Deze casestudie geeft inzicht in verschillende soorten kennis die kenmerkend zijn voor applied design research. Er wordt onderscheid gemaakt tussen kennis over de huidige situatie, over wenselijke alternatieven en over effectieve oplossingen om daar te komen. Ofwel, kennis hoe het is, kennis over hoe het kan zijn en kennis over hoe het zal zijn als we effectieve oplossingen toepassen. Elk van deze soorten kennis heeft andere kwaliteitscriteria.
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Design en onderzoek zijn twee kennisgebieden die elk hun eigen tradities, methoden, standaarden en praktijken hebben. Deze twee werelden lijken behoorlijk gescheiden, waarbij onderzoekers onderzoeken wat er is en ontwerpers visualiseren wat er zou kunnen zijn. Dit boek slaat een brug tussen beide werelden door te laten zien hoe design en onderzoek geïntegreerd kunnen worden om een nieuw kennisveld te ontwikkelen. Dit boek bevat 22 inspirerende beschouwingen die laten zien hoe de unieke kwaliteiten van onderzoek (gericht op het bestuderen van het heden) en ontwerp (gericht op het ontwikkelen van de toekomst) gecombineerd kunnen worden. Dit boek laat zien dat de transdisciplinaire aanpak toepasbaar is in een veelheid van sectoren, variërend van gezondheidszorg, stedelijke planning, circulaire economie en de voedingsindustrie. Het boek bestaat uit vijf delen en biedt een scala aan illustratieve voorbeelden, ervaringen, methoden en interpretaties. Samen vormen ze het kenmerk van een mozaïek, waarbij elk stukje een deel van het complete plaatje bijdraagt en alle stukjes samen een veelzijdig perspectief bieden op wat toegepast ontwerponderzoek is, hoe het wordt geïmplementeerd en wat de lezer ervan kan verwachten.
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Inte Gloerich and Gabriele Ferri investigate the impacts of Covid-related datafication on marginalized urban communities, emphasizing the importance of creativity and imagination in fostering resilience and agency in the face of ongoing and future crises.
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At the age of a failing economic system and undeniable evidence of the effects humankind has had over the planet, it is necessary to look for alternatives to the way we live locally. This article explores the use of designing narratives and metanarratives to co-create imaginaries serving as the needed alternatives. This research starts by considering the historical factors to understand how industrialisation and the loss of traditional practices created a culture of disconnection from Nature in the Girona area, but also looks at why people start now reconnecting with it. The analysis is the foundation for speculative design practices to co-create a new local narrative of connection and regeneration. The project adopted the Integrative Worldviews Framework and used paradoxes to create possible future worldviews based on historical factors and literature. Citizens participated in conversational future-visioning workshops to develop and evaluate their local imagery of the previously created worldviews. This conversation-based exercise evidenced the potential of paradoxes in destructive futures to create imaginaries of regeneration. These imaginaries merge and form future stories. From the future narratives, the practice created cultural artefacts embodying a new culture of connection based on storytelling, traditional jobs, and a mythological understanding of Nature. Finally, as observed at the end of the project, these artefacts allow citizens to adopt them as their culture and expand their current worldview.
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In this paper we investigate how a combination of "speculative" design methods can be used to generate theoretical understandings for dynamic, colour-changing fabrics for garments. Specifically, we combine a first-person, autobiographical, research through design (RtD) approach that draws strategies from speculative design. We call this approach alternative presents, inspired by the work of James Auger, and explore it as a way to generate theoretical propositions for dynamic fabric that emphasize the lived experience over technological innovation. The contributions of this framing are twofold. Firstly, we offer a theoretical contribution to the literature on dynamic fabric. Secondly, we make a methodological contribution for how autobiographical design and RtD can be oriented speculatively to generate intermediate knowledge, with particular emphasis on social-technical aspects.
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Speculative and critical design constitutes a lens through which researchers and futurists interrogate (im)possible scenarios. Artifacts produced in this way may provide insights by providing a provocative contrast with our own present society. However, speculative design struggles to reach and engage a broad audience. A transdisciplinary dialogue with narrative and ludic approaches may bring speculative practices to wider publics. To argue for this connection, I examine the contributions of narration and pervasiveness in constructing speculative visions of alternative realities. I propose that a playful approach may elicit curiosity, free exploration and engagement with speculative design, thus supporting more distributed and effective experiences.
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Design en research zijn twee kennisgebieden met elk eigen standaarden, methoden en tradities. Applied Design Research betreft vormen van onderzoek waarbij ontwerpen een fundamenteel onderdeel vormt van het onderzoek. Het kan zich heugen op een groeiende belangstelling, ook buiten de wereld van design, maar wat is het precies? Het boek bevat een mozaïek van 22 artikelen van 25 lectoren en onderzoekers, die gezamenlijk een goed beeld geven, maar waarbij geen van de artikel het geheel overziet. Het toont een vorm van onderzoek die even praktijk- als toekomstgericht is. Het boek wordt ingeleid met een introductie die het boek ordent in 5 thema’s: (1) het vizier op de toekomst; (2) de drang om de wereld te verbeteren; (3) ontwerpen en onderzoeken mét anderen; (4) bruggen bouwen tussen disciplines; en (5) de opgave voor ADR.
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This deaf-led work critically explores Deaf Tech, challenging conventional understandings of technologies ‘for’ deaf people as merely assistive and accessible, since these understandings are predominantly embedded in medical and audist ideologies. By employing participatory speculative workshops, deaf participants from different European countries envisioned technologies on Eyeth - a mythical planet inhabited by deaf people - centered on their perspectives and curiosities. The results present a series of alternative socio-technical narratives that illustrate qualitative aspects of technologies desired by deaf people. This study advocates for expanding the scope of deaf technological landscapes, emphasizing the needs of establishing deaf-centered HCI, including the development of methods and concepts that truly prioritize deaf experiences in the design of technologies intended for their use.
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Design and research are two fields of knowledge that each has its traditions, methods, standards and practices. These two worlds appear to be quite separate, with researchers investigating what exists, and designers visualising what could be. This book builds a bridge between both worlds by showing how design and research can be integrated to develop a new field of knowledge. This book contains 22 inspiring reflections that demonstrate how the unique qualities of research (aimed at studying the present) and design (aimed at developing the future) can be combined. This book shows that the transdisciplinary approach is applicable in a multitude of sectors, ranging from healthcare, urban planning, circular economy, and the food industry. Arranged in five parts, the book offers a range of illustrative examples, experiences, methods, and interpretations. Together they make up the characteristic of a mosaic, each piece contributing a part of the complete picture, and all pieces together offering a multi-facted perspective of what applied design research is, how it is implemented and what the reader can expect from it.
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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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