Childhood obesity increases the risk of obesity in adulthood and is associated with cardiovascular disease risk factors. The prevalence of overweight and obesity is increasing in China. It is necessary to develop an intervention project for preschool children. Based on a service design project aiming at the communication of balanced diet information to the preschool children in China, this paper discusses how to take advantage of the digital platform and game-based learning to empower the preschool children. It argues for the importance of the DIKW hierarchy for empowerment. It also proposes an innovative model to involve new stakeholders into the whole system and to improve the viability of the project.
Design is by nature an interdisciplinary, dynamic, and fluid discipline (Cross, 1982; Friedman, 2003). To define what design is has proved to be a very difficult—if not impossible and meaningless—exercise (Friedman, 2000), making also the understanding of the evolution of both the design discipline and practice a complex challenge. A rapidly changing technological landscape increases the breadth of design both in geographical terms and by extending to new domains, merging with different and new disciplines.
Communication Design especially, being closer to the information and the media spheres, is the most sensitive and receptive design area. Communication Design finds online a fertile ground for its growth and developments, thus the online environment and the Web especially can be explored, dug, and mapped as mirrors of that evolution. The aim of our research is to map through the Web the complexity of the intersections between design as a discipline and design as a field of practice. Our exploration and representation of the online design territory covered four online environments: Behance, Wikipedia, Google, and the websites of the top one hundred design universities. The study has been conducted by using digital, statistical, and visualization methods. This exploration seeks neither to confirm theories nor predict the future, rather, it wants to make explicit and observable what Communication Design has become today. It aims to screenshot the state of the art, the emerging paths, in order to understand where and how it is going to develop. The attempt is to make design as a complex phenomenon visible, through the construction of a set of maps and representations for professors, students, and associations. These representations are tools to trigger reflections on the discipline
Increasingly universities are adopting a collaborative approach to ensure research outcomes have industry-relevant impact. This collaboration has known challenges given the complexity of the process which requires successful negotiation across the needs of various stakeholders, disciplinary knowledges and cultural contexts. A co-creation approach in collaborative research can assist in navigating these challenges by empowering all stakeholders including industry, the academy and the community. This paper presents a case study of an industry engaged research project that employed this approach. Partnering with a northern European international airline and universities from Australia and Singapore, the project investigated opportunities for innovation around the ageing population’s user experience with in-flight packaging. Applying case study method, data collected included in-flight observations, expert interviews, co-creation workshops and prototyping. Challenges as well as opportunities are identified around how the co-creation approach supported the industry relevant outcomes of the project. The findings suggest that co-creation supports better outcomes for collaboration across the complexity of industry engaged cross-cultural research projects.
In societies where productivity is prioritized over presence, anxiety abounds. The extensive and alarming effects of anxiety on the mental and physiological wellbeing of bachelor students inspired a cross-disciplinary team to tackle this problem. Using combined expertise in visual design, music technology, psychology, art therapy and mindfulness — a digital tool entitled “Modes” was born. The Modes digital tool is an atmospheric, introspective, and aesthetically sophisticated engagement of three senses: ophthalmoception (sight), audioception (hearing), and tactioception (touch). Through immersive interaction, mesmerizing visual and sound landscapes are generated in order to reduce anxiety in bachelor students. The two measurable outcomes of Modes are 1) the reduction of self-reported anxiety in bachelor students, and 2) the reduction of bachelor student heart rates.
Interacting with the Modes digital tool is like playing in a sandbox of dynamic visuals and music. Users begin by selecting and entering one of three digital environments entitled Refocus, Chill, or Energize. Each environment (or mode) offers a unique set of visuals and music designed specifically for anxiety reduction. The design and functionality of Modes are rooted in tenets of mindfulness practice and Ayurveda — an ancient Indian healing system emphasizing inner balance as a method for maintaining health and wellness (Kiefer, 2016). The Refocus, Chill, and Energize modes aim to balance each of three governing principle of Ayurveda that regulate physiological activity. Ultimately, users may combat and control their anxiety in three targeted ways: by refocusing, chilling, or energizing.
Graphic design is often seen in the commercial context and is discussed through topics linked to software and technology. When we look around us we can realise that billboards, banners, posters and most of the print that surround us in the public space are delivering messages of marketing, corporations, consumerism and other commercially inclined narratives. This, however, is not the only way to comprehend the practice of a graphic designer. Graphic design can take a socio-pedagogical and historical role and distribute alternative messages in the society which are not linked to money and consumption, unless education, reading and studying are considered consumption of sorts.
It is obvious that graphic design is a powerful tool that shapes our understanding of reality. This happens through being exposed to the work. Posters are claimed to mirror societies by many theorists and most visual communication is mediated by a graphic designer. Thus, Bonsiepe stated already in 2005 in his speech Design and Democracy that there is an absence of questioning activities linked to design production. It is yet a relevant theme that research needs to approach; also in a post-colony where the printed poster is ubiquitous. A simple sheet of printed paper. A very simple but extremely complex and powerful. There lies an investigation that this paper will start. The outcome of this paper to share knowledge within the researchers about creating new meaningful pathways in understanding globally important practice of graphic design. Art and design are universally important.
The Japanese government has planned by 2020 to introduce the Finnish Neuvola System, a fundamental social childcare system that covers the period of pregnancy to child care. The purpose of this research is to clarify the conditions for high quality of Neuvola service, comparing childcare of Finland and Japan. First, the social systems of Finland and Japan, legal actions and other related social backgrounds are covered. Following this, the results are analyzed. Secondly, the results of interviews in Finland with Neuvola public health nurses and three typical Neuvola users, including a father, mother, and pregnant woman are presented. As a result of survey, six conditions were identified as the basis of Neuvola services: personal health checks, facility preparation, pleotropic care, communication through mutual dialogue, customized information and management of service provider quality. In a society where nuclear families are increasing, it is harder to care for children without someone’s support. In comparing Finnish and Japanese childcare systems, the Finnish system perceives childcare as a social matter. In the Neuvola System, people are always open to discuss about any worries or queries. In Japan, the system is closed toward personal matters and private treatment options are not adequate. This is a major factor in larger problems that exist in the Japanese system.
The results are discussed in relation to previous studies of participatory roles in social health care services in the Japanese government and users of these services, leading to the proposal of a Japanese childcare service design.
The purpose of this research was to utilize co-design thinking to investigate and understand the experiences of veteran students entering into college at The Ohio State University (OSU) after military service, and to assist the university in improving those transition experiences. The research significance is that an increasing number of post 9/11 era veterans are utilizing the educational benefits earned through their service. Many of these service members have spent years inside a military culture, which has inadequately prepared them for a transition to the civilian and academic environments.
It has been found that veteran students often self-segregate due to age differences, and their experiences gained through military service. Additionally, while OSU’s Office of Military and Veteran Services (OMVS) has been doing incredible things to help veteran students transition away from the military and into OSU, many of their practices tend to promote self-segregation rather than integration.
Although it is not true across the entire population of veteran students, the research conducted showed that many sought opportunities for improved social integration programs. Opportunities lie in finding a balance between the culture that veteran students share, and integration into the civilian culture they are now part of. Additionally, veteran students could benefit from additional support in regards to academics and logistics when navigating through OSU.
The study conducted was comprised of preliminary interviews with a director of the OMVS, an initial survey, four co-design sessions with volunteer veteran students, and an evaluative survey to gain deeper insight into the possible new service concepts generated during the co-design sessions. Based on the research results, proposed new services and improvements to existing ones were presented to OSU’s OMVS.
The concept of design thinking has received increasing attention during recent years, particularly from managers around the world. However, despite being the subject of a vast number of articles and books stating its importance, the effectiveness of this approach is unclear, as the claims about the concept are not grounded on empirical studies or evaluations. In this study, we investigated the perceptions of six design thinking methods of 21 managers in the agriculture industry as they explored employee and business-related problems and solutions using these tools in a 6-hour workshop. The results from pre and post-survey responses suggest that the managers agreed on the value design thinking could bring to their own domains and were able to articulate on how they can use them in solving problems. We conclude by proposing directions for research to further explore adaptation of design thinking for the management practice context.
It is believed that secondary school students often define design problems in the design
coursework superficially due to various reasons such as lack of exposure, inexperience
and the lack of research skills. Questioning techniques have long been associated with
the development of critical thinking. Based on this context and assumption, the current
study aimed to explore the use of questioning techniques to enable pre-tertiary students
to improve their understanding of design problems by using questions to critique their
thinking and decision-making processes and in turn, generate more effective design
solutions. A qualitative approach is adopted in this study to identify the trajectories of
students during design problem identification and clarification process. Using student
design journals as a form of record for action and thoughts, they are analysed and
supplemented by hearing survey with the teacher-in-charge. From the study, the
following points can be concluded: 1) questions can be a useful tool to facilitate a
better understanding of the design problem. 2) The process of identification and
clarification of design problem is important in the development of critical thinking
skills and social-emotional skills of the students. 3) It is important that students are
given time and opportunity to find out the problems by themselves. 4) Teachers can be
important role models as students may pick up questioning techniques from teacher student discussions. 5) Departmental reviews and built-in professional development
time for weekly reviews on teaching and learning strategies are necessary for the
continual improvement D&T education.
Learning a new competence and attempting to perform it within an organization not only takes time, but it is heavily influenced by the real-world context of day-to-day work culture and individual perceptions. The little-understood world of learning Human- Centered Design (HCD) within an organization is studied over one year in inside of a group of healthcare organizations through a training and mentoring program called the "Innovation Catalyst Program."
Deep insights and personal narratives are gathered by studying learners and their coaches in real-time observations and conversations. A dynamic story unfolds as those who are learning creative approaches for organizational innovation are coached by those with many years of experience on the topic. These same participants provide feedback on the frameworks generated.
The result of this Longitudinal Grounded Theory field study is a new actionable model for understanding experiences and approaches to learning HCD within the context of an organization, a novel approach to assessing development, and ultimately, a way to empower individuals with the mindsets and skillsets of HCD for real-world challenges.