This paper introduces the design principle of legibility as means to examine the epistemic and ethical conditions of sensing technologies. Emerging sensing technologies create new possibilities regarding what to measure, as well as how to analyze, interpret, and communicate said measurements. In doing so, they create ethical challenges for designers to navigate, specifically how the interpretation and communication of complex data affect moral values such as (user) autonomy. Contemporary sensing technologies require layers of mediation and exposition to render what they sense as intelligible and constructive to the end user, which is a value-laden design act. Legibility is positioned as both an evaluative lens and a design criterion, making it complimentary to existing frameworks such as value sensitive design. To concretize the notion of legibility, and understand how it could be utilized in both evaluative and anticipatory contexts, the case study of a vest embedded with sensors and an accompanying app for patients with chronic obstructive pulmonary disease is analyzed.
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Biomimicry is an emerging discipline that seeks nature’s advice and brings diverse stakeholders together to create designs that emulate the way nature functions, not just the way it looks. The field itself is a multidisciplinary endeavor, yet biomimicry educators frequently work alone. Pedagogical methods based on trial and error may waste precious time. In this study, a set of four biomimicry experts from diverse disciplines and different areas around the globe collaborated to compare pedagogy and analyze student work to illuminate best principles for teaching students to translate biology into design solutions, a key step in the biomimicry design process. A total of 313 assignments created by 179 different students were evaluated. The results showed that the inclusion of art in the learning of science, namely the hand drawing of the biological mechanism can lead to higher quality of abstracted design principles. Stevens, L., Bidwell, D., Fehler, M., Singhal, A. (2022). The Art and Science of Biomimicry—Abstracting Design Principles from Nature. In: Rezaei, N. (eds) Transdisciplinarity. Integrated Science, vol 5. Springer, Cham. https://doi-org.ezproxy.hhs.nl/10.1007/978-3-030-94651-7_29
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This investigation explores relations between 1) a theory of human cognition, called Embodied Cognition, 2) the design of interactive systems and 3) the practice of ‘creative group meetings’ (of which the so-called ‘brainstorm’ is perhaps the best-known example). The investigation is one of Research-through-Design (Overbeeke et al., 2006). This means that, together with students and external stakeholders, I designed two interactive prototypes. Both systems contain a ‘mix’ of both physical and digital forms. Both are designed to be tools in creative meeting sessions, or brainstorms. The tools are meant to form a natural, element in the physical meeting space. The function of these devices is to support the formation of shared insight: that is, the tools should support the process by which participants together, during the activity, get a better grip on the design challenge that they are faced with. Over a series of iterations I reflected on the design process and outcome, and investigated how users interacted with the prototypes.
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This paper discusses two studies - the one in a business context, the other in a university context - carried out with expert educational designers. The studies aimed to determine the priorities experts claim to employ when designing competence-based learning environments. Designers in both contexts agree almost completely on principles they feel are important. Both groups emphasized that one should start a design enterprise from the needs of the learners, instead of the content structure of the learning domain. However, unlike business designers, university designers find it extremely important to consider alternative solutions during the whole design process. University designers also say that they focus more on project plan and desired characteristics of the instructional blueprint whereas business designers report being more client-oriented, stressing the importance of "buying in" the client early in the process.
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In this paper we explore the influence of the physical and social environment (the design space) son the formation of shared understanding in multidisciplinary design teams. We concentrate on the creative design meeting as a microenvironment for studying processes of design communication. Our applied research context entails the design of mixed physical–digital interactive systems supporting design meetings. Informed by theories of embodiment that have recently gained interest in cognitive science, we focus on the role of interactive “traces,” representational artifacts both created and used by participants as scaffolds for creating shared understanding. Our research through design approach resulted in two prototypes that form two concrete proposals of how the environment may scaffold shared understanding in design meetings. In several user studies we observed users working with our systems in natural contexts. Our analysis reveals how an ensemble of ongoing social as well as physical interactions, scaffolded by the interactive environment, grounds the formation of shared understanding in teams. We discuss implications for designing collaborative tools and for design communication theory in general.
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Author supplied from the article: ABSTRACT Increasing global competition in manufacturing technology puts pressure on lead times for product design and production engineering. By the application of effective methods for systems engineering (engineering design), the development risks can be addressed in a structured manner to minimise chances of delay and guarantee timely market introduction. Concurrent design has proven to be effective in markets for high tech systems; the product and its manufacturing means are simultaneously developed starting at the product definition. Unfortunately, not many systems engineering methodologies do support development well in the early stage of the project where proof of concept is still under investigation. The number of practically applicable tools in this stage is even worse. Industry could use a systems engineering method that combines a structured risk approach, concurrent development, and especially enables application in the early stage of product and equipment design. The belief is that Axiomatic Design can provide with a solid foundation for this need. This paper proposes a ‘Constituent Roadmap of Product Design’, based on the axiomatic design methodology. It offers easy access to a broad range of users, experienced and inexperienced. First, it has the ability to evaluate if knowledge application to a design is relevant and complete. Secondly, it offers more detail within the satisfaction interval of the independence axiom. The constituent roadmap is based on recent work that discloses an analysis on information in axiomatic design. The analysis enables better differentiation on project progression in the conceptual stage of design. The constituent roadmap integrates axiomatic design and the methods that harmonise with it. Hence, it does not jeopardise the effectiveness of the methodology. An important feature is the check matrix, a low threshold interface that unlocks the methodology to a larger audience. (Source - PDF presented at ASME IMECE (International Mechanical Engineering Congress and Exposition
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“Teaching is both an art and a science” (Harrison & Coll, 2008 p.1). Good teaching excites students and cultivates their curiosity to learn more than they are asked. But what if students’ blank faces tell you that the teaching did not land, what can you do? Using an analogy or metaphor to explain the principle helps students visualize and comprehend the knowledge of difficult, abstract concepts by making it familiar. The National Academy of Engineers issued a report in 2008 emphasizing the need for design engineers to develop 21st century skills, such as ingenuity and creativity, and to create innovative products and markets. However, designers have a hard time ignoring evident constraints on their concepts during their design process. This is especially difficult for novice designers when attempting to use analogical reasoning (Osborn, 1963; Hey et al. 2008). Hey et al. explains how the multitude of design considerations is even more difficult for novice as compared to expert designers who are more able to focus on the important features of a problem. Kolodner (1997) iterates how novice designers have difficulty sifting through the mass of information they encounter. They need help with the transfer of knowledge that analogical reasoning requires. When students can clearly extract and articulate what they have learned, this helps them to internalize this. Biomimicry education teaches the clear extraction and articulation while learning to decipher and transfer function analogies from biology to design. This transfer can also improve reasoning when solving problems (Wu and Weng, 2013), reacting to the challenge in a more ‘out-of-the-box’ manner (Yang et al. 2015). However, not being able to fully understand this “conceptual leap between biology and design” in an accurate manner, is sited as a key obstacle of this field (Rowland, 2017; Rovalo and McCardle 2019, p. 1). Therefore, didactics on how to teach this analogical leap to overcome the hurdles is essential. There is insufficient research on the effectivity of biomimicry education in design to help establish ‘best practices’. This thesis offers advice to fill this pedagogical gap to find out how to overcome the obstacle of analogical reasoning for novice designers, while practicing biomimicry. The contribution to science is a not earlier tested methodology that leads to a clearer understanding of the translation of biological strategies and mechanisms found in scientific research. This translation from biology to design in visual and textual manner, is called the Abstracted Design Principle (ADP) and is introduced and explained in detail in chapters 4, 5 and 6 of this thesis. Together with the proposed instructions, we sketch the net-gain of positive mind-set for novice designers on their path to design for a sustainable future.
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Preliminary empirical research conducted by the leading author has shown that design students using biological analogies, or models across different contexts, often misinterpreted these, intentionally or unintentionally, during design. By copying shape or form without integrating the main function of the mimicked biological model, students failed to consider the process or system directing that function when attempting to solve the design need. This article considers the first step in the development of an applicable educational model using distant analogies from nature, by means of biomimicry thinking methodology. The analysis examines results from a base-line exercise taken by students in the Minor Design with Nature during the Spring semester of Industrial Design Engineering at The Hague University of Applied Sciences in 2019, verifying that students without biomimicry training use this hollow approach automatically. This research confirms the gap between where students are at the beginning of the semester and where they need to be as expert sustainable designers when they graduate. These findings provide a starting point for future interventions in biomimicry workshops to improve systematic design thinking through structural and scientifically based iterations of analogical reasoning. https://doi.org/10.1007/s10798-020-09574-1 LinkedIn: https://www.linkedin.com/in/helenkopnina/
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With artificial intelligence (AI) systems entering our working and leisure environments with increasing adaptation and learning capabilities, new opportunities arise for developing hybrid (human-AI) intelligence (HI) systems, comprising new ways of collaboration. However, there is not yet a structured way of specifying design solutions of collaboration for hybrid intelligence (HI) systems and there is a lack of best practices shared across application domains. We address this gap by investigating the generalization of specific design solutions into design patterns that can be shared and applied in different contexts. We present a human-centered bottom-up approach for the specification of design solutions and their abstraction into team design patterns. We apply the proposed approach for 4 concrete HI use cases and show the successful extraction of team design patterns that are generalizable, providing re-usable design components across various domains. This work advances previous research on team design patterns and designing applications of HI systems.
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The methodology of biomimicry design thinking is based on and builds upon the overarching patterns that all life abides by. “Cultivating cooperative relationships” within an ecosystem is one such pattern we as humans can learn from to nurture our own mutualistic and symbiotic relationships. While form and process translations from biology to design have proven accessible by students learning biomimicry, the realm of translating biological functions in a systematic approach has proven to be more difficult. This study examines how higher education students can approach the gap that many companies in transition are struggling with today; that of thinking within the closed loops of their own ecosystem, to do good without damaging the system itself. Design students should be able to assess and advise on product design choices within such systems after graduation. We know when tackling a design challenge, teams have difficulties sifting through the mass of information they encounter, and many obstacles are encountered by students and their professional clients when trying to implement systems thinking into their design process. While biomimicry offers guidelines and methodology, there is insufficient research on complex, systems-level problem solving that systems thinking biomimicry requires. This study looks at factors found in course exercises, through student surveys and interviews that helped (novice) professionals initiate systems thinking methods as part of their strategy. The steps found in this research show characteristics from student responses and matching educational steps which enabled them to develop their own approach to challenges in a systems thinking manner. Experiences from the 2022 cohort of the semester “Design with Nature” within the Industrial Design Engineering program at The Hague University of Applied Sciences in the Netherlands have shown that the mixing and matching of connected biological design strategies to understand integrating functions and relationships within a human system is a promising first step. Stevens LL, Whitehead C, Singhal A. Cultivating Cooperative Relationships: Identifying Learning Gaps When Teaching Students Systems Thinking Biomimicry. Biomimetics. 2022; 7(4):184. https://doi.org/10.3390/biomimetics7040184
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