The scientific analysis of design thinking is of considerable interest to academic scholars and design practitioners across many disciplines. This research tradition has generated a growing corpus of studies examining how designers think when creating innovative products, although there has been limited analysis of how designers think when creating less tangible deliverables (e.g., concepts and user-insights). This book brings together 28 contributions from internationally-leading academics with an interest in design thinking who examine professional designers working on a project that not only involved soft deliverables, but where a central role was played by co-creation across multiple, culturally-diverse stakeholders. This collection of detailed, multi-method analyses gives a unique insight into how a Scandinavian design team tackled a four-month long design task within the automotive industry. All papers draw upon a common, video-based dataset and report analyses that link diverse academic disciplines including psychology, anthropology, linguistics, philosophy, architecture, management, engineering and design studies. The dataset affords multiple entry points into the analysis of design thinking, with the papers demonstrating the application of a wide range of techniques that generate distinct yet complementary insights. Collectively these papers provide a coherent framework for analysing and interpreting design thinking �in vivo� through video-based field studies.
The scientific analysis of design thinking continues to burgeon and is of considerable interest to academic scholars and design practitioners across many disciplines. This research tradition has generated a growing corpus of studies concerning how designers think during the creation of innovative products, although less focus has been given to analysing how designers think when creating less tangible deliverables such as concepts and user-insights. Analysing Design Thinking: Studies of Cross-Cultural Co-Creation brings together 28 contributions from internationally-leading academics with a shared interest in design thinking who take a close look at professional designers working on a project that not only involves soft deliverables, but where a central role is played by co-creation across multiple, culturally diverse stakeholders. This collection of detailed, multi-method analyses gives a unique insight into how a Scandinavian design team tackled a specific design task within the automotive industry over a four-month design process. All papers draw upon a common, video-based dataset and report analyses that link together a diversity of academic disciplines including psychology, anthropology, linguistics, philosophy, architecture, management, engineering and design studies. The dataset affords multiple entry points into the analysis of design thinking, with the selected papers demonstrating the application of a wide range of analytic techniques that generate distinct yet complementary insights. Collectively these papers provide a coherent framework for analysing and interpreting design thinking ‘in vivo’ through video-based field studies.
The second, thoroughly revised and expanded, edition of The SAGE Handbook of Visual Research Methods presents a wide-ranging exploration and overview of the field today. As in its first edition, the Handbook does not aim to present a consistent view or voice, but rather to exemplify diversity and contradictions in perspectives and techniques. The selection of chapters from the first edition have been fully updated to reflect current developments. New chapters to the second edition cover key topics including picture-sorting techniques, creative methods using artefacts, visual framing analysis, therapeutic uses of images, and various emerging digital technologies and online practices. At the core of all contributions are theoretical and methodological debates about the meanings and study of the visual, presented in vibrant accounts of research design, analytical techniques, fieldwork encounters and data presentation. This handbook presents a unique survey of the discipline that will be essential reading for scholars and students across the social and behavioural sciences, arts and humanities, and far beyond these disciplinary boundaries. The Handbook is organized into seven main sections: PART 1: FRAMING THE FIELD OF VISUAL RESEARCH PART 2: VISUAL AND SPATIAL DATA PRODUCTION METHODS AND TECHNOLOGIES PART 3: PARTICIPATORY AND SUBJECT-CENTERED APPROACHES PART 4: ANALYTICAL FRAMEWORKS AND PERSPECTIVES PART 5: MULTIMODAL AND MULTISENSORIAL RESEARCH PART 6: RESEARCHING ONLINE PRACTICES PART 7: COMMUNICATING THE VISUAL: FORMATS AND CONCERNS
Extensive research conducted by the Hasso Plattner Design Thinking Research Program at Stanford University in Palo Alto, California, USA, and the Hasso Plattner Institute in Potsdam, Germany, has yielded valuable insights on why and how design thinking works. Researchers have identified metrics, developed models, and conducted studies, which are featured in this book, and in the previous volumes of this series. Offering readers a closer look at design thinking, and its innovation processes and methods, this volume covers topics ranging from understanding success factors of design thinking to exploring the potential that lies in the use of digital technologies. Furthermore, readers learn how special-purpose design thinking can be used to solve thorny problems in complex fields, such as the health sector or software development. Thinking and devising innovations are inherently human activities – so is design thinking. Accordingly, design thinking is not merely the result of special courses or of being gifted or trained: it is a way of dealing with our environment and improving techniques, technologies and life. As such, the research outcomes compiled in this book should increase knowledge and provide inspiration to all seeking to drive innovation – be they experienced design thinkers or newcomers.
An Introduction to Design and Culture provides a comprehensive guide to the changing relationships between design and culture from 1900 to the present day with an emphasis on five main themes: Design and consumption Design and technology The design profession Design theory Design and identities This fourth edition extends the traditional definition of design as covering product design, furniture design, interior design, fashion design and graphic design to embrace its more recent manifestations, which include service design, user-interface design, co-design, and sustainable design, among others. It also discusses the relationship between design and the new media and the effect of globalisation on design. Taking a broadly chronological approach, Professor Sparke employs historical methods to show how these themes developed through the twentieth century and into the twenty-first century and played a role within modernism, postmodernism and beyond. Over a hundred illustrations are used throughout to demonstrate the breadth of design and examples – among them design in Modern China, the work of Apple Computers Ltd., and design thinking – are used to elaborate key ideas. The new edition remains essential reading for undergraduate and postgraduate students of design studies, cultural studies and visual arts.
The three-volume set CCIS 850, CCIS 851, and CCIS 852 contains the extended abstracts of the posters presented during the 20th International Conference on Human-Computer Interaction, HCI 2018, which took place in Las Vegas, Nevada, in July 2018. The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions. The 207 papers presented in these three volumes are organized in topical sections as follows: Part I: interaction and information; images and visualizations; design, usability and user experience; psychological, cognitive and neurocognitive issues in HCI; social media and analytics. Part II: design for all, assistive and rehabilitation technologies; aging and HCI; virtual and augmented reality; emotions, anxiety, stress and well-being. Part III: learning and interaction; interacting with cultural heritage; HCI in commerce and business; interacting and driving; smart cities and smart environments. The chapter 'Information at Hand – Using Wearable Devices to Display Task Information in the Context of Industry 4.0' is open access under a CC BY 4.0 license via link.springer.com.
This book constitutes late breaking papers from the 22nd International Conference on Human-Computer Interaction, HCII 2020, which was held in July 2020. The conference was planned to take place in Copenhagen, Denmark, but had to change to a virtual conference mode due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings before the conference took place. In addition, a total of 333 papers and 144 posters are included in the volumes of the proceedings published after the conference as “Late Breaking Work” (papers and posters). These contributions address the latest research and development efforts in the field and highlight the human aspects of design and use of computing systems. The 54 late breaking papers presented in this volume were organized in two topical sections named: User Experience Design and Evaluation Methods and Tools; Design Case Studies; User Experience Case Studies.
The Multi-Skilled Designer presents and analyzes different approaches to contemporary architectural design and interprets them through the theory of multiple intelligences. The book establishes a systematic framework that uses the lens of cognitive psychology and developments in psychometric and brain research to analyze the unique cognitive thought processes of architectural designers and compiles design projects that could serve as a pedagogical companion for the reader. The book is aimed at design practitioners and students interested in examining their own thinking styles as well as those involved in design cognition research.
The 28th EG-ICE International Workshop 2021 brings together international experts working at the interface between advanced computing and modern engineering challenges. Many engineering tasks require open-world resolutions to support multi-actor collaboration, coping with approximate models, providing effective engineer-computer interaction, search in multi-dimensional solution spaces, accommodating uncertainty, including specialist domain knowledge, performing sensor-data interpretation and dealing with incomplete knowledge. While results from computer science provide much initial support for resolution, adaptation is unavoidable and most importantly, feedback from addressing engineering challenges drives fundamental computer-science research. Competence and knowledge transfer goes both ways. Der 28. Internationale EG-ICE Workshop 2021 bringt internationale Experten zusammen, die an der Schnittstelle zwischen fortgeschrittener Datenverarbeitung und modernen technischen Herausforderungen arbeiten. Viele ingenieurwissenschaftliche Aufgaben erfordern Open-World-Resolutionen, um die Zusammenarbeit mehrerer Akteure zu unterstützen, mit approximativen Modellen umzugehen, eine effektive Interaktion zwischen Ingenieur und Computer zu ermöglichen, in mehrdimensionalen Lösungsräumen zu suchen, Unsicherheiten zu berücksichtigen, einschließlich fachspezifischen Domänenwissens, Sensordateninterpretation durchzuführen und mit unvollständigem Wissen umzugehen. Während die Ergebnisse aus der Informatik anfänglich viel Unterstützung für die Lösung bieten, ist eine Anpassung unvermeidlich, und am wichtigsten ist, dass das Feedback aus der Bewältigung technischer Herausforderungen die computer-wissenschaftliche Grundlagenforschung vorantreibt. Kompetenz und Wissenstransfer gehen in beide Richtungen.
Sticky Creativity: Post-It® Note Cognition, Computers, and Design presents the interesting history of sticky notes and how they have become the most commonly used design material in brainstorming, business model generation, and design thinking. The book brings together researchers from psychology, computer science and design in order to understand why and how sticky notes are used, why they work well, and whether sticky notes are replaceable or improvable by a digital counterpart. The book covers psychology, computers and design respectively. From a psychological perspective, cognitive and socio-cognitive theories are used to explain the functions sticky notes serve in idea generation and creative collaboration. Following sections present the findings from three very different computerized instantiations of sticky notes and discuss the challenges and opportunities that arise when trying to digitize sticky notes. Highlights the benefits of sticky notes in idea generation and creative collaboration Explores the use of sticky notes in a variety of creative, design professional and educational settings Includes research perspectives from cognitive psychology, computer science and design studies
It is a pleasure to welcome you to the proceedings of the 2nd International Conference on Design Industries and Creative Culture (Design Decoded 2021) which has been organised by the College of Creative Arts (previously renown as Faculty of Art & Design), Universiti Teknologi MARA, Kedah Branch. Design Decoded 2021 analysed and discussed how art, design and education may have an influence, create a societal difference, and contribute to the economy, as well as how we think, live, work and learn. The main topic of this proceeding was “Decrypt Your Visual Creativity” which consisted of 65 articles about design thinking, interior design, art and design management, industrial design, education in design creativity and innovation, sustainable art and design, visual communication, new media, graphic and digital media, visual culture, design practice, art history, art and creative community, and methodology in design creativity. We are truly thanking you to our four keynote speakers Emeritus Prof. Dr. T.W. Allan Whitfield, Prof. Dr. Khairul Aidil Azlin Abdul Rahman, Dr. Nurul ‘Ayn Ahmad Sayuti and Mr. Firdaus Khalid for their constant support and guidance. Finally, we would like to express our heartfelt gratitude to all colleagues in the steering and organising committee for their cooperation in administering and organising the conference, as well as reviewers for their intellectual effort and dedication to reviewing papers.
Education needs new ways to prepare individuals and societies for the multitude of changing challenges in the twenty-first century. In today's world--characterized by digitization, increasing speed, and complexity--design thinking has established itself as a powerful approach to human-centered innovation that can help address complicated problems and guide change in all areas of life. Design thinking formats not only teach skills that benefit people as they expand their "toolbox," but also create affective and cognitive outcomes. This book includes experiences, approaches, and reflections on design thinking in education from different perspectives of renowned design thinking experts from the network of the Hasso Plattner Institute and its School of Design Thinking. Using real-world examples, the book provides insights into requirements and protocols that design thinking practitioners can apply to transform their academic or professional ecosystem. It will be of interest for readers who work in or are interested in a wide variety of educational contexts.