Het lectoraat Co-Design van Hogeschool Utrecht doet met een systemisch-inclusieve ontwerpende aanpak praktijkgericht onderzoek, om complexe maatschappelijke vraagstukken te helpen oplossen. Binnen die onderzoeken stellen we vragen over het ontwerpproces en de mensen die daarbij betrokken zijn. Hoe kun je goed co-designen in de weerbarstige werkelijkheid? Wat kan helpen in die ontwerpende aanpak? Hoe kunnen mensen die niet zijn opgeleid als ontwerpers volwaardig meedoen in het ontwerpproces, en wat hebben zij daarvoor nodig aan ontwerpend vermogen? De kennis over ontwerpend vermogen die we de afgelopen vier jaar hebben opgedaan, delen we in dit boekje. We hebben dat proces getekend en beschreven als een reisverhaal van Co, die ons meeneemt op een boot over een rivier, door stroomversnellingen en langs landschappen. Met bijdragen van: Marry Bassa, Anita Cremers, Tanja Enninga, Anita van Essen, Christa van Gessel, Berit Godfroij, Joep Kuijper, Remko van der Lugt, Caroline Maessen, Lenny van Onselen, Dirk Ploos van Amstel, Karlijn van Ramshorst, Carolijn Schrijver, Fenne Verhoeven, Danielle Vossebeld, Rosa de Vries
DOCUMENT
An important step in the design of an effective educational game is the formulation of the to-be-achieved learning goals. The learning goals help shape the content and the flow of the entire game, i.e. they provide the basis for choosing the game’s core (learning) mechanics. A mistake in the formulation of the learning goals or the resulting choice in game mechanics can have large consequences, as the game may not lead to the intended effects. At the moment, there are many different methods for determining the learning goals; they may be derived by a domain expert, based on large collections of real-life data, or, alternatively, not be based on anything in particular. Methods for determining the right game mechanics range from rigid taxonomies, loose brainstorming sessions, to, again, not any method in particular. We believe that for the field of educational game design to mature, there is a need for a more uniform approach to establishing the learning goals and translating them into relevant and effective game activities. This paper explores two existing, non-game design specific, methods to help determine learning goals and the subsequent core mechanics: the first is through a Cognitive Task Analysis (CTA), which can be used to analyse and formalize the problem and the knowledge, skills, attitudes that it is comprised of, and the second is through the Four Components Instructional Design (4C-ID), which can be used to determine how the task should be integrated into an educational learning environment. Our goal is to see whether these two methods provide the uniform approach we need. This paper gives an overview of our experiences with these methods and provides guidelines for other researchers on how these methods could be used in the educational game design process.
DOCUMENT
This paper shows an overview of design practices of the XR-lab at the Amsterdam University of Applied Sciences, The Netherlands. Over the course of six years, interdisciplinary teams of students have delivered 55+ prototypes in virtual, augmented, and mixed reality for a variety of 40+ clients. As human-computer interaction is entering a new evolutionary phase towards human-computer integration, new opportunities in extended reality (XR) have the potential to fundamentally alter human characteristics and abilities. Therefore, this paper begins with taking a philosophical stance on ‘being human’ and the anthropological concept of ‘liminality’ in XR-experiences. A further exploration of the concept of 'emotional rehearsal spaces' uses know-how from performance art, dance, architecture, and dramaturgy. Insights from tangible practices at the XR-lab show the cultural journey in XR-collaborations. This is made visible through a quick and dirty experiment on artistic thinking, design thinking, and system thinking, which shows how interdisciplinary collaborations are able to ignite new combinations of thought in design teams and individual professionals. Finally, we show an overview of specific design methods and tools that have been explored at the XR-lab over the years.
DOCUMENT
Academic design research often fails to contribute to design practice. This dissertation explores how design research collaborations can provide knowledge that design professionals will use in practice. The research shows that design professionals are not addressed as an important audience between the many audiences of collaborative research projects. The research provides insight in the learning process by design professionals in design research collaborations and it identifies opportunities for even more learning. It shows that design professionals can learn about more than designing, but also about application domains or project organization.
DOCUMENT
circular economy as a system change is gaining more attention, reusing materials and products is part of this, but an effective method for repurposing seems to be missing. Repurpose is a strategy which uses a discarded product or its parts in a new product with a different function. Literature on specific design methods for 'repurposing’ is limited and current design methods do not specifically address repurpose driven design. This paper aims to contribute to the literature on repurpose as a circularity strategy by evaluating repurpose driven design processes which are deployed in practice and evaluate to what extend existing design methods are suited for repurpose driven design. Building on a multiple case study two main design approaches are identified. First, a goal-oriented approach in which a client commissions the design studio. Second, a resource-oriented approach in which a discarded product or its components is the starting point of a design process initiated by the designers. Although both approaches follow a more or less standard design process, each intervenes with repurpose specific input at different phases in the design process, depending on the role of the designer. Results show that in order to be able to deal with the inconsistencies of discarded products, specific repurpose-related tools are required for an efficient and effective repurpose driven design process. Future research should address these issues in order to develop comprehensive and practical tools that accommodate the two repurpose driven design approaches.
DOCUMENT
from the article: ABSTRACT Participatory Design has developed methods that empower people with impairments to actively take part in the design process. Many designed artifacts for this target group likewise aim to empower their users in daily life. In this workshop, we share and relate best practices of both empowering methods and empowering designs. Participants are therefore invited to bring along cases of designing for- and with people with sensory-, cognitive- or social impairments. Our workshop consists of three parts: (1) Foregrounding empowering elements in PD methods using method stories, containing the backstory of a method put into practice; (2) Reflecting on technological artifacts, exploring the empowering qualities of person-artifact-context interaction; (3) constructing a critical synopsis of the various relationships between empowering products and -methods. http://dx.doi.org/10.1145/2948076.2948101
DOCUMENT
This paper discusses challenges in assessing design students within studio model education. It reflects on the assessment methods used in the M.Sc. Digital Design, Amsterdam University of Applied Sciences, with input from an online survey targeting former students and assessors of the programme. Building on the particularities they see in this assessment process and its perceived advantages and disadvantages; we reflect on the extent to which these methods respond to the intentions for their development. Lastly, we discuss these issues in relation to the literature with the purpose of providing input to others that, like us, are in search of improved assessment tools for studio-based education.
MULTIFILE
Industrial design practice has broadened from designing (mass-)products towards more open, complex, dynamic, and networked design. Organizations are increasingly hire design professionals and turn their attention towards design as an important capability that can help them generate innovation and improve business outcomes. Organizing design beyond organizations is becoming an interdisciplinary collaboration process rather than a design creation process. This has brought change for industrial designers with regards to the design process and the application of methods. By means of process research methods, this study addresses the question ‘how does an industrial design process evolve in a broadening field of design practice?’. Based on theoretical interpretation of an empirical narrative that tells the story of a design project in healthcare, this paper provides understanding in the messy and complex progression in design processes, and unstable and unpredictable dynamics. It works towards a process innovation model that fits contemporary roles for industrial designers who are adapting their ways of working in novel design challenges.
DOCUMENT
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
DOCUMENT
Author supplied: Abstract How can you provide health clubs with the possibility of offering innovative and differentiating services in an increasingly competitive and rapidly changing environment? This was the issue raised by the Dutch health club industry, which has grown rapidly in recent years. To this end, we conducted extensive research in order to understand the needs of customers and flesh out a customer-driven marketing approach. As the most frequently used models and methods in marketing do not respond to the demands of small businesses, we adapted emerging generative-user research methods from the field of design. We demonstrate how we combined qualitative design research with quantitative customer research in a study for the health club industry. Finally, we discuss how the approach prompted new insights in the context of small business in the service sector through multidisciplinary collaboration. DOI: 10.1504/IJTMKT.2015.070647 http://www.inderscienceonline.com/doi/abs/10.1504/IJTMKT.2015.070647
DOCUMENT