying higher-quality products which last longer, as they are usually more expensive and harder to move, so do not meet current lifestyle needs (Kurutz, 2013 & Petersen, 2017).  Increasing awareness of our environmental responsibilities and finite resources has led to a growing desire by industry and consumers alike to address these issues. While there has been much research into sustainable design, and many new products branded eco-friendly have been introduced, in practice environmental issues have not been adequately addressed (sections 12 & 13).  Manufacturers have focused on biodegradable and recycled materials. Recent research, and the emerging concept of a ‘Circular Economy’, has highlighted the shortfall in this approach, and is encouraging industry to rethink products to design out waste, keep materials in use and regenerate natural systems (Ellen MacArthur Foundation, 2017a).  This approach has not yet been widely researched in, or applied to, furniture design.  With core themes of repair, adaptability, and considering how this affects ownership models (such as leasing vs owning), a Circular Economy model shows promise in addressing the negative environmental impacts of furniture design and manufacture.  This research investigates new scenarios for sofa design and ownership within a circular economy model, developed through an iterative ‘research through design’ process.  The resulting expandable, repairable and adaptable sofa system reduces the volume to landfill of sofas by almost 80 percent over thirty years (section 20).  Utilising a design for deconstruction strategy reduces waste, allows for refurbishing, remanufacture and effective recycling, and increases adaptability, thus allowing a wider pool of potential users. This also supports the potential for new ownership models, such as the Product-as-a-Service model wherein a user does not need to own the product, instead paying to access use, while maintenance and end-of-life responsibility remains with the service provider.  This study of a sofa design is intended to test the effectiveness of emerging Circular Economy design methods, and to illustrate the opportunities and viability of moving towards a Circular Economy, encouraging manufacturers and furniture designers to embrace more sustainable practices.</p>


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