IASDR 2017 Workshop
Design now faces with new challenges that have made us rethink about our current design paradigm. It motivated us to organize a forum called, Design 3.0 Forum at KAIST in 2016, where we invited globally renowned design researchers and practitioners from different countries to discuss about important agenda for emerging challenges. The agenda we extracted from this forum can be summarized as follows: 1) envisioning of designers' future roles on open creativity and design; 2) dissemination and evaluation of design research outcomes by keeping deep design values; and 3) post education and practice that moves beyond the current use-centered perspectives by thinking big toward social innovation and large-scale impact.
As the result of the Design 3.0 forum, we all agreed that we must continue to develop and extend these agenda and collaboratively make executable actions to carry them out in the design community. In this special session at IASDR 2017, not only the organizers of the previous Design 3.0 forum (i.e. Youn-kyung Lim, Ron Wakkary, Kun-pyo Lee, and Tek-jin Nam), we invite the people who have not participated in the previous forum but can provide important insights on these issues. For the format of the session, we will take the panel format where the invited participants will present their positions first, and then have in-depth discussion on them among the participants and the audience. Through this special session, we expect to advance the initial Design 3.0 agenda and can generate more concrete and executable action items for Design 3.0.
Please follow developments of this work at http://design3-0.org/2017iasdr/
IASDR 2017 Guest Speaker
Tracy Moss is an independent design consultant and currently serves as the Course Director for Counter-Proliferation Opportunity Design at Joint Special Operations University, MacDill Air Force Base, Florida. As co-founder of the U.S. Special Operations Command (USSOCOM) Design Thinking education program, she also serves as core faculty for the full complement of design-related courses and activities at the university and headquarters.
Ms. Moss retired from military service in 2015 having spent 20 years on active duty in both the U.S. Air Force and U.S. Navy. During her final four years of military service at USSOCOM, she served as the lead Analyst and Planner on two operational design teams and as Chief of Counter-Weapons of Mass Destruction Analysis.
IASDR 2017 Guest Speaker
Bob Schwartz joined GE Healthcare (GEHC) in December 2007 as General Manager, Global Design & User Experience. With five studios in four countries, Bob is responsible for overseeing the Global Design function encompassing human factors, industrial design, ergonomics, user-interface, environmental design, and design research. As a strategic driver of organic business growth, his team focuses on the look, feel usability and end-to-end experience of GEHC products and services. Bob is also the GE Healthcare Global Executive Sponsor of the People with Disabilities Network.
Since 2009, Global Design/UX has been the recipient of 19 medals from the International Design Excellence Awards (IDEA) and was listed, in 2011, by Fast Company magazine as a Corporate Design Stronghold. In 2015, Bob’s career trajectory was cited by Fast Company as among the top Chief Design Officers. In 2015 the Industrial Designers Society of America (IDSA) named him among the 50 most notable industrial designers of the last 50 years. Bob was recently elected Chair of the Board of the Design Management Institute.
Continuously engaged in Design education throughout his career, he is a two-term member of the Board of Trustees of the Milwaukee Institute of Art & Design and its Executive Committee and is Chair of its Academic Excellence Committee.
Bob is also a member of the Design Management Advisory Board at Northwestern University and has had similar roles at Savannah College of Art and Design and Carnegie Mellon University. Further, he has also held a design faculty appointment at the University of Cincinnati. While at P&G, Bob applied his leadership to developing the School Collaboratives Program there and has created similar relationships in his other roles with academic institutions globally.
Bob joined GEHC from Procter & Gamble, where he was a global design leader working to transform the design function there to a strategically relevant capability, which is now comprised of 350 global designers and design managers. Prior to P&G, Bob was Vice President, New Product Development, at Levolor Kirsch, a division of Newell Rubbermaid, where he brought innovation to the home decor industry. At Motorola, Bob was the Director of Design, responsible globally for all key product lines within the Commercial, Government, Industrial and Consumer Products businesses.
As Executive Director and COO for the Industrial Designers Society of America (IDSA) Bob forged an unprecedented relationship with Business Week magazine to annually publish the Industrial Design Excellence (IDEA) awards and later the Catalyst Awards. This accomplishment led to Bob receiving a United Nations appointment to the People's Republic of China as Senior Advisor for Design. He has also testified before Congress on a Bill to establish a US Design Center in the Dept. of Commerce.
Bob was also the Director, Science and Technology Programs for AdvaMed, where he forged strong partnerships with the FDA, HCFA and Congress and lobbied and directed policy and voluntary standards research for circulatory and cardiovascular devices, healthcare information systems and the prevention of sexually transmitted diseases. Prior to this, Bob was the head of Corporate Industrial Design and Architecture for the American Red Cross, where he implemented new nation-wide mobile blood collection, tissue banking and disaster services systems and blood center laboratory designs.
Most notably, Bob was inducted into the IDSA Academy of Fellows at the 2007 World Congress of Industrial Design, for his outstanding contributions to the industry.
Bob has a Masters degree in Industrial Design from the Rhode Island School of Design, where he was a Roddy Scholar, and a Bachelor of Fine Arts in Industrial & Graphic Design from the Kansas City Art Institute.
The phenomenon of design entrepreneurship has received attention in the field of design. The trend of design entrepreneurship emerges in Taiwan and becoming a new career option for designers. Entrepreneurial activities can promote economic growth through innovation and knowledge spillovers. Studies on designer entrepreneurship are warranted because it proposes the possibility of entrepreneurial innovation, contributing to industrial and economic development. A multiple case study was employed, and seven design-led startups were selected as case study subjects to explore and conclude how these firms integrate their own profession and acquire resources to construct the value chain so as to keep the company operational and profitable. According to the results, the value chain of design-led startups is identified. The findings are further discussed to provide a better understanding of the entrepreneurial path of design-led startups in Taiwan.
IASDR 2017 Guest Speaker
Mark Hallerberg is Dean and Professor of Public Management and Political Economy at the Hertie School of Governance, a private public policy School in Berlin, Germany. His research focuses on fiscal governance, tax competition, financial crises, public sector innovation, and European Union politics.
He previously held academic positions at Emory University, where he maintains an affiliation with the political science department, as well as at the University of Pittsburgh and Georgia Institute of Technology. He received his PhD from UCLA in 1995.
Eliciting multiple stakeholder narratives is a critical factor when designing systems, services or products. This research explores how the use of an analog tool (the picture postcard) in the digital age can be used to elicit socio-cultural stories to support design for ‘social practice’. The process combines people and things by using a participatory design approach and material culture studies to design, explore and analyze the complex nature of interactions between social ideals and the artefact.
The study emphasizes ‘slow immersion and design’ by creating prolonged interactions that allow people to sit with someone else’s perspective while also introspecting about their own. In an age of echo-chambers, the research examines the impact of reducing the risk of fragmentation (where people assign themselves into homogenous groups leading to an amplification of pre-existing views (Sunstein, 2001)) on participants’ ability to generate and sustain a healthy exchange of honest, social narratives.
The research findings reveal a deep bonding between participants and a reduction of implicit biases that initiates a broader range of discussions within a given socio-cultural topic. The space for ‘elastic interaction’ (articulation of ideas without fear of judgment; when and how they want it to be expressed) allows honest thoughts to manifest. The findings also reveal that this process slowly allows for an empathetic acceptance of another’s perspectives.
The poster illustrates the research through these various approaches: the process of slow immersion and design research with a combination of postcard exchanges, one-on-one interviews and participatory design research activities to help elicit the stories for a sociocultural co-design space.
IASDR 2017 Guest Speaker
Meredith Davis has taught for forty-seven years and served as head of the Department of Graphic Design, Director of Graduate Programs in Graphic Design, and Director of the PhD Design program at NC State University. She is an AIGA fellow and national medalist, Alexander Quarles Holladay Medalist for Teaching Excellence, and fellow and former member of the accreditation commission of the National Association of Schools of Art and Design, for which she drafted the national standards for the evaluation of college-level design programs. She serves as a member of the education advisory committee of the Cooper Hewitt Smithsonian National Design Museum and is a former president of the American Center for Design. Meredith is a frequent author–including four books on design and design education– and serves on the editorial boards of She Ji and Design Issues. Her research includes a two-year study of design-based teaching and learning for the National Endowment for the Arts, which received a CHOICE award from the National Association of College and Research Libraries.
She has served on the development teams for two National Assessments of Educational Progress, most recently for the scenario-based evaluation of 21,500 students in Technology and Engineering Design Literacy. She authored a five-year research study of teaching critical and creative thinking across the college curriculum, featured in a study by the Organization for Economic Co-operation and Development on the effectiveness of higher education in preparing students for innovation jobs. She has reviewed proposals for the Smithsonian Office of Education and Museum Studies, National Science Foundation, US Department of Education, Institute of Museum and Library Services, and Canadian Foundation for Innovation, and her work has been funded by the Kenan Institute for Engineering, Science and Technology; National Endowment for the Arts; Worldesign Foundation; and several state commissions.
This paper explores the findings of a study into the telecommunications environment in Mongolia. It was hoped that an effective self-learning resource for the prevention of developmental dysplasia of the hip (DDH) in infants for distribution to parents in that country could be created and evaluated using these findings. Based on a field survey conducted in Mongolia, the most effective format this resource should take was identified. A prototype was created that featured video taken from both a third-person and parent’s (first person) perspective. After further evaluation, this prototype is to undergo revisions that will be assessed in Japan and Mongolia before a final version is distributed utilizing information and communication technologies (ICT). It was found that a visual message that did not rely on written language was the most effective means of communicating the desired message. With input from nursing staff in Mongolia, the Sapporo City University School of Design and School of Nursing came to leverage their respective strengths to create an effective prototype that will be used as the basis for a resource for relaying this preventive information to the target audience.
The rapid development of IoT technology has accelerated the growth of smart services. Despite the proliferation of smart services, academic research is still in its early stage particularly in terms of service experience and service design. Concerning a service experience viewpoint, it is essential to consider the context and environment of smart services, namely “smart servicescape,” as this can influence users’ entire experience.
Moreover, the smart servicescape will have different characteristics due to the convergence of online and offline connected environments. With this background, this study aimed to propose a framework for the smart servicescape by identifying new dimensions that reflect the characteristics of smart services.
Accordingly, an initial analytic framework of service experience blueprint was established on the basis of the conventional servicescape and service blueprinting. Twenty movie clips on smart home services officially produced by ICT corporations were collected, were analyzed through grounded theory, and were classified according to the analytic framework. Through a series of qualitative analysis, the framework structure was improved to make it more suitable for the smart servicescape. Finally, this study proposed a framework for the smart servicescape derived from the smart home service experience blueprint. The values of this framework can be identified in two aspects: (1) by identifying new dimensions to reflect the characteristics of smart services such as Smart device, Datascape, and Connected scape; and
(2) by suggesting the structure of the service experience blueprint infused with the perspective of service experience, which consists of service encounters and the servicescape.
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Seattle Cancer Care Alliance and Premera Blue Cross show you how we conducted design research to build a collective understanding of the cancer care experience. We will provide detailed instructions, with checklists, on how to recreate a similar collaboration, including how we worked and what we worked on. You will walk away knowing how we shared skills and resources, built credibility and equal playing fields, and delivered research insights to both our organizations from multiple perspectives and vantage points.
Seattle Cancer Care Alliance (SCCA) brings together the leading research teams and cancer specialists from Fred Hutchinson Cancer Research Center, Seattle Children's and UW Medicine. Based in Seattle, SCCA is one of the top five Adult Cancer Care facilities in the United States as ranked by U.S. News & World Report. Shay Ghassemian, User Experience Designer in Digital Health, and Katie Rehfield, Patient Experience Specialist, will be facilitating this workshop.
Premera Blue Cross is a not-for-profit health insurance company serving 2 million people across the United States. As the largest health plan in the Pacific Northwest, Premera offers a wide range of products for individuals and families, Medicare recipients, and employers ranging from small business to Fortune 100 companies. Irish Malig, Senior Manager of Experience Strategy, Robert Racadio, Design Research Manager, Design Strategists Sara Bell, Paul Braun, and Ryan Rosensweig, and Darci Brown, Healthcare Implementation Manager in Provider Experience, will all be facilitating this workshop.
Presented by Shay Ghassemian and Robert Racadio
It was late on a Friday evening. A great time to avoid crowds. Most people were dining and drinking, absorbing the city’s capacity for pleasure, or maybe relaxing at home. That left the supermarket to me and others whose lives are synchronized differently. But as I stumbled my way through those harshly lit corridors of obscene American consumption, I realized I was among some highly unusual company. In every aisle, there were people—people?—clad in blue uniforms with devices attached to their forearms and fingertips, cables and wires dangling, each methodically filling large specialized carts. These were not shoppers like me. They were employees of the grocery chain operating— operated by?—new software for online ordering and curbside pickup. Surely, this wasn’t such a strange scene in contemporary stores around the world. Yet, it did raise strange—radical? — possibilities: a specter of “before” for an unforeseeable and potentially unpleasant “after.” The unity of the human and the machine, not implanted but merged in the operation, made me wonder: Are they cyborgs? Incipient cyborgs? Is this still a supermarket? Or an altogether different kind of space? One in the process of becoming? But becoming what?
The image that flashed to mind was that of an Amazon fulfillment center: a million acres of non-stop conveyor belts with robots finding and retrieving machine-labeled products and filling yellow bins under the supervision of a handful of humans. Robotic automation creating efficiency while eliminating the unpredictable and unproductive complexities of human labor and interactions. Perhaps, supermarkets are undergoing a transformation from spaces where humans browse, compare, select, and purchase to cyborg-operated warehouses. Perhaps this rapid and fundamental revision of function is an inevitable result of the increasing rate of technical reformation of everyday life.
Then again, perhaps my lucid vision of this scene as a new-reality- becoming is an example of what has been called “dystopian imagination”—an imaginary projection of “ethical and political concern” [Baccolini & Moylan, 2]. Or maybe it’s only a personal paranoia about the brave new world unfolding.
Due to the intuitive controllability and easy to learn the tablet is a very popular nowadays. Many touch gestures are introduced to enhance the convenience usage on the tablet.
However, how these gestures match with the tasks? Are they understood by the “technological alienation” of the elderly users? Is there difference existing between the elderly and younger people? This study aims to answer these questions. Seven basic gestures and their correspondent tasks were selected from top 3 operation systems. Thirty mid-older subjects including 15 expert users and 15 novice tablet users and thirty young subjects were recruited to do matching test. As a result, we found that the correct rate of the mid-older is significantly lower than the young. Experience in using might affect the correct rate. Certain intuitive gestures including Tap, Swipe, Pinch and Rotation had higher correct rate were considered to be acceptable for both mid-older and young subjects according to the ISO standard. However, only the Pinch gesture for novice mid-older is acceptable. The research suggests that more coaching might be needed for novice mid-older adults on the use of gestures.
This paper details the evaluation process undertaken to create criteria for the development of an iPad stand for elderly users. Emphasis is on the requirements elicitation stage with end users in the field. 32 elderly participants taking part in the activity group as part of the Ageing-Well program of a City Council in a cosmopolitan area in Australia were part of an evaluation in which three existing iPad stands were trialled. While commercially available stands are abundant, specific problems such as reduced grip, basic technical understanding of the stand, and concerns surrounding stability were encountered within the group. Observation and semi-structured interviews were undertaken with the cohort to determine factors surrounding the suitability and uptake of these stands by elderly users – most of them with some disabilities - with findings suggesting that current tablet stands require fine levels of dexterity, which may not be appropriate for elderly users where such a device is needed. While usability in setting up the stand and use is a strong factor, aesthetics and material qualities are equally important for enjoyable use. In addition, the use of iPads in social activities between two or more older adults has specific demands in terms of visibility of screen, sturdiness and easy movement that is not considered by current tablet stands. The paper ends with proposing design recommendations. Further research is required to develop a suitable solution and refines these
Design is gaining popularity as a way to address complex social problems in various fields of practices. Strangely, public health which, by nature, is concerned by such kinds of problems, remains foreign to this way of thinking. Building on the increasing popularity of design in policy making, we stress that public health could also benefit from this conceptual yet pragmatic framework. To open a critical perspective about the potential of design for public health, we examine four design projects that address social determinants of health and whose outcomes promotes healthy living habits. Finally, we argue that the interest of design for public health lies on its concern for the users’ æsthetic experience emerging of its encounter with the touchpoints that embody health policies. This contribution ought to act as a stepping stone to open a debate about design as offering a critical perspective for the practice and study of public health.
Kaleidoscope-Special Sessions Presentation
You may have labored for years to achieve your current market success. But as your success grows, so do expectations.
Growth targets require both capitalizing on existing business practices and innovating new ones. It can be a challenge to do both.
Kaleidoscope's VP of Research and Development, Mike Clem, DVM, Ms shares his understandable, memorable and easy-to- apply "Ships and Castle" model.
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.