Design oriented educational institution around the world, project based learning is well practiced in local setting as well as global setting. Communication is one of the significant aspect in this learning settings. Currently, many design projects are implemented by members beyond their belonging organization, creating difficulties in face to face communication, especially when members are in different countries. This study proposes a new method for project-based learning in design education program implemented on international design workshop and discuss about outcome through empirical program.
This method is composed in three phases. First phase is online pre-workshop session using SLACK, where each member do their own researching and surveying on the specific topic related to the project, share and discuss them with other members. The second phase is face to face workshop, which all members gather in one place to work on the project intensively to make their group design proposal. The lastly in the post workshop phase, each member get back online to make reflection on the project, feedback them on the proposal, and make improvements. Also, compile and publish a project reports on the overall program for documentation. Through out the program, SLACK platform is used for basic communication and sharing data and information. S This program are operated in an international design workshop called “Global Design Workshop” of Chiba Institute of Technology(CIT, Chiba, Japan), with students from Chiba University(CU, Chiba, Japan) and Tunghai University(THU, Taichung, Taiwan) . The theme of the workshop was “New work place, space, style using IoT technologies.
The technique and philosophy of traditional crafts are relevant aspects of our culture that should be passed on to future generations. However, using traditional crafts in modern life in their original form can be a challenge. It is essential to reinterpret them in the modern context, keeping the essence of tradition. For this purpose, we conducted case studies of Koishiwara and Yame in Fukuoka Prefecture, Japan, where Japanese traditional crafts are still manufactured. We used Koishiwara Pottery and Yame-Fukushima Buddhist Altar manufacturing as our investigation objects, conducted studies on their historical background and performed detailed observations of manufacturing techniques and processes. Thereafter, we developed the concept of “KATA” in Japanese, generally translated as type or prototype. “KATA” has several other meanings; in this study, we subdivided the concept into three elements, namely, shape, pattern, and style. We used “KATA” to build a framework to be used as a scaffold to help analyze the techniques and background of traditional crafts and reinterpret them to design products in the modern context. Based on reinterpretations, we developed a series of prototypes of modern tableware with the essential techniques of traditional crafts to verify the usefulness of the framework.
This research expected to innovation designs can develop by more detail user-experience, that also reduce users unfamiliar and depressed; therefore, we investigated that people cognitive process on operated daily commodities, and we planned a tool to analyze users the area of contact and frequency. In experiment, we selected three objects whose size and shape are similar but haven’t limited way of operation. After that, we excluded feature of shape and make them consistent. We studied 30 participants response to operation and affordance, and analysis that by qualitative and quantitative. The result showed the participants have consistent posture of grasp, area of contact and way of operation in the same experimental situation; in addition, even the grip are the same, but following different functional parts, users still response a corresponding way of operation. So we suggest that shape only be as one of design factors on simple design style, and not the main factor. Designer should find other design techniques to enhance the user’s cognitive operation.
This paper explores the collaborative process of designing a physical object to support a National Science Foundation funded educational research project. Researchers involved with this project are exploring the ways in which gesture can aid in a explanations of science phenomena, particularly ones that have unseen structures and unobservable mechanisms. In order to manipulate the science simulations, a motion sensitive device captures students’ hand gestures. It can be difficult for students to know how to engage with this device, which impedes both student learning and associated research. In order to reduce usability challenges and enhance the connection between a student’s gestures and the scientific concepts presented on the simulation screen, a collaborative and iterative design process was conducted to create a designed form that would assist students in productively engaging with the simulations. The iterative development process of this project is an exemplar of how designed items can be developed to support multidisciplinary research projects, while also creating new fields of research. Future exploration of this device’s impact on student interaction and learning may bring to light how objects can change how people gesture in learning contexts, leaving a lasting imprint on their understanding and memory.
Lately, various kinds of intelligent products have been invented, and to play a part in the “intelligent” era, I designed an intelligent nursing bottle which can help a user when making up a bottle for a baby in middle of the night. The intelligent nursing bottle, Easybottle is a behaviour induce interaction product, which means that it motivates a user to do something with pleasure. As a mother of one year old, I learned that it is very important for a caregiver to feel satisfied in order to nurse a baby from the heart. Easybottle provides sound modality to notify the caregiver how much water she should pour when mixing powdered formula with water so she does not need to feel agitated to read bottle markings in middle of the night when her eyes are not fully awake.
The methodology that I applied is metaphor. As metaphors, I chose two different sounds to compare; sound of water pouring and sound of a car’s proximity sensor. The main goal was to define more useful interface for Easybottle.
I conducted quantitative within-participants experiment. This study explored whether lifelike sound works better or artificial sound works better as an indication interface. Participants evaluated the water pouring sound interface more positively than a car’s proximity sensor sound interface. Lifelike and hedonic factor appeared to be attractive to the participants and it implies that even though Easybottle is an electronic product, participants appreciate more when it reminds them of nature. Also, entertainment factor is important when doing a chore.
This submission reports a design-driven integrated innovation on EV mobility, EV 3.0, as a collaboration between design research institution and a small BEV company in China. The on-going project provides a novel vision and design strategies of Battery Electric Vehicle (BEV) and mobility and has achieved a key technological performance on rapid charging of BEV. The current situation of BEV Industry and their recharging patterns show a big gap of new energy mobility. Key issues of BEV and mobility are defined by analysis of users’ need of mass market and a case study of a leading BEV. Usability of charging is identified as a bottleneck of BEV industry. Hence a new vision and scenario of rapid charging are defined, leading to respective design strategies and technological routines. With a long term investigation and iterative prototyping, an established prototype is developed and officially tested in the National Center of Supervision and Inspection on New Energy Motor Vehicle Products Quality in Shanghai. The test result indicates that the prototype has 431 km range in speed of 80km/h with only 15 minutes’ recharging, which provides a valid routine to break bottleneck of BEV industry .
The term “community-based participatory design” (CBPD) recently emerged as a distinctive space in the Participatory Design tradition (DiSalvo, Clement & Pipek, 2013; LeDantec, 2016). This move marks a shift from treating the process of design primarily as a product development method, to one that builds social and technical capacities – or infrastructures – of individuals and communities (Björgvinsson, Ehn, & Hillgren 2010; Karasti 2014; LeDantec 2016). This paper describes participant gains from a design workshop conducted as part of a research collaboration involving a university-based research center, and four NGOs, the participatory design workshop aimed to: (1) build the capacities of young people; (2) guide young people in the creation of novel and locally relevant gender and sexual and reproductive health (SRH) solutions; and, (3) bring voices of young people into research and programmatic questions around gender and SRH in the public health domain. The workshop was conducted with 31 young people aged 15-25, over 2.5 weeks, in Lucknow, Uttar Pradesh, India. The evaluation demonstrates that the workshop resulted in exposure to working in mixed-gender teams, developing problem-solving skills, and increasing SRH awareness and knowledge. The workshop produced six low-fidelity prototypes, five of which were subsequently refined and piloted by three Lucknow NGOs.
Citizen science is a process in which ordinary citizens contribute to scientific research. How to create citizen science design framework to achieve better awareness, initiative and action is our research focus. This paper will explore citizen science design in the context of smart city, on the basis of activity theory and by means of digital social innovation. “Smart City” concept provides new elements including social communication, collaborative design and innovative community to citizen science. With the rapid development of science and information & communication technologies (ICTs) and with the arrival of Web 2.0, social innovation is endowed with digital factors so as to be evolved to digital social innovation (DSI) which gives various design perspectives on citizen science and also plays an important part in establishing citizen science evaluation model. In this paper, a citizen science design framework consisting of citizen science content model, design model and evaluation model is proposed by discussing related theories, models and citizen science cases. It acts as not only design lead to inspire two citizen science case practices, but also an evaluation term in the view of citizen science. The framework and models developed in this research will hopefully be leveraged and refined to support citizen science design in the future.
CampusParc, the entity that manages and operates The Ohio State University’s parking assets under a long-term lease, engaged students and faculty in the university’s Department of Design to determine how its brand, services, and parking environments can contribute to a more positive parking experience in garages and surface lots–particularly for visitors to the main campus. This year-long collaboration involved multiple design-definition sessions between design faculty and a CampusParc design strategy team, an 8-week graduate/undergraduate design-led summer workshop, and a full semester Advanced Visual Communication Design Studio course. The outcomes included discovery themes, user journey maps, observation findings, problem statements, design opportunity proposals, and concept prototypes. Throughout this process, the students worked with, presented to, and received feedback from design faculty and CampusParc representatives. Students engaged stakeholders, university staff, and transient (visiting) parkers. By immersing students into a complex practice-based project, the students applied their design research and service design thinking in environmental graphics and branding. CampusParc is realizing new design opportunities, embracing proposed design themes and concepts, and shifting their role from a ‘utility’ to a ‘service’ provider. This new mindset is contributing to CampusParc’s interest in enhancing relationship building and crafting a friendly and approachable brand language that interjects a sense of delight. This paper captures this collaboration and presents the student-led design solutions as a case study that can serve as a model for future professional academic collaborations.
Over the last two decades, constructive design research (CDR) — also known as Research through Design — has become an accepted mode of scholarly inquiry within the design research community. CDR is a broad term encompassing almost any kind of research that uses design action as a mode of inquiry. It has been described as having three distinct genres: lab, field, and showroom. The lab and field genres typically take a pragmatic stance, making things as a way of investigating what preferred futures might be. In contrast, research done following the showroom approach (more commonly known as critical design (CD), speculative design, or design fictions) offers a polemic and sometimes also a critique of the current state embodied in an artifact. Recently, we have observed a growing conflict within the design research community between pragmatic and critical researchers. To help reduce this conflict, we call for a divorce between CD and pragmatic CDR. We clarify how CDR and CD exist along a continuum. We conclude with suggestions for the design research community, about how each unique research approach can be used singly or in combination, and how they can push the boundaries of academic design research in new collaboration with different disciplines.