scholarly journals dwelling + design: exploring the potential for dwelling to inform media design with the installation dark; and the light

2021 ◽  
Author(s):  
◽  
Meredith Crowe

<p>The theory of dwelling is a valuable topic for media designers to explore in order to further our understanding of the connection individuals make with designs. This research suggests that to promote dwelling successfully, digital design must prompt people to understand it in essence and balance, must encourage private or communal reflection and development, and must encourage people to connect meaningfully with the design; this manifests by people caring for it and being conscious of it. dwelling + design explores the theory of dwelling as research through design and research for design; through the interactive installation dark; and the light. Dwelling is discussed with reference to three main philosophers; Martin Heidegger, Christian Norberg-Schulz, and Pavlos Lefas. As a wider investigation of how dwelling can inform design practice, the theory is also investigated both as an informative theory for creative practice and an attitude that can be embraced by people when receiving or encountering creativity. dwelling + design finds that dwelling is valuable to designers as an attitude towards the design process, but has limited success as an informer of aesthetics or as an intended experience for participants.</p>

2021 ◽  
Author(s):  
◽  
Meredith Crowe

<p>The theory of dwelling is a valuable topic for media designers to explore in order to further our understanding of the connection individuals make with designs. This research suggests that to promote dwelling successfully, digital design must prompt people to understand it in essence and balance, must encourage private or communal reflection and development, and must encourage people to connect meaningfully with the design; this manifests by people caring for it and being conscious of it. dwelling + design explores the theory of dwelling as research through design and research for design; through the interactive installation dark; and the light. Dwelling is discussed with reference to three main philosophers; Martin Heidegger, Christian Norberg-Schulz, and Pavlos Lefas. As a wider investigation of how dwelling can inform design practice, the theory is also investigated both as an informative theory for creative practice and an attitude that can be embraced by people when receiving or encountering creativity. dwelling + design finds that dwelling is valuable to designers as an attitude towards the design process, but has limited success as an informer of aesthetics or as an intended experience for participants.</p>


2021 ◽  
Vol 1 ◽  
pp. 3441-3450
Author(s):  
Charlie Ranscombe ◽  
Wenwen Zhang

AbstractDigital design tools have dominated engineering and design practice offering many advantages that ultimately improve efficiency in the design process. Digital sketching is one such example of these tools yet, its current use is primarily to present work to stakeholders (External Communication). It is relatively underused to externalise ideas (Externalisation) where sketching on paper is still favoured. This paper aims to understand the characteristics of digital sketching that motivate or discourage designers to use the tool. Semi-structured interviews were undertaken with 12 designers to gain insights on the tool's use in External Communication and Externalisation. Results highlight a trade-off between fidelity of visualisations and time and effort expended to achieve visualisations. The key difference between the use scenarios is the way in which this trade-off is connected to managing stakeholder involvement. While designers acknowledge advantages that digital sketching can offer in externalisation, it is viewed as requiring a level of detail to begin use. In conclusion we suggest segmenting roles of digital sketching in terms of the characteristics identified in this study would help to motivate use in Externalisation.


Author(s):  
Silas DENZ ◽  
Wouter EGGINK

Conventional design practices regard gender as a given precondition defined by femininity and masculinity. To shift these strategies to include non-heteronormative or queer users, queer theory served as a source of inspiration as well as user sensitive design techniques. As a result, a co-design workshop was developed and executed. Participants supported claims that gender scripts in designed artefacts uphold gender norms. The practice did not specify a definition of a queer design style. However, the co-design practice opened up the design process to non-normative gender scripts by unmasking binary gender dichotomies in industrial design.


2020 ◽  
Vol 26 (6) ◽  
pp. 2927-2955
Author(s):  
Mar Palmeros Parada ◽  
Lotte Asveld ◽  
Patricia Osseweijer ◽  
John Alexander Posada

AbstractBiobased production has been promoted as a sustainable alternative to fossil resources. However, controversies over its impact on sustainability highlight societal concerns, value tensions and uncertainties that have not been taken into account during its development. In this work, the consideration of stakeholders’ values in a biorefinery design project is investigated. Value sensitive design (VSD) is a promising approach to the design of technologies with consideration of stakeholders’ values, however, it is not directly applicable for complex systems like biorefineries. Therefore, some elements of VSD, such as the identification of relevant values and their connection to a technology’s features, are brought into biorefinery design practice. Midstream modulation (MM), an approach to promoting the consideration of societal aspects during research and development activities, is applied to promote reflection and value considerations during the design decision making. As result, it is shown that MM interventions during the design process led to new design alternatives in support of stakeholders' values, and allowed to recognize and respond to emerging value tensions within the scope of the project. In this way, the present work shows a novel approach for the technical investigation of VSD, especially for biorefineries. Also, based on this work it is argued that not only reflection, but also flexibility and openness are important for the application of VSD in the context of biorefinery design.


2013 ◽  
Vol 368-370 ◽  
pp. 78-82
Author(s):  
Ping Shu ◽  
Jun Xu ◽  
Li Jun Wang

Based on theoretical studies of the urban spatial morphology, this paper introduces advanced concepts and methods of BIM (Building Information Model) into the urban design in Nanhe City ,and then respectively makes innovations of the urban design practice supported by BIM technology in the process of design, optimization and implementation of the program, attempting to explore BIM-based design patterns of the urban spatial morphology to make the traditional urban design process more rational and scientific, to expect to reach the green and sustainable urban spatial morphology.


Author(s):  
Baekhee Lee ◽  
Byoung-Keon (Daniel) Park ◽  
Kihyo Jung ◽  
Jangwoon Park

Vehicle-seat dimensions measured at specific cross-sections have been historically utilized as shape determinants to evaluate a driver’s seat fit. The present study is intended to quantify the relationships between seat fits and the seat dimensions for designing an ergonomic vehicle seat. Eight seat engineers evaluated seat fits for 54 different driver seats based on their expertise. Five seat dimensions were measured at six cross-sectional planes using a custom-built, computerized program. The best-subset-logistic-regression method was employed to model the relationships between the seat fit and the seat dimensions. As a result, significant seat dimensions, such as insert width, bolster height, and/or bolster curvature, on the subjective seat fit (e.g., loose-fit, right-fit, and tight-fit) were quantified. The developed models showed 98% overall classification accuracy throughout the cross-sectional planes. The models promote a digital design process of an automobile seat, which would increase the efficiency of the process and reduce the development costs.


2021 ◽  
Author(s):  
◽  
Jessica Saul

<p>Stroke is a medical condition causing disability worldwide (Feigin et al., 2014; Murray et al., 2012; National Heart Lung and Blood institute, 2016). It can leave people with physical and cognitive deficits. The individual’s function in everyday activities following a stroke depends on the severity of the stroke and the amount of therapy available to them. Rehabilitation for the physical impairments, such as upper limb deficits, can promote recovery and is delivered by physiotherapists and occupational therapists. Therapy takes place predominantly in the clinical environment. It is manual, task based, delivered one on one, and can be time intensive. Self-management methods for patients’ stroke rehabilitation are gaining attention from healthcare professionals (Taylor, Monsanto, Kilgour, Smith, & Hale, 2019). Rehabilitation that can be done at home has benefits for the individual, the family or caregiver, the therapist and the healthcare system. Independent rehabilitation at home reduces pressure on healthcare resources and can be beneficial for stroke patients recovery. So, medical interventions and products are shifting from clinical to community and home environments.   The use of robotics for rehabilitation has the potential to support recovery of function and assist with everyday tasks in a variety of ways. This paper explores the design of a robotic device for the hand. By involving stroke patients, clinicians and carers in the design process, this research aims to improve the user experiences of a robotic device for hand rehabilitation. Designing for the user experience has the potential to improve the engagement and acceptance of the robotic device for independent home therapy.   A combination of methods have been used to include users in the design process and gather qualitative data to inform the design. The methodologies include research through design and human-centred design. Research through design includes methods such as a literature review, using and adapting design criteria, prototyping, iteration, user-testing, and thematic analysis. Human-centred design is about involving users in the development process and include methods such as surveys, semi-structured interviews, observations, and user testing. There were four clinicians and seven stroke patients that met inclusion criteria and participated in the testing. Three patients and three clinician participants were involved in the interviews. Personas were used to understand user wants and needs, and to inform criteria for the design process.  By using these methods we gain a better understanding of the users’ needs in order to improve the design of the pre-existing robotic upper limb stroke rehabilitation device. The purpose of the design is to meet the needs of the stroke patient in his or her own home. This design study focuses on developing the user experience by addressing usability. Interactions considered during the iterative design process are putting on and taking off the device. It is found through testing and iterations that comfort, cleaning and safety were necessary for this wearable robotic upper limb stroke therapy device to be easily worn and used in the home.</p>


Author(s):  
James Marshall

The author promotes agent-oriented models to identify, represent, and evaluate high-level abstractions of digital media design projects. The models include emotional goals, in addition to functional goals and quality goals, to describe feelings such as having fun, being engaged, and feeling cared for. To establish emotional goals, digital media design methods and processes were employed including the development of emotional scripts, user profiles, mood boards and followed an iterative creative design process. Using agent-oriented models proved to be highly successful not only to represent emotional goals such as fun, tension, and empathy but also to facilitate the ideation, creation, and progressive evaluation of projects. The design process supported communication between designers, developers, and other stakeholders in large multidisciplinary development teams by providing a shared language and a common artefact. The process is demonstrated by describing the development of Aspergion, a multiplayer online role play game that promotes respect for people with Asperger's Syndrome.


Author(s):  
Johann van der Merwe

Design has been described by Bruno Latour as the missing masses, and tellingly as “nowhere to be said and everywhere to be felt” (2005: 73). Traditionally, not only objects, but design’s presence in general has gone largely unnoticed by the public, but that is changing, due, in considerable part, to the ubiquitous presence of computing technology. Design, as representative of unnoticed and neutral objects, is no longer feasible, but design, as a participative presence in the lives of its users, is fast gaining ground in our complex society. Designers are no longer fully in control of the design process, meaning design practice, and as a result design education must change to adapt to the increasing pace at which different social groups are evolving new ways of communicating and living.


Author(s):  
Ervin Garip ◽  
Ceren Çelik

The notion of designed space often comes up with the tendency of perfection. This approach, which connects the design to perfection, is mostly reflected in the overall design, even in the representations. In this approach, the power of representation advances in direct proportion to its perfection and perfection is expected in the designed spaces. The situation created by this perfect representation and the reflection of perfection to the design also emerges in the “home” where daily encounters and routines are most intense. Rather than a flawless photogenic object, interiors are dynamic and variable environments containing daily encounters. The interior design practice can be handled from this context and actively influence the design methodology itself. The study shows that as the concept of “home” moves away from a photogenic object, the potential of designing a multi-layered and flexible living space in interior design studios increases. This situation provides alternative spatial articulations in the final product and representations as well as in the interior design process.


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