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.
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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.
MULTIFILE
The Netherlands must build one million homes and retrofit eight million buildings by 2030, while halving CO₂ emissions and achieving a circular economy by 2050. This demands a shift from high-carbon materials like concrete—responsible for 8% of global CO₂ emissions—and imported timber, which inflates supply-chain emissions. Mycelium offers a regenerative, biodegradable alternative with carbon-sequestration potential and minimal energy input. Though typically used for insulation, it shows structural promise—achieving compressive strengths of 5.7 MPa and thermal conductivities of 0.03–0.05 W/(m·K). Hemp and other lignocellulosic agricultural byproducts are commonly used as substrates for mycelium composites due to their fibrous structure and availability. However, hemp (for e.g.) requires 300–500 mm of water per cycle and centralized processing, limiting its circularity in urban or resource-scarce areas. Aligned with the CLICKNL Design Power Agenda, this project explores material-driven design innovation through a load-bearing mycelium-based architectural product system, advancing circular, locally embedded construction. To reduce environmental impact, we will develop composites using regional bio-waste—viz. alienated vegetation, food waste, agriculture and port byproducts—eliminating the need for water-intensive hemp cultivation. Edible fungi like Pleurotus ostreatus (oyster mushroom) will enable dual-function systems that yield food and building material. Design is key for moving beyond a singular block to a full product system: a cluster of modular units emphasizing geometry, interconnectivity, and compatibility with other building layers. Aesthetic variation (dimension, color, texture) supports adaptable, expressive architecture. We will further assess lifecycle performance, end-of-(service)-life scenarios, and on-site fabrication potential. A 1:1 prototype at The Green Village will serve as a demonstrator, accelerating stakeholder engagement and upscaling. By contributing to the KIA mission on Social Desirability, we aim to shift paradigms—reimagining how we build, live, grow, and connect through circular architecture.