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Purpose - The purpose of this paper is to demonstrate how a strategy implementation workshop design can be developed and tested while minimizing the time spent on developing the design. Design/methodology/approach - This multiple ...
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Purpose - The purpose of this paper is to demonstrate how a strategy implementation workshop design can be developed and tested while minimizing the time spent on developing the design. Design/methodology/approach - This multiple case study at a diesel engine company shows how iterative prototyping can be used to structure the design process of a strategy implementation workshop. Findings - Strategy implementation workshop design can be developed in resource-constrained environments through iterative prototyping of the workshop design. Each workshop iteration can generate value in its own right and at the same time the workshop design can be optimized until the final, most effective, design is found which can then be rolled out. Research limitations/implications - In a strategy-as-practice perspective, this study shows how scholarly attention to micro-level strategy praxis at a company can be enlightening to strategy consultants who need to conduct strategy implementation workshops. Practical implications - By selecting an iterative modular workshop design, the strategy consultant has at his/her disposal a strategy tool that is easily adaptable to organizational practice and one for which s/he can draw on his/her experience as well as add to his/her knowledge base. Originality/value - Introducing iterative prototyping in an organizational context can facilitate fast yet structured development of a rigorous workshop design. Strategy consultants are provided with empirical examples of how an iterative prototyping process can be structured across multiple workshops.
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The development of new ideas is an essential concern for many design projects. There are, however, few in-depth studies of how such ideas emerge within these contexts. In this article we offer an analysis of the emergence of ideas...
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The development of new ideas is an essential concern for many design projects. There are, however, few in-depth studies of how such ideas emerge within these contexts. In this article we offer an analysis of the emergence of ideas from specific sources of inspiration, as they arise through negotiation and transformation, and are mediated by design artefacts during an Inspiration Card Workshop, a collaborative event in which findings from domain studies are combined with technological sources of inspiration, in order to generate design concepts. We present a micro-analytic study of the interwoven social and artefact-mediated interactions in the workshop, and identify essential phenomena that structure and create momentum in the development of new design concepts, namely (1) the manifest properties of Inspiration Cards and Concept Posters as physical props for encouraging and supporting design moves, (2) the semantic dimensions of the cards and posters as catalysts for discussion, derivation and ideation, and (3) ad hoc external sources of inspiration as means of supplementing and developing design concepts. The analysed design situation is characterised as being socially distributed, artefactually mediated, adaptive and emergent.
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Improving the built environment is a cornerstone for sustainable development ultimately leading to Zero Energy Buildings; there is the urgent need for innovation. The urgent need for innovative and a more sustainable built environ...
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Improving the built environment is a cornerstone for sustainable development ultimately leading to Zero Energy Buildings; there is the urgent need for innovation. The urgent need for innovative and a more sustainable built environment has led to a more complex design process. As a result, the architect requires increasing support from specialised engineers in multi-disciplinary design teams. A design method was developed, based on the use of morphological charts and a morphological overview, to support design teams with structuring and organising their communication and knowledge. After testing the method in workshops in industry, it was applied at the department of architecture for master students for their multidisciplinary master project, integral design of a nearly Zero Energy Building. Our experiments showed that it is possible to stimulate the innovative outcome of multidisciplinary design teams within the conceptual building design phase by changing their traditional roles into new team's roles.
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Facilitating participation has become one of the cornerstones of co-design, and a number of methods, techniques and events intended to inspire design participants and scaffold collaborative ideation and concept development have be...
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Facilitating participation has become one of the cornerstones of co-design, and a number of methods, techniques and events intended to inspire design participants and scaffold collaborative ideation and concept development have been developed. However, an aspect that is yet relatively unexplored in co-design literature is how different methods and techniques can be productively combined. This paper presents and discusses the dialogue-labs method, which provides a structured way of generating ideas through a sequence of co-design activities. The analysis of the method during 18 sessions, based on iterative reflection, focuses on its three key structuring aspects: the process of how dialogue-labs sessions are orchestrated, the space in which the sessions unfold and the materials that are employed. In addition to understanding the specific dialogue-labs method, this discussion of process, space and materials may yield insights into how other co-design methods are analysed and further developed or combined.
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This article is an extended version of our 2018 ASSETS paper entitled, "Incorporating Social Factors in Accessible Design." In our ASSETS paper, we demonstrated the viability of the Design for Social Accessibility perspective thro...
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This article is an extended version of our 2018 ASSETS paper entitled, "Incorporating Social Factors in Accessible Design." In our ASSETS paper, we demonstrated the viability of the Design for Social Accessibility perspective through a series of user-centered workshops with professional designers. With this expanded article, we conducted a follow-up research study with a user-centered design course that examined the use of Design for Social Accessibility Method Cards over a longer design cycle, specifically as the method and cards contributed to a term-long project, rather than just a workshop. We also offer a new analysis on work leading to the development of Design for Social Accessibility, with a focus on how practical considerations in the design process influence how designers engage accessible design. We found that the concrete and real-life scenarios in the Design for Social Accessibility Method Cards helped mediate useful interactions between student designers and deaf and hard-of-hearing users. In addition, we identified how practical choices in investigating strategies for socially accessible design enabled designers to center disabled perspectives. The contributions of this work—when added to the findings of our ASSETS 2018 paper on incorporating social factors—demonstrate the viability of Design for Social Accessibility by providing: (1) empirical data showing that designers can use the Design for Social Accessibility perspective and method cards to generate accessible designs and appropriately engage deaf and hard-of-hearing users to incorporate social considerations; and (2) a summative analysis highlighting practical steps for how designers can use the Design for Social Accessibility perspective and methods cards to create accessible designs.
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Purpose - The purpose of this paper is to present a workshop model for engaging children and parents in mathematics activities in public libraries or other informal education settings. Design/methodology/approach - This paper expl...
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Purpose - The purpose of this paper is to present a workshop model for engaging children and parents in mathematics activities in public libraries or other informal education settings. Design/methodology/approach - This paper explores a workshop model for helping the school-aged children learn mathematics outside the school. The model includes five workshop sessions and designs the parent's role in the mathematics activities. Each workshop session has both a mathematics task activity and a user interface design activity. The model was implemented in a major Canadian city and a major Chinese city over a period of one month. This paper presents the workshop attendees' experiences and their feedback on the workshop design. It also presents several suggestions on the design of such workshops. Findings - The parents acknowledged that they learned about how mathematics is currently taught in schools and appreciated the opportunities to interact with their children in the workshops. The children participated in the workshops actively and enjoyed the design sessions the most The potential of using design activities to help children learn mathematics concepts is recognized. Research limitations/implications - The findings suggest that future workshops should provide a structure to the parents' engagement in design activities, offer one design project that spans several design sessions and set aside time for families to mingle and share experiences with each other. A big limitation of this paper is the small sample size -12 families participated in the workshops on each site. Although the paper offered rich data about the participants' experiences, a larger sample would have made the findings more generalizable and conclusive. Practical implications - Computer technologies such as iPad and tablets are increasingly common as public library resources; yet the integration of these technologies into library programs is falling behind. This paper offers one example of how such integration can bring benefits to the patrons, encouraging more considerations to be put on this aspect in library practice. Originality/value - Although many programs are offered in public libraries that facilitate children to learn mathematics concepts, very less research has been reported on the design of these programs. In addition, the existing programs have not considered the inclusion of parent-child design activities for mathematics learning engagement This paper reports an empirical study that addresses these research gaps. The encouraging results call for more investigations on this workshop model.
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Participatory and user-centered design has taken inspiration from each other, and the classical roles of users, researchers, and designers have merged in the co-designing process. Participatory methods consider the balance of powe...
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Participatory and user-centered design has taken inspiration from each other, and the classical roles of users, researchers, and designers have merged in the co-designing process. Participatory methods consider the balance of power between the designer and residents and the needs and usefulness of the research. Community members should be involved as partners, advisors, and participants. In Finland, participatory design is law mandated in urban planning projects, but participation that goes beyond the initial publicization of information, is genuinely interactive, and spans all stages of the project is underutilised and the methods of participatory practice are still unfamiliar to many designers. The methods commonly used are the research survey and the workshop, often mentioned as participatory design methods. From the residents' perspective, participation only becomes participatory when the participant gains the experience of influencing the development and its outcomes. The article examines resident surveys and workshops as tools to produce information and evaluate their interactivity in two case studies. It shows that the diversification of methods is necessary to ensure genuine participatory planning in the renewal of suburban neighborhoods. The research was done as part of the project Reshaping living: New structure and new life for old suburbs (AsuMut), funded by the Ministry of Environment.
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Policy participation requires a democratic decision-making process, though typical co-design approaches focus more on immersing participants in the design process and facilitating creative thinking. This research proposes a new co...
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Policy participation requires a democratic decision-making process, though typical co-design approaches focus more on immersing participants in the design process and facilitating creative thinking. This research proposes a new concept of policy co-design workshops to ensure both policy and co-design values. The feasibility and acceptability of policy ideas were found to be key requirements in policy co-design. The requirements were designed to be fulfilled through a gamified policy co-design workshop - Policy Puzzle Game - with a jigsaw puzzle-style toolkit and process. The game was used in real policy development by a municipal government with participating citizens, activists, civil servant s, and design thinking facilitators. The major findings from post-workshop interviews include insights on the engagement process of the game, the unique roles of different stakeholder groups, and their contributions to making policy ideas feasible and acceptable. Based on the findings, possibilities for further application of the game and the significance of the research are discussed.
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The European economy is surprisingly wasteful and continues to operate a take-make-dispose system. Addressing this challenge requires moving from a centralizing and top-down logic of waste management to territorial approaches inte...
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The European economy is surprisingly wasteful and continues to operate a take-make-dispose system. Addressing this challenge requires moving from a centralizing and top-down logic of waste management to territorial approaches integrating reuse and repair activities and involving local stakeholders. To do so, living labs are a relevant approach to support the transition towards territorial repair and reuse networks. The purpose of this paper is to question how living lab thinking can integrate the development of such repair and reuse networks.This paper first explores literature on transition design, living labs and repair and reuse activities. Secondly, it examines the design and deployment of a multi-level repair and reuse oriented living labs: (1) at the product level, it supports the participants in both learning and experimenting the basic stages in repair/upcycling practices; (2) at the repair workshop level, it helps imagine the implementation of a repair workshop and its business model, and (3) at the territorial level, it stimulates new synergies based on territorial metabolism of repair and reuse networks. A qualitative analysis on the experiment is then developed around five different objectives: (i) to strengthen the repair and reuse culture in order to (ii) collectively imagine (iii) territorialized repair and reuse networks with (iv) high social and environmental values and (v) considering how a decision taken at a system level can affect other levels, This research contributes to the transition design, developing intermediary tools to support the co-creation and/or evolution of system structures of production-consumption based on repair and reuse grassroots initiatives at the territorial level.
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Wearable devices have a crucial impact on our bodies since they directly affect our appearance. However, wearable design practitioners focus more on the practical functionalities of the technology, leaving more investigation neede...
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Wearable devices have a crucial impact on our bodies since they directly affect our appearance. However, wearable design practitioners focus more on the practical functionalities of the technology, leaving more investigation needed on what kind of visual expressions the technology might enable on wearable devices. With a critical approach on this functional perspective, the authors conducted a design workshop with fashion design and engineering students in which they first created art expressions and then wearable devices by using technological components. This practitioner's essay reflects on the resulting hands-on design experiences in new visual expressions that would not have been possible with just traditional materials.
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