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Showing papers in "Design Journal in 2022"



Journal ArticleDOI
TL;DR: In this paper , the authors identify and understand the roles of different types of digital exhibits in improving children's experiences by analyzing their average holding time (AHT) and verify the effects of new interactive digital technologies and digital screens were verified.
Abstract: Abstract Science museums have always been considered an important informal education resource for children. However, despite extensive literature on experience and learning in the context of science museums, the roles played by digital exhibits in children’s experiences are still not fully understood. Therefore, this study aimed to identify and understand the roles of different types of digital exhibits in improving children’s experiences by analyzing their average holding time (AHT). The data of children’s AHT on digital exhibits were collected through observation of children’s behaviours on sampled digital exhibits in the Liaoning Science and Technology Museum. In addition, effects of new interactive digital technologies and digital screens were verified. Results showed that hands-on digital exhibits are more effective than hands-off digital exhibits in attracting children’s attention. Interactive exhibits with touch screens are also attractive and can hold children’s experience time.

5 citations


Journal ArticleDOI
TL;DR: In this article , the authors present a framework that unifies all social design around an overarching objective to foster the common good but argues that design activities to do so may be driven by different values and focus on different outcomes.
Abstract: Abstract Although the term social design is being widely adopted around the world, conceptual clarity is still lacking. The way social design is understood and executed can vary greatly. Without a shared conceptual foundation, knowledge exchange and development are restricted, and so is the professionalisation of practice. This paper brings forward a framework that unites all social design around an overarching objective to foster the common good but argues that design activities to do so may be driven by different values and focus on different outcomes. We identify five components of social design: (1) care-driven design activities for the wellbeing of underprivileged people, (2) responsiveness-driven design activities for good governance, (3) political progress-driven design activities for empowered citizens, (4) social capital-driven design activities for beneficial communities, and, (5) resilience-driven design activities for sustainable future systems. We describe how the framework helps explain, discuss and systematically study social design.

5 citations


Journal ArticleDOI
TL;DR: In this article , an interdisciplinary team of design, nursing, and marketing researchers examined the patterns of older adults' autonomy and proposed a service to assist their life transitions and found that older adults need to maintain a sense of autonomy.
Abstract: Abstract A growing population of older adults is living alone, yet little is known about their need to maintain a sense of autonomy. In this study, an interdisciplinary team of design, nursing, and marketing researchers examined the patterns of older adults’ autonomy and proposed a service to assist their life transitions. The objectives include: (1) exploring the principle of autonomy as the core value of a service design case study for older adults; (2) identifying their daily living needs in relation to autonomy; and (3) improving aging adults’ autonomy by implementing a human-centred design approach to build a service. After conducting research with older adults living alone in an assisted living facility, we defined several service strategies: upfront preparation for life transitions, graduated preventive care, and desirable interactions with community. We designed a service named ‘Healthy Aging Adviser’ that supports the relational autonomy of older adults.

4 citations


Journal ArticleDOI
TL;DR: In this article , the authors look at how participatory design approaches can be used to drive co-learning processes within the public sector, namely, collaborative learning processes about institutional aspects, and highlight how design as problem framing, by supporting collaborative reflexivity, can be a fruitful way to engage with institutional aspect.
Abstract: Abstract It has been highlighted how design engagement with the public sector risks being either irrelevant or instrumental to technocratic agendas due to a lack of understanding of the public sector’s nature. Based on the idea of public sector innovation as a matter of learning and adaptation for continuous improvement, this article looks at how participatory design approaches can be used to drive co-learning processes within the public sector, namely, collaborative learning processes about institutional aspects. It reflects on the authors’ engagement within a Swedish public organisation that relied on traditional design processes and co-learning processes. By analysing these processes, the article highlights how design as problem framing, by supporting collaborative reflexivity, can be a fruitful way to engage with institutional aspect.

4 citations


Journal ArticleDOI
TL;DR: In this paper , the subjective experiences of seven design students perceiving inspirational material for a graphic design task were described through a descriptive phenomenological approach, and the students' perception of inspirational material ranged from "surface" to "deep" modes.
Abstract: Abstract Perceiving inspirational material is an important part of conceptual design. Cognitive processes like ‘analogical reasoning’ and ‘semantic processing’ in the perception of inspirational material are widely studied. However, the distinct role played by aspects of emotion such as perception of affective quality in the perception of inspirational material is relatively unexplored. Through a descriptive phenomenological approach, this paper details the subjective experiences of seven design students perceiving inspirational material for a graphic design task. The students’ perception of inspirational material ranged from ‘surface’ to ‘deep’ modes. Through perception of affective quality, a distinct deep perceptual mode, students subjectively valued and related to inspirational materials and assessed their potential to evoke changes in feelings. Inspirational material shown in virtual reality (VR) induced immersive ‘first-person experiences’, heightening other modes like perception of affective quality. These findings detail the inspiration process in graphic design and advance wider research on design inspiration and cognition.

3 citations


Journal ArticleDOI
TL;DR: This research aims to explore how AP affects the ways in which architectural knowledge is being constructed in contemporary architectural educational settings and adopts the ‘enactivism’ epistemology and investigates the cognitive processes behind the craft of architectural prototyping within the context of entangled social-material and digital learning environments.
Abstract: Overview In the last three decades Architectural Prototyping (AP) has been reinstated as a useful teaching tool by a growing number of architecture higher education institutions. These institutions are using AP within two main frameworks: designbuild courses and Digital Fabrication Laboratories (DFL). These frameworks are characterized by intensive technological and hybrid digital-physical environments, and they promote an alternative teaching and learning approach to mainstream architectural education. However, the ways in which learning is constructed within these frameworks is yet to be fully understood. Therefore, this research aims to explore how AP affects the ways in which architectural knowledge is being constructed in contemporary architectural educational settings. Our multidisciplinary research is positioned at the intersection of three research areas: architectural education, craft practice, and Human-Computer-Interaction (HCI). It adopts the ‘enactivism’ epistemology and investigates the cognitive processes behind the craft of architectural prototyping within the context of entangled social-material and digital learning environments.

3 citations


Journal ArticleDOI
TL;DR: In this article , the potential of design-driven futuring is explored, that is, those approaches that integrate design and futuring methods and tools, to nurture strategising across its four elements: imagining alternative futures, interacting reflectively, thinking divergently, and adopting a systems perspective.
Abstract: Abstract Urgent and consequential issues related to the climate crisis are driving forth research on how to facilitate the emergence of sustainable futures. Strategising can be considered as a key competency for steering current practices from unsustainable paths towards sustainable futures; however, it remains underexplored how it can be animated or supported. In this paper, strategising is conceptualised according to four elements: Envisioning alternative futures, interacting reflectively, thinking divergently, and adopting a systems perspective. The paper draws from five research-through-design experiments and explores the potential of design-driven futuring, that is, those approaches that integrate design and futuring methods and tools, to nurture strategising across its four elements. Our empirical findings suggest that design-driven futuring supports strategising for sustainable futures by fostering (1) creative spaces for immersion, (2) encounters for intra- and interpersonal reflections and (3) mutual understanding through the visuality of design.

3 citations


Journal ArticleDOI
TL;DR: In this paper , the authors present a conceptual framework for participatory design in sensitive contexts, focusing on enabling participation from people perceived as vulnerable to engage on sensitive research topics, sharing key themes from project examples across three different contexts.
Abstract: Abstract There has been an increasing focus on Participatory Design (PD) and design research involving ‘vulnerable groups’ and sensitive topics in recent years. Existing approaches, however, focus on working with discrete ‘vulnerable groups’ and/or sensitive topics, with limited work capturing shared learnings and key principles across these. In this position paper, we discuss our work specifically focusing on enabling participation from people perceived as vulnerable to engage on sensitive research topics, sharing key themes from project examples across three different contexts. We present a proposal for a conceptual framework synthesising key principles for Participatory Design in Sensitive Contexts. The framework emphasises: valuing lived experience as expertise; rights-based ethos foregrounding the political, ethical and social commitment of PD; asset-based design promoting individual and collective agency, voice and empowerment; and attuning participation with a focus on relationships, dynamics of engagement and wellbeing, to create appropriate conditions for genuine participation and transformation.

3 citations


Journal ArticleDOI
TL;DR: In this paper , the authors explore the meaning of technology in Landscape Architecture (TLA) as part of LA's body of knowledge, and examine the interrelationships of DTT and research methods within the landscape research as a way to analyze the meaning and significance of TLA and its significance on 21st century LA core domains.
Abstract: Overview This research seeks to explore the meaning of Technology in Landscape Architecture (TLA) as part of Landscape Architecture (LA)’s body of knowledge. It will investigate TLA and its emerging specializations, along with related core domains and associated topical areas. This exploration will also examine the inter-relationships of DTT and research methods within the landscape research as a way to analyze the meaning of TLA and its significance on 21st century LA core domains. In this study context, this research will draw from three realms of knowledge: (1) Digital Tools and Technology (DTT) in LA; (2) LA Core Domains; and (3) Trends, Themes and Priorities in LA Research. This research proposes a mixed methods approach with the exploratory goal to gain a deeper understanding of the meaning of TLA, its specialties and ways it intersects with the core knowledge domains within the LA discipline. This study on TLA will also be comprehensive in its examination of both contemporary scholarly research and professional practice including current trends and themes. The significance of this research demonstrates ways technology has evolved as its own significant domain where the discipline of LA has shifted from the art-science binary narrative to an emergent 21st century conceptual tri-partite core consisting of art, science and technology.

3 citations


Journal ArticleDOI
TL;DR: In this paper , the authors explored the extent to which cultural products are used in design thinking projects and found that cultural products were positively related to the success of design-thinking projects.
Abstract: Abstract It has been argued that cultural products (e.g., novels or movies) can be used to develop foresight or prototypes. The rationale is that cultural products not only reflect changes in the business environment but also contribute to these changes by diffusion. Therefore, cultural products are arguably valuable. However, compared to other design thinking tools such as ethnographic research, interviews or focus groups, cultural products are less prevalent. This article, which is based on an empirical study of 302 design thinkers from 2018, explores the extent to which cultural products are used in design thinking projects. Despite a lower prevalence than other design thinking tools, we find support that cultural products are positively related to the success of design thinking projects. We conclude that although cultural products are used less than other approaches, they have a significant impact. We therefore emphasize the future potential of using cultural products in design thinking.

Journal ArticleDOI
TL;DR: In this paper , the authors consider whether the experience of engaging in transdisciplinary design can be described as a learning opportunity and explore the disciplinary perspectives of three groups: designers, academics and industry-based entrepreneurs.
Abstract: Abstract The complex challenges facing society often have competing social, political, ecological and economic drivers. Responding requires us to transcend disciplinary boundaries, co-creating knowledge. Design is increasingly positioned to enable this, informing and influencing change through engaged practice. However, while the intended outcome of design is often a redesigned service, artefact or intervention, the experience of those involved in the design may also be valuable. This paper considers whether the experience of engaging in transdisciplinary design can be described as a learning opportunity and explores the disciplinary perspectives of three groups: designers, academics and industry-based entrepreneurs. Drawing on empirical data from participants engaged in design-led workshops, findings suggest four areas of learning potential: interaction, experience, practice, and reflection. Finally, the paper considers the future of transdisciplinary learning and suggests that the landscape of participatory learning is shifting once more.

Journal ArticleDOI
TL;DR: Four perceived benefits of HSoS use in the kitchen that has not been visible in such detail are introduced: hygiene, hygiene, time management, imminent control, and an uninterrupted cooking practice.
Abstract: Abstract The kitchen is one of the busiest and messiest hubs of a home, where the hands are usually spoiled with food. In this setting, gestural interaction can offer several advantages: efficient, intuitive, and touch-free orchestration of interactive devices. Yet, research scarcely investigates the user's perspective on gesture-based systems in the kitchen and lacks designs developed through a user-centred process. With the contribution of 234 participants, we conducted formative studies that investigated users' expectations, perceived benefits, and concerns of gesture-based control in the kitchen. These studies guided our conceptual design ‘2HandTouch’, an information display controlled by Hand Specific On-Skin Gestures (HSoS). Then, we evaluated the user experience of this design through a summative user study. We introduced four perceived benefits of HSoS use in the kitchen that has not been visible in such detail. These are i) hygiene, (ii) time management, (iii) imminent control, and (iv) an uninterrupted cooking practice. We also provided broader implications of our work for designing gesture-controlled devices in the kitchen context.

Journal ArticleDOI
TL;DR: In this article , the authors investigated how digital design tools could generate new forms of representation and connection while leading to the creation of employment pathways for young adults in the Aboriginal community of Ntaria.
Abstract: Abstract In the Aboriginal community of Ntaria, visual communication is utilized to enhance storytelling, kinship relationships, and cultural knowledge. This research investigates how digital design tools could generate new forms of representation and connection while leading to the creation of employment pathways for young adults. Detailed in this paper is how Ntaria Design, a student-led enterprise was cultivated through a design and enterprise education program run at Ntaria School, part of a three-year participatory action study. From a Western Arrarnta perspective, the value of design, and the resulting development of a design-based enterprise was mediated by Country, culture, and community. This in turn necessitated new ways of teaching, learning, and engaging in research together on-Country. The establishment of Ntaria Design illuminates how design education can build entrepreneurial capacity while enabling Aboriginal youth to engage in commercial pathways on their own terms, and according to their own life-worlds.

Journal ArticleDOI
TL;DR: In this paper , the authors used the co-design visualisation approach to help actors visualise, understand, and activate entrepreneurial actions to address the challenge of small and medium-sized enterprises (SMEs).
Abstract: Abstract Small and medium-sized enterprises (SMEs) draw on inter-firm resources to innovate. As a result, SMEs find themselves embedded in complex local ecosystems that they do not fully understand. We used the co-design visualisation approach to help actors visualise, understand, and activate entrepreneurial actions to address this challenge. The study engaged SMEs, researchers, and innovation policymakers as examples of key actors in a local ecosystem. The first co-design workshop was at a Botswana leather incubator with 15 manufacturing SMEs. Then we evaluated our approach with 65 participants from research and policy environments across seven African countries. Lastly, we conducted a workshop with 20 SMEs from Botswana Innovation Hub. Our findings suggest that using ecosystem visualisations as rigorous heuristics empowers actors to identify opportunities for entrepreneurship. Implications for this research emphasise the role of co-design visualisations in navigating complex and less developed entrepreneurial ecosystems to drive regional strategy and innovation.

Journal ArticleDOI
TL;DR: The experience matrix is proposed as a structured ideation tool to guide designers ideating from user experience viewpoints by examining user activities, product components, and operation environments as major elements comprising the design space.
Abstract: Abstract While user-centered design (UCD) methods have been utilized in the industrial design practice for new product development to discover the latent needs of people, there remain limitations of applying UCD methods to the design process. With limited time and resources, industrial designers’ complex role to deal with multiple aspects of a product limits access to users. While translating research findings into concepts is a challenge to designers, their ideation processes are unstructured and ambiguous, and this mystical approach could negatively affect the success of new product development. The experience matrix is proposed as a structured ideation tool to guide designers ideating from user experience viewpoints. By examining user activities, product components, and operation environments as major elements comprising the design space, designers can frame problems and generate concepts effectively and systematically. The construct and procedure of the experience matrix are explained through its application to an industrial design project.

Journal ArticleDOI
TL;DR: In this article , a critical examination of design's relationship with the local context indicates a need for self-reflexive methodologies as means of addressing power imbalances in the field, deciphering prejudices, and maintaining receptivity to diverse ways of knowing and approaches to knowledge.
Abstract: Abstract This article links design research in local contexts to the methodological issues of positionality and self-reflexivity. A critical examination of design’s relationship with the local context indicates a need for self-reflexive methodologies as means of addressing power imbalances in the field, deciphering prejudices, and maintaining receptivity to diverse ways of knowing and approaches to knowledge. Drawing upon the first author’s experience of fieldwork in a Turkish village, this article delves into the fluidity of positioning in the field. It self-reflexively examines the impact of the positionality of identities claimed and assigned during the research process, the relations and interactions that occurred in the field and the construction of the research text. While promoting self-reflexivity as a tool for critically engaged research, the article also addresses how design researchers in the local context might associate these methodological insights to their own studies.

Journal ArticleDOI
TL;DR: The design of a prototype transparency tool is described, to guide transparency of public space Internet of Things implementations as part of wider smart city initiatives to support trusted IoT ecosystems.
Abstract: Abstract This paper describes the design of a prototype transparency tool for communities, public and private organisations, and other stakeholders to use when developing, deploying and interrogating public space Internet of Things implementations as part of wider smart city initiatives. These deployments need to be accompanied by effective public communications and policy, and consideration of factors such as data privacy, so as not to negatively impact citizens. The intention of the tool is to guide transparency of these deployments in order to support trusted IoT ecosystems. The tool, which was developed as both a physical card deck and a digital implementation, was developed through a combination of participatory work and other research to understand the information requirements of citizens and other stakeholders. We suggest that further development of such tools can effectively support trustworthy IoT in smart cities.

Journal ArticleDOI
Jeanne Tan, Amy Chen, Li Shao, HeeYoung Kim, Lan Ge 
TL;DR: The design of an e-textile sensory tool for people with dementia, with stakeholders in Mainland China, is detailed and barriers to implementing co-design in sensory tool design are highlighted.
Abstract: Abstract Sensory activities are used to increase social engagement for people with dementia, who may struggle to participate in activities due to deteriorating cognitive functions. Sensory tools are used but these can be inappropriate since they are not designed for people with dementia. This paper details the design of an e-textile sensory tool for people with dementia, with stakeholders in Mainland China. The concept, a sensory wall, was derived from a previous co-design project in Hong Kong. However, the design context differs, and this work highlights barriers to implementing co-design in sensory tool design. Instead, this project took a collaborative customization approach. This paper describes the design processes and evaluations for the first and second sensory wall, with context on dementia care in Mainland China. This paper highlights considerations in the design of a sensory tool for people with dementia, and the benefits of stakeholder engagement in sensory tool design.

Journal ArticleDOI
TL;DR: In this article , a deep understanding of how design thinking can contribute to entrepreneurship is provided, highlighting which specific design thinking abilities enable the development of entrepreneurial activity, and the impacts of the learning and relative application of the main design thinking principles are evaluated via a sample of 50 participants in an international summer academy that offered education on DT concepts and practices.
Abstract: Abstract Design thinking (DT) is expanding its horizons across a variety of different domains. One of the early and debated contributions regarding DT addressed its relationship with the entrepreneurial field. Today, there are numerous contributions that design thinking can offer in the creation of new ventures. However, there are few examples in the literature that discuss the concrete impacts and benefits of adopting DT in this field, demonstrating it through entrepreneurial projects. This paper aims to explore practitioners’ experiences with the application of theories from design thinking inside an entrepreneurial context. The impacts of the learning and the relative application of the main design thinking principles are evaluated via a sample of 50 participants in an international summer academy that offered education on DT concepts and practices. Through this research, a deep understanding of how design thinking can contribute to entrepreneurship is provided, highlighting which specific DT abilities enable the development of entrepreneurial activity.

Journal ArticleDOI
TL;DR: In this article , Lexical semantic theories and methods are applied to corpus-based investigations to assess the scope of BID terminology and the resulting map is evaluated via the analysis and consequent positioning of biologically informed textile research.
Abstract: Abstract The research presented in this article tackles the problem of terminological disharmony within biologically informed disciplines (BID). Lexical semantic theories and methods are applied to corpus-based investigations to assess the scope of BID terminology. The results are analysed using statistical and qualitative methods and mapped against known academic domains. The resulting map is evaluated via the analysis and consequent positioning of biologically informed textile research. The findings suggest that the experimental framework embodies an alternative approach to mapping practice within BID landscape that overrides the need for broad, generic terms. Instead presents the work within an established network of theories and concepts with transparent interdisciplinary connections.

Journal ArticleDOI
TL;DR: In this article , the authors explore the hydrometallurgy technique to recover precious metals from e-waste, and transform the materials into wearable jewellery through developing new ways of utilising this material, specifically working with metals in solution.
Abstract: Abstract It is estimated that electronic and electrical equipment discarded in 2021 weigh more than 57 million tonnes, and less than one-fifth of this electronic waste (e-waste) is recycled. The Printed Circuit Boards (PCBs) are the integral component of any electronic equipment, and this is a useful type of waste due to their nearly 30% metal content. This research aims to explore the hydrometallurgy technique to recover precious metals from e-waste, and to transform the materials into wearable jewellery through developing new ways of utilising this material, specifically working with metals in solution.

Journal ArticleDOI
TL;DR: A precedent-based method to employ category-based reasoning to design artefacts for acceptability as well as novelty to dissociate the context dependency of particular design cases grounded in the cultural ecosystem from local decisions into generalized reasonings derived from category members.
Abstract: Abstract The findings of this study propose a precedent-based method to employ category-based reasoning to design artefacts for acceptability as well as novelty. This is an effort to dissociate the context dependency of particular design cases grounded in the cultural ecosystem from local decisions into generalized reasonings derived from category members, ranging from unique to fuzzy. The attempt is to reconstruct relevant operational types of design reasoning from preceding vernacular design episodes to infer problem-solving techniques employed by designers. Generative category-based reasoning using transformational analogy to transfer design reasoning from precedents of the same or different categories of the problem at hand is adopted. These are concrete comparisons of vernacular designs invited by experiential juxtapositions that have not achieved an abstract rule-like regularity due to their tacit roots. However, they are guidelines, indicative of both the process and the method employed in category-based reasoning for designerly problem-solving.

Journal ArticleDOI
TL;DR: In this article , the authors explore the potential of exhibition design that taps into the material particularities of museum interiors, thereby strengthening the museum visitors' sense of being present within the museum space.
Abstract: Abstract In recent decades, the ocularcentrism of museums has been challenged by the design of immersive, multisensory exhibition environments. In many museums, these environments are placed within ‘white cubes’ and ‘black boxes’ that provide a (supposedly) neutral space for exhibition making, and in the case of historic museum buildings, materially rich but non-neutral interiors are sometimes covered by visual backdrops and projections. This article will explore how exhibition design can, instead, work actively with the architectural museum interiors. Based on analysis of two exhibitions at Copenhagen museums, it will explore the potential of exhibition design that taps into the material particularities of museum interiors, thereby strengthening the museum visitors’ sense of being present within the museum space. The article will draw on the concept of atmosphere (Gernot Böhme), while also making critical inquiry into the concept’s ability to capture the material proximity effects of exhibition design that activates architectural museum interiors.

Journal ArticleDOI
TL;DR: In this article , the authors explored the role of research through design, using visual stimuli as probes, to support non-verbal expression of personal aesthetic preferences in the curation of personal space.
Abstract: Overview While dementia may affect the way our minds work, we will always know what we like. Where biographical identity diminishes, but experiential identity and emotional memory is retained, experiencing pleasure from personal preferences in everyday surroundings has significance. If verbal communication becomes arduous, assumptions can be made about inability, leading to everyday decisions being made on our behalf. The resultant negative impact on sense of identity and agency in the context of intrapersonal and interpersonal relationships is recognized in dementia care. Consequently a strengths-based approach is advocated, where a focus on abilities can challenge negative assumptions. This study explores the role of research through design, using visual stimuli as probes, to support non-verbal expression of personal aesthetic preferences in the curation of personal space. This paper describes the development of methods using remote sensory ethnography to share personal preferences for everyday objects and colour in the context of home.

Journal ArticleDOI
TL;DR: In this paper , a dialogical tool called "teatime" is presented to introduce diverse, immaterial perspectives on sustainability in a co-design project with youth and researchers.
Abstract: Abstract In the design research community, diverse narratives and ontologies are discussed in relation to sustainability. Relational ontology is proposed as an alternative to the dominant dualist ontology as a way to reconnect people with their ecological embeddedness and responsibility. This work presents a dialogical tool called ‘teatime’ created to introduce diverse, immaterial perspectives on sustainability in a co-design project with youth and researchers. The study explores the role of the teatime design in eliciting diverse narratives and forming a dialogical space. The results show that the teatime supported reflections on immaterial perspectives, bringing out relational and social values related to the ecological crises. This study uses a systematic evaluation to reveal a micro-material perspective on ways in which the teatime design and facilitation supported the inquiry process. We propose that the design practitioners take on the role of crafting dialogical spaces that support social relationships and evoke immaterial perspectives.

Journal ArticleDOI
TL;DR: Wang et al. as discussed by the authors investigated the impact of aesthetic emotions on consumers' emotional durability of fashion products and found that artists' participation can evoke better Pleasant-Excited emotion, while most of the emotions of art institute derivatives belong to the Pleasant-Calm range.
Abstract: Abstract This research clarifies the impact of aesthetic emotions on consumers’ emotional durability of fashion products. Four design methods of fashion art derivatives were proposed, and 24 samples were selected for testing. The experiment was conducted in China, testing the relationship between respondents’ preferences and aesthetic emotions. Results suggested that the direct participation of artists in design could gain the favour of more respondents. A significant correlation was found between the developed period of derivatives and respondents’ preferences. Derivatives that experience time precipitation may be more popular with respondents. Different design methods could affect the aesthetic emotions of the public. Artists’ participation can evoke better Pleasant–Excited emotion, while most of the emotions of art institute derivatives belong to the Pleasant–Calm range. The emotions evoked by respondents’ preferred samples were mainly in-depth emotions, which indicated that collaborative design could distinguish fashion derivatives from common fashion products and obtain longer lifespans.

Journal ArticleDOI
TL;DR: In this article , the authors identify and assesses design-driven innovation in meaning within cases of IKEA product hacking as examples of higher-level everyday design using conceptual blending.
Abstract: Abstract Although much work exists to describe design-driven meaning innovation, few provide objective tools to identify and measure meaning innovation. Within the context of everyday design and adopting conceptual blending theory, we identify and assesses design-driven innovation in meaning within cases of IKEA product hacking as examples of higher-level everyday design. Conceptual blending is used as a scaffold for a content analysis of 100 IKEA hacks to identify 60 cases of meaning change. These cases are further assessed through objective meaning innovation scores derived from conceptual blending theory. A user evaluation is then conducted through a pair-wise comparison of the 60 cases to derive meaning innovation scores. The results indicate, although personal biases, idiosyncrasies, and life experiences inevitably influence evaluation of innovation through conceptual blending, that the approach has potential as an objective means to identify and evaluate design-driven meaning innovation in cases of everyday design. Finally, broader implications for assessing meaning innovation are discussed.

Journal ArticleDOI
TL;DR: In this paper , a systematic review of the legal design in peer-reviewed publications from 2001 to 2021, to identify current knowledge of its concepts, processes, and methods in the literature is presented.
Abstract: Abstract The emergence of legal design has recently raised considerable interest from both design and legal communities. The present study is based on a systematic review of the legal design in peer-reviewed publications from 2001 to 2021, to identify current knowledge of its concepts, processes, and methods in the literature. Our analysis found that legal design and design thinking are conceptually comparable as both possess a human-centred approach to innovation. However, due to the inherent nature of law and the legal system, legal design and design thinking processes and methods differ in practice. Notably, proactiveness and stakeholder-centred thinking are key concepts of legal design. Legal design emphasises interdisciplinary and collaborative approaches to accommodate diverse stakeholders with competing priorities and to improve communication. Finally, drawing on the literature review, we conclude by reflecting on our analysis and raising further research questions for design practitioners and researchers.

Journal ArticleDOI
TL;DR: In this paper , the authors identified studies in design education literature with three categories; conceptual and empirical studies, as well as instructional cases, and revealed four major themes with 18 sub-themes in which writing can render the design education discourse.
Abstract: Abstract In pursuit of constructivist learning, design education can benefit from various methods, tools and applications that directly influence learners’ design processes. In this sense, writing has become prominent as a learning and teaching tool with the attention of both design teachers and design researchers. However, there is no particular study addressing a comprehensive characterization of writing-related studies in design education within the existing literature. Through this scoping literature review, we sought answers about how writing serves as a pedagogical vehicle in design education. To achieve this, we extracted and identified studies in design education literature with three categories; conceptual and empirical studies, as well as instructional cases. Thematic analysis revealed four major themes with 18 sub-themes in which writing can render the design education discourse. Briefly, through a wide range of writing formats, writing can promote processes, develop skills, utilize tools and deal with issues regarding design.