This paper reviews contemporary communication design practice in Australia through a series of interviews with practitioners, conducted to better understand the place of sustainability in contemporary practice. It is especially concerned with the expectations and experience of designers, and their attitudes towards sustainability in practice, and the contrast between designing ‘greener things’ and establishing more sustainable outcomes for their clients through deeper collaboration. The paper is part of a larger PhD project attempting to establish ways of expanding the understanding of sustainability for communication designers.
This paper engages with the literature to present different perspectives between forecasting
and foresight in strategic design, while drawing insights derived from futures studies that
can be applied in form of a design-inspired foresight approach for designers and
interdisciplinary innovation teams increasingly called upon to help envisage preferable
futures. Demonstrating this process in applied research, relevant examples are drawn from
a 2016 Financial Services industry futures study to the year 2030. While the financial
services industry exemplifies an ideal case for design-inspired foresight, the aims of this
paper are primarily to establish the peculiarities between traditional forecasting
applications and a design-inspired foresight visioning approach as strategic design
activities for selecting preferable futures. Underlining the contribution of this paper is the
value of design futures thinking as a creative and divergent thought process, which has the
potential to respond to the much broader organizational reforms needed to sustain in
today’s rapidly evolving business environment (Buchanan, 2015; Irmak, 2005; Muratovski,
This paper presents the results of a research based Living Lab experience, where people participate together as users, researchers, stakeholders and collaborators working to effect change to improve social inclusion and social participation for persons with functional difficulties. The Rehabilitation Living Lab in the Mall (RehabMall) transforms an urban shopping mall into an interdisciplinary, multi-sectorial research platform that supports multiple projects investigating what constitutes an accessible and inclusive environment for people with physical, sensory and cognitive disabilities. We present an overview of the RehabMALL Living Lab, the contexts of the project and the project meta-analysis to present the salient issues emerging from the projects that were done. Grounded in a design research approach, and inspired by the Ecological Systems Theory of Bronfenbrenner (1979), the investigations conducted focus on subjective and inter-subjective experiences within understanding obstacles and facilitators that frame how people experience going to the mall, and how the physical, cognitive and virtual environments that support these activities might be better served. Disability is defined within the framework of the “World Health Organization’s International Classification of Functioning (WHO, 2003). The overview of the project is presented with particular attention to the various collaborations and partnerships created alongside the issues that emerge in terms of results, and how people might be better served when public spaces are designed with their input and within a perspective of universal design.
The environment in which patients (need to) reside has a great influence on their wellbeing (Ulrich, 1991). That is why introducing ‘Design for Wellbeing’ is key in the design of palliative environments. People in the last phase of their life become more receptive to environmental stimuli. From our perspective, this triggers design to become even more relevant in such contexts. People’s search for subjective well-being (SWB) has promoted a change in vision in the design of new products, services and environments, with a focus not only on material properties, but also on the personal values that trigger actions that can contribute to people’s SWB. Such considerations contribute also to proposing answers to the question of how design can support people to have a meaningful life and ‘be well’ in the best possible way, according to the circumstances.
The purpose of this paper is firstly, if design for wellbeing can be performed in the context of palliative care, and secondly, how research could be set up in such a precious context. A thorough literature review will be performed to answer these questions. The value of this study lies in aiming to try to enable terminally ill patients and people from their immediate surroundings to cope with these events via design, and to stimulate people to be able to perform activities that they like (most) and which contribute to their SWB.
The challenges facing many small nonprofit organizations are increasing at a greater rate than the internal capacities of many within this sector are able to address effectively. This situation has small nonprofits questioning their sustainability and ability to deliver their services in the long term. Often these small nonprofit organizations are working within a business model and communications paradigm that has remained unchanged for decades and one which is proving no longer effective in attracting awareness, engagement, and support. Many of these organizations are facing a critical failure requiring significant business model innovation to achieve both their short-, mid- and long-term goals. Design thinking is an avenue for nonprofits to achieve business model innovation by developing new, unique concepts supporting an organization’s viability and the processes for bringing those concepts to fruition. This case study outlines the design thinking process applied to business model innovation for a small, 22-year old, nonprofit approaching critical business failure.
Despite the increased popularity of online tools for remote teamwork and meetings, moderated collaborative activities between multiple users in early conceptual design stages, such as brainstorming sessions, are yet not well supported. In this paper, we introduce All4One, a networked system that enables multiple remote users to participate in a moderated visual sketching session. Each participant can independently draw and share sketches using a tablet, and a moderator uses a set of tangible tools to arrange and manipulate sketches that are displayed in real-time on a whiteboard. We present our prototype in detail and the results from a workshop study simulating a brainstorming session with designers who tested the system in practice. Results show several usage patterns and the potential of All4One for use in early design stages, and the importance of the role of the moderator as the facilitator of the design process. The paper concludes by identifying weaknesses and strengths of the current system and possible directions for future work.