931 resultados para Design Culture


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Despite the increased attention to the relationship of disability and design, this area still suffers from terminological confusion, oversimplification and a positivist bias that continues to produce ableist space. Here, I am suggesting that space is not a fixed container or a pochéd plan that needs to be ‘altered’ in order to accommodate, but that space is a fundamental element of social life and that space continually reproduces the social and cultural relations of its production. This paper serves as a critical foundation for ongoing explorations into how disability culture is situated within interior design. A shift towards disability as culture is necessary to move our understanding of how to design for those with disabilities out of the objective realm (prescriptive codes and guidelines) and into a subjective realm (the lived experience and embodied know-how of those with disabilities). By framing disability around a cultural model rather than a medical model it allows for epistemological and pedagogical shifts in our ways of knowing in interior design. In defining culture as “a way of life” it is important to look at disability as both a diverse way of living and a diverse way of knowing. Most significant, is that the everyday expertise of people with disabilities is recognized as knowledge that can inform the field of interior design. The urgency for defining disability culture is essential to our understanding of cultural competence in interior design education and practice. The aim of this paper is to challenge our current understanding of how to design for those with disabilities and to shift our ways of knowing in interior design towards a deep understanding of the lived experience, embodied know-how and culture of those with disabilities. This paper will begin by analysing the different models of disability and how interior design education and practice has shifted to reflect these different models. Defining disability culture and all of its complexities is also an essential component of this paper. Finally, this paper will present best practices and case studies of how a cultural model of disability can shape interior environments and interior design pedagogy.

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goDesign Travelling Workshop Program for Regional Secondary Students was an initiative of Queensland University of Technology (QUT) and the Design Institute of Australia (DIA) Queensland Branch, which aligned with the DIA unleashed: Queensland design on tour 2010 Exhibition. It was designed be delivered by university design academics in state secondary schools in Chinchilla, Mt Isa, Quilpie, Emerald, Gladstone and Bundaberg between February and September 2010, to approximately 95 secondary students and 24 teachers from the subject areas of visual art, graphics and industrial technology and design. A talk by a visiting design practitioner whose work was displayed in the exhibition, also features in the final day of the program in each town, and student work from the workshop was displayed in the exhibition alongside the professional design work. The three-day workshop is a design immersion program for regional Queensland Secondary Schools, which responds to specific actions outlined in the Queensland Government Design Strategy 2020 to ‘Build Design Knowledge and Learning’ and ‘Foster a Design Culture’. Underpinned by a place-based approach and the integration of Dr Charles Burnette’s IDESIGN teaching model, the program gives students and teachers the opportunity to explore, analyse and reimagine their local town through a series of scaffolded problem solving activities around the theme of ‘place’. The program allows students to gain hands-on experience designing graphics, products, interior spaces and architecture to assist their local community, with the support of design professionals. Students work individually and in groups on real design problems learning sketching, making, communication, presentation and collaboration skills to improve their design process, while considering social, cultural and environmental opportunities. The program was designed to facilitate an understanding of the value of design thinking and its importance to regional communities, to give students more information about various design disciplines as career options, and provide a professional development opportunity for teachers. Advisory assistance for the program was gained through Kelvin Grove State College, Queensland Studies Authority and QMI/Manufacturing Skills Queensland Manager, Manufacturing & Engineering Gateway Schools Project.

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Human computer interaction and interaction design have recognised the need for participatory methods of co-design to contribute to designing human-centred interfaces, systems and services. Design thinking has recently developed as a set of strategies for human-centred co-design in product innovation, management and organisational transformation. Both developments place the designer in a new mediator role, requiring new skills than previously evident. This paper presents preliminary findings from a PhD case study of strategy and innovation consultancy Second Road to discuss these emerging roles of design lead, facilitator, teacher and director in action.

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A travel article about Helsinki exploring the city's design culture. I’M often told that I’m from Finland. Even those who’ve known me for years confuse it with my birthplace, which is, in fact, Iceland. I’m not sure why the two countries are mixed up in this way, but it might be that Iceland and Finland are, in a sense, the “other” Scandinavian nations – on different sides of the Nordic world, but in the mind joined as its outer borders...

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Este trabalho de investigação teve como principais objetivos, por um lado, procurar as relações existentes entre a Instituição Ensino Superior de Design (IES-D) e as empresas, por outro, configurar um modelo que permitisse criar uma plataforma de inovação para o desenvolvimento de novos produtos na IES-D num contexto globalizado. Nos últimos anos, o setor “ensino superior” na Europa e em várias partes do mundo passou por grandes mudanças, o que acentuou o ambiente competitivo entre as IES, incluindo as de Design. Neste âmbito, procurou-se demonstrar o novo posicionamento estratégico da IES-D perante o mercado, e quais as ações a desenvolver que possibilitam alcançar uma vantagem competitiva sustentável. Primeiro, considerou-se fundamental identificar a importância do design perante o ensino, a situação mundial e a mudança da cultura económica. Depois, assinalaram-se as iniciativas de promoção do design e as políticas de inovação europeias. E por fim, reuniram-se os aspetos que obrigam as IES-D a assumir novos papéis de interação com o mercado. Por análise comparativa internacional procedeu-se à seleção de uma amostra de dezoito (18) IES-D – dez europeias, quatro norte americanas e quatro asiáticas. Instituições de ensino com tipologias diversas e pertencentes a distintos contextos socioeconómicos. A caracterização da amostra através de análise estrutural permitiu identificar aspetos comuns às IES-D – ações estratégicas que servem para promover a inovação. Para explicitar a interação do sistema formado por esses elementos comuns, configurou-se um modelo concetual – Hexágono da Inovação (HI). O modelo, enquanto instrumento de análise, permite criar um padrão da inovação da IES-D e posicioná-la perante o setor - ensino superior de design. Foi também realizado um ensaio da aplicabilidade do modelo concetual HI na ESAD.cr/IPL. Através da implementação da plataforma de inovação - ESAD Design Studio - Centro de Estudos e Investigação em Design (EDS/CEID), foram ensaiadas as ações necessárias para promover o design estratégico e o design de inovação.

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Résumé Cette recherche a débuté avec l’idée que l’Internet est en train de changer la manière dont nous créons des connaissances et du contenu culturel. Notre point de départ était d’utiliser l’Internet afin de rassembler et amplifier plusieurs points de vue dans un processus de design. Une approche complexe a exposé l’Internet comme un système et conséquemment comme une plateforme pour l’innovation. La structure ouverte de l’Internet a soutenu le mouvement participatif des usagers qui ont choisi de partager leurs besoins, leurs désirs et leurs solutions. Notre recherche a pour but d’étudier ce contenu généré par les usagers en ligne et comprendre sa valeur pour les designers. Les usagers créatifs veulent s’exprimer et participer activement dans le processus de design. Notre recherche tente de démontrer que les designers ont beaucoup à apprendre du contenu généré par les usagers car ceux-ci soumettent des éléments qui ont attrait à toutes les étapes du processus de design et révèlent des relations présentes dans la situation de design à l’étude. Pour en apprendre plus sur ce contenu nous nous demandons : Quel type d’information offre le contenu généré par les usagers pour la phase de recherche dans le processus de design. Afin de centrer la portée de l’étude, nous nous sommes aussi questionné si cette information est plus pertinente au design de produits, au design de services ou au design de système de produits et de services. Aspirant aux idéaux du design participatif, notre méthodologie fut développée afin d’apprendre comment le contenu généré par les usagers pourrait influencer le processus de design. Pour ce faire, nous avons choisi de chercher sur l’Internet pour du contenu qui concerne la mobilité via l’usage d’une automobile. Les trois différents types de média considérés étaient les vidéos sur YouTube, les images sur Flickr et les textes sur Blogger. Afin de répondre à notre première question de recherche, nous nous sommes penchés sur deux éléments lorsque l’on recherche pour le design : les espaces de design et les relations de design. Premièrement, nous avons catégorisé le contenu récolté selon l’espace problème, créatif et solution. Deuxièmement, nous avons catégorisé le contenu dépendant de laquelle des relations de design elle démontrait soit une combinaison d’usagers, objets et contextes. Dans le but de répondre à la deuxième question de cette recherche, nous avons examiné trois types V de produits de design : les automobiles privées comme produit, le partage de voiture comme système de produit et de service, et le taxi comme service. Chaque élément pertinent généré par les usagés trouvé dans cette recherche fut catégorisé jusqu’à ce que l’on récolte 50 échantillons pour chaque combinaison de ces variables. Nous en sommes arrivés avec une matrice de 50 éléments de chaque produit de design, pour chacun des médias, puis catégorisé selon les espaces de design et les relations dans le design. Cette recherche démontre que l’Internet, comme médium, produit les conditions avantageuses pour que les usagers partagent de grandes quantités de contenu original et diversifié qui est pertinent aux situations de design. À partir de nos données de recherche, nous avons identifié des tendances dans le contenu généré par les usagers. Notamment, nous sommes en mesure d’affirmer que le contenu généré par les usagers offre de l’information pertinente à la recherche pour le design, et ce dans tous les espaces de design et toutes les relations de design. Il en fut de même pour les différentes issues du design car du contenu sur les produits, les systèmes de produits et de services et les services était présent et pertinent. Bref, nous avons démontré que l’Internet supporte la créativité et conséquemment il y abonde de contenu créatif produit par les usagers. Suivant dans les traces dessinées par d’autres chercheurs en design participatif, cette étude devrait être considérée comme un nouvel exemple des moyens qu’ont les designers pour percevoir les besoins tacites des usagers en leur permettant d’exprimer leurs idées. Alors que ceux-ci créent librement et intuitivement ainsi exposant leurs besoins, solutions et idées, les designers peuvent porter un regard de tierce partie sur les résultats. Jumelant des techniques comme le crowdsourcing et le brainstorming, nous avons créé une nouvelle activité et le néologisme : brainsourcing. En demeurant dans une forme de pratique réflexive, les designers peuvent réfléchir et ajouter au contenu généré par les usagers qui lui n’est pas biaisé par une éducation ou une culture du design. Ce processus est similaire au design participatif professionnel où le brainsourcing est une activité parallèle lorsque le designer fait des recherches pour le design. C’est cette perspective sur la somme des idées des participants qui peut contribuer à comprendre la complexité de la situation de design. VI Cette recherche a aussi soulevé des questions par rapport à l’effet de démocratisation de l’Internet. Bien que les usagers n’ont pas l’éducation, ni les habiletés des designers, ils aspirent à démocratiser le processus du design en voulant participer activement et en exposant leurs besoins, idées et solutions. Nous avons pu déterminer que les usagers n’étaient pas qualifiés pour entreprendre le processus complet du design comme les designers professionnels, mais nous avons observé directement la capacité des usagers à mettre de l’avant leur créativité. À propos de la relation entre les usagers créatifs et les designers, nous avons étudié des langages communs tels les scénarios et les prototypes. Tous deux sont présents dans le contenu généré par les usagers que nous avons récolté dans nos recherches sur Internet. Ceci nous a mené vers une nouvelle perspective sur l’activité du design où des opportunités créatives ressortent d’une conversation avec les usagers. Cette recherche a dévoilé de grandes tendances dans la manière dont les usagers communiquent naturellement dans un processus de design. Nous espérons avoir offert un aperçu de comment les designers peuvent prendre avantage de tous les types de contenu généré par les usagers en ligne. Dans le futur, nous souhaitons que les designers aient la possibilité d’interagir avec les participants en prenant le rôle de facilitateur de la conversation. La responsabilité du résultat ne tombe pas sur les épaules du designer car son mandat est d’assurer le bon fonctionnement du processus. Les designers rejoignent les usagers en ne demandant plus comment les choses peuvent être créées, mais pourquoi elles devraient exister. En tant que designers, nous aspirons à générer plus à partir de nouvelles connaissances, nous aspirons à créer plus de sens. Mots clés: Recherche en design, complexité, design participatif, contenu généré par les usagers, démocratisation, Internet, créativité, crowdsourcing, brainstorming, brainsourcing, réflexion-en-action.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Il lavoro di ricerca è rivolto ad indagare l’emersione di schemi di variazione comuni all’arte e al design, limitatamente al contesto italiano e in un arco di tempo che va dalla metà degli anni Sessanta del secolo scorso a oggi. L’analisi vuole rintracciare, mediante l’applicazione della metodologia fenomenologica, un sentire condiviso tra le due discipline e, nel pieno rispetto dei relativi linguaggi e con nessuna volontà di sudditanza degli uni rispetto agli altri, individuare i rapporti di corrispondenza omologica capaci di mettere in luce lo spirito del tempo che le ha generate. La ricerca si pone l’obiettivo di estendere gli studi sul contemporaneo attraverso un’impostazione che intende applicare gli strumenti metodologici della critica d’arte all’evoluzione stilistica delle tendenze del design italiano. Non si è voluto redigere una “storia” del design italiano ma, considerata anche l’ampiezza dell’argomento, si è necessariamente proceduto a delimitare il territorio di applicazione scegliendo di prendere in considerazione il solo settore del design dell’arredo. Si è dunque optato per una visione globale delle vicende del design del prodotto, tesa ad indagare gli snodi principali, concentrando pertanto l’analisi su alcuni protagonisti della cultura del progetto, ossia su quelle figure risultate dominanti nel proprio tempo perché capaci con il loro lavoro di dare un contribuito determinante alla comprensione delle fasi evolutive del design italiano. Gli strumenti utili a condurre l’analisi provengono principalmente dalla metodologia binaria individuata dallo storico dell’arte Heinrich Wölfflin e dagli studi di Renato Barilli, il cui impianto culturologico ha fornito un indispensabile contributo al processo di sistematizzazione dei meccanismi di variazione interni alle arti; sia quelli di tipo orizzontale, di convergenza reciproca con gli altri saperi, che di tipo verticale, in rapporto cioè con le scoperte scientifiche e tecnologiche della coeva cultura materiale.

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O presente estudo visa estabelecer a relação comunicação-cultura-design por meio da importância do design de comunicação no processo de comunicação gerado na reconstrução de uma imagem corporativa já consolidada para uma empresa que busca responder à cultura do consumo consciente e sustentável. Esse processo resulta no imaginário e consequentemente na imagem corporativa expressa por meio do redesign verificado em campanhas publicitárias, fachadas e internet. Para isso, será tomado por base o referencial teórico dos estudos que relacionem cultura e consumo, além de teóricos que discutem os temas da imagem e do imaginário. Será utilizada como metodologia além da pesquisa bibliográfica, a pesquisa qualitativa. Por isso, no intuito de averiguar na prática a teoria apresentada, revela-se um estudo de caso sobre a mudança na comunicação e identidade visual na rede de McDonald s no Brasil, observando-se descritivamente as alterações ocorridas na Europa como uma ousada estratégia de redesign para a rede. Parte-se da premissa de que tal ação tem o intuito de fortalecer uma imagem corporativa de ambientalmente amigável naquele país cuja cultura visa assegurar criteriosamente a proteção à saúde de seus habitantes, cada vez mais rigorosos no controle dos produtos consumidos.

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Transdisciplinarity gained importance in the 1970s, with the initial signs of weakness of both multi- and interdisciplinary approaches. This weakness was felt due to the increased complexity in the social and technological landscapes. Generally, discussion over the transdisciplinary topic is centred in social and health sciences. Therefore, the major challenge in this research is to adapt design research to the emerging transdisciplinary discussion. Based on a comparative and critical review of several engineering and design models for the design process, we advocate the importance of collaboration and conceptualisation for these disciplines. Therefore, a transdisciplinary and conceptual cooperation between engineering and industrial design disciplines is considered as decisive to create breakthroughs. Furthermore, a synthesis is proposed, in order to foster the cooperation between engineering and industrial design.

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The increase of powerful mobile devices has accelerated the demand for mobile videos. Previous studies in mobile video have focused on understanding of mobile video usage, improvement of video quality, and user interface design in video browsing. However, research focusing on a deep understanding of users’ needs for a pleasing quality delivery of mobile video is lacking. In particular, what quality-delivery mode users prefer and what information relevant to video quality they need requires attention. This paper presents a qualitative interview study with 38 participants to gain an insight into three aspects: influencing factors of user-desired video quality, user-preferred quality-delivery modes, and user-required interaction information of mobile video. The results show that user requirements for video quality are related to personal preference, technology background and video viewing experience, and the preferred quality-delivery mode and interactive mode are diverse. These complex user requirements call for flexible and personalised quality delivery and interaction of mobile video.