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1.
ABSTRACT

For academic design programmes and research councils, finding mechanisms to measure impact and valuate co-design research projects is very difficult. The metric parameters – number of attendees, volume, shape, length – have shown to be insufficient. The subject matter, the subjects and matters, do not easily fit within these parameters, which fail to translate the value of a ‘constellation of affections’ that emerge throughout co-design processes. Emphasis on quantifiable impact derives from particular ways of understanding production, reproduction, and dissemination of knowledge. This paper understands academic design programmes as a technology to discuss axiology in co-design practices. This paper re-configures a techno-logic of value; from chain of value to value constellation, intersecting a co-design case study with readings of Simondon’s philosophy of technology and Barad’s agential realism. Ageing Playfully was a knowledge exchange project from The Creative Exchange programme, that involved people living with dementia and their caregivers co-designing interventions to boost mobility and well-being. At the core, this paper, explores an axiological move that informs a framework of emergence, a way of thinking in methods to account for the value of co-design as site of emergence.  相似文献   

2.
Paul A. Rodgers 《CoDesign》2018,14(3):188-202
This paper presents research that illustrates how design thought and action has contributed to the co-design and development of a mass-produced product with people living with dementia. The research, undertaken in collaboration with Alzheimer Scotland, has adopted a range of disruptive design interventions for breaking the cycle of well-formed opinions, strategies, mindsets, and ways-of-doing, that tend to remain unchallenged in the health and social care of people living with dementia. The research has resulted in a number of co-designed interventions that will help change the perception of dementia by showing that people living with dementia can offer much to UK society after diagnosis. Moreover, it is envisaged that the co-designed activities and interventions will help reconnect people recently diagnosed with dementia to help build their self-esteem, identity and dignity and help keep the person with dementia connected to their community, thus delaying the need for formal support and avoid the need for crisis responses. The paper reports on an initial intervention where the author worked collaboratively with over 130 people diagnosed with dementia across Scotland in the co-design and development of a new tartan. The paper concludes with a number of recommendations for researchers when co-designing with people living with dementia.  相似文献   

3.
ABSTRACT

Within co-design sessions involving designers and non-designers, the type and characteristics of the design representations employed is known to impact the performance of such sessions in terms of idea generation, idea evaluation and communication. This study captures the challenges practitioners face in creating and using design representations for co-design sessions and goes on to investigate the potential of Spatial Augmented Reality (SAR) to overcome those challenges. The advantages of SAR in this application are that, multiple concepts can be represented using one physical model, concepts can be modified live during the session, and additional equipment (such as head mounted displays or handheld devices) is not required, thus eliminating any possible interference with the natural interactions between participants. Interviews with design practitioners and trials with a prototype SAR system are used to identify the key challenges faced by practitioners in their current use of design representations, and to capture the technology requirements for a SAR system for use in co-design sessions. These findings can inform the work of technology developers and researchers working on systems to support co-design sessions.  相似文献   

4.
Dagny Stuedahl  Ole Smørdal 《CoDesign》2015,11(3-4):193-207
Making things public challenges existing matters of concern and, in design, may also be about changing them. This paper advances the concept of translation from early ANT literature and explores it in order to support co-designing for making things public. We elaborate on how translations may be understood as moves and transformations of practices and objects that require both time and learning. We discuss how translations may include the emerging, situated, fluid, enacted, experiential and the material, and suggest co-design to rethink translation as a temporal process of learning and ‘becoming’. Our aim is to demonstrate a mutual theoretical influence between ANT and co-design. Our conceptual reflection is based on a museum design case where museum staff and the authors explore new communicational modes of social media. The project established a longitudinal ‘experimental zone’ as space and time for design in the everyday practice of the museum. The paper reflects upon the value of ANT as a framework for rethinking the design–use divide using concepts of learning and translations to bring awareness of co-design as temporal, fluid and emerging processes of becoming.  相似文献   

5.
《CoDesign》2013,9(1):2-16
This paper presents an experiment in which people performed a co-design task in urban design, using a multi-user touch table application with or without interactive model simulations. We hypothesised that using the interactive model simulations would improve communication and co-operation between co-design participants, would help participants to develop shared understanding and would positively affect the co-design process and its outcomes. However, our experiment (involving 60 people in 20 co-design sessions) only partly confirmed these hypotheses. People positively evaluated the interactive model simulation tools (an interactive map of an urban area, interactive models for traffic, sound, sight and safety, and ‘tangibles’), and these tools promoted communication and co-operation, and the exploration of design solutions. However, people's experiences of social cohesion and their satisfaction with their own contribution to the co-design process were better without these tools, possibly because using these tools drew people's attention towards these interactive model simulations and away from the dynamics between the participants. We therefore advocate using such tools selectively, for example, early on in a co-design process, to improve shared understanding of the contents of the problem, rather than later on, when people need to focus on their fellow participants and on the processes of communication and co-operation.  相似文献   

6.
ABSTRACT

The paper concerns the development of digitally-mediated technologies that value social cooperation as a common good rather than as a source of revenue and accumulation. The paper discusses the activities that shaped a European participatory design project which aims to develop a digital space that promotes and facilitates the ‘Commonfare’, a complementary approach to social welfare. The paper provides and discusses concrete examples of design artifacts to address a key question about the role of co- and participatory design in developing hybrid spaces that nurture sharing and autonomous cooperation: how can co-design practices promote alternatives to the commodification of digitally-mediated cooperation? The paper argues for a need to focus on relational, social, political and ethical values, and highlights the potential power of co- and participatory design processes to achieve this. In summary, the paper proposes that only by re-asserting the centrality of shared values and capacities, rather than individual needs or problems, co-design can reposition itself thereby encouraging autonomous cooperation.  相似文献   

7.
ABSTRACT

In this paper, we discuss an approach to co-design in ICT for sustainable development. We first set out to consider sustainable development as incorporate a concern for resilience, adaptability, and autonomy. We then draw on an ongoing participatory design project to illustrate how co-design projects can be configured, along with the political choices that this entails, to support such development.  相似文献   

8.
ABSTRACT

In this paper we draw upon the articles included in this special issue to question how to re-politicise co-design and participatory design (PD). Many authors in these fields have recently made a plea to re-engage with ‘big issues’ as a way to address this concern. At the same time, there is an increased attention into the micro-politics of the relations that are built-in co-design and PD. These two approaches are sometimes presented as working against each other with a de-politicising dynamic as a result. The editorial hypothesis of this issue is that designing visions can turn the tension between addressing the big issues and close attention to the particularity of relations into a motor for re-politicising design. Through engaging with literature, the articles presented in this issue, and two fieldwork cases that explore this dynamic, we discovered that paying careful attention to the activity of designing visions can support re-politicisation. While visions enable us to develop relations with close attention to their politics, building relations supports a more political approach to designing visions on issues. We argue that vision-making can particularly support re-politicisation when it enables the articulation of the political by relating its situated reality to how it unfolds in space and time.  相似文献   

9.
Yoko Akama  Ann Light 《CoDesign》2020,16(1):17-28
ABSTRACT

How do we ready ourselves to intervene responsively in the contingent situations that arise in co-designing to make change? How do we attune to group dynamics and respond ethically to unpredictable developments when working with ‘community’? This paper challenges co-design conventions that focus too tightly on formal process by addressing what happens at the moment when we step into situations to alter them with others. This is intrinsically relational and we expose the politics of practice that cannot be replicated or interchanged. Instead, we suggest that practices of readying are constituted by personal histories, experiences, philosophies, and cultures and demonstrate this by giving reflexive accounts of our dimensions of preparation. We have organised these accounts around the qualities of punctuation and poise as a way to draw out some less easily articulated aspects of co-design practice. These narratives are distinct, yet reveal complementary theories and worldviews that shape ontologies and, in turn, shape the experience – and politics – of collaboration.  相似文献   

10.
ABSTRACT

As co-design and other participatory design practices increasingly make design outcomes more accessible to everyday citizens, it is also important to understand how designers negotiate the value of design knowledge that undergirds design action and share this knowledge within their own community to facilitate and evolve their practices. In this study, we analyze UX practitioners’ interactions on Reddit, including patterns of resource sharing and curation that point towards a collective construction of UX as a design discipline. We identified how knowledge from diverse sources was selected and shared with the subreddit community (co-production); the resources that community members engaged with and to what extent (curation); and the collective body of knowledge that characterised the design community (definition of design knowledge). We found that boundary work that sought to define the value of UX knowledge often took place at the periphery of shared resources, either expanding or rearticulating the boundary of UX knowledge in relation to trends in employment and nascent professionalisation. Implications of this work for the co-creation of knowledge to support design practices are considered, focusing on how design knowledge concomitantly shapes and is shaped by client-directed design action.  相似文献   

11.
《CoDesign》2013,9(4):230-246
Improving co-design methods implies that we need to understand those methods, paying attention to not only the effect of method choices on design outcomes, but also how methods affect the people involved in co-design. In this article, we explore participants' experiences from a year-long participatory health service design project to develop ‘Better Outpatient Services for Older People’. The project followed a defined method called experience-based design (EBD), which represented the state of the art in participatory service design within the UK National Health Service. A sample of participants in the project took part in semi-structured interviews reflecting on their involvement in and their feelings about the project. Our findings suggest that the EBD method that we employed was successful in establishing positive working relationships among the different groups of stakeholders (staff, patients, carers, advocates and design researchers), although conflicts remained throughout the project. Participants' experiences highlighted issues of wider relevance in such participatory design: cost versus benefit, sense of project momentum, locus of control, and assumptions about how change takes place in a complex environment. We propose tactics for dealing with these issues that inform the future development of techniques in user-centred healthcare design.  相似文献   

12.
Abstract

The growing trend of co-creation and co-design in cross-cultural design teams presents challenges for the design thinking process. We integrate two frameworks, one on reasoning patterns in design thinking, the other on the dynamic constructivist theory of culture, to propose a situation specific framework for the empirical analysis of design thinking in cross-cultural teams. We illustrate the framework with a qualitative analysis of 16 episodes of design related conversations, which are part of a design case study. The results show that cultural knowledge, either as shared by the cross-cultural team or group specific knowledge of some team members, shape the reasoning patterns in the design thinking process across all the 16 episodes. Most of the design discussions were approached by the designers as problem situations that were formulated in a backward direction, where the value to create was known first. Then the designers were using available cultural knowledge to articulate the unknown what to design (products/services) and how the design would work (the working principles of product/services). In conclusion, we demonstrate a novel approach for understanding how cultural knowledge shapes core design thinking in specific situations.  相似文献   

13.
《CoDesign》2013,9(4):245-273
The importance of values in design work is gaining increasing attention. However, some of the work to date takes an approach which starts with generic values, or assumes values are constant. Through discussion of three accounts of value discovery and value evolution in projects focused on exploring novel uses of ubiquitous computing, we complement current thinking by arguing for the use of users' values as a resource in the co-design process. In particular, this paper shows how users' values: (a) are spontaneously expressed whether or not particular elicitation methods are used; (b) are not fixed, but can change dynamically during the co-design process in response to ideas, prototypes and demonstrators; (c) help mediate and shape the relationships of users to designers; (d) can support users' creative, functional and technical engagement in co-design – areas that can often prove difficult. Focusing on practical examples that demonstrate this approach, we conclude that values may act as a central resource for co-design in a larger variety of ways than has hitherto been recognised.  相似文献   

14.
《CoDesign》2013,9(4):293-313
Abstract

In an engineering context, ideation flexibility is defined as an engineer’s ability to move between his or her preferred and non-preferred ways of generating ideas as required by the current task. In this study, the usability of three specific tools for enhancing the ideation flexibility of engineers—the Problem Framing Guide, Design Heuristics and Cognitive Style-Based Teaming—was investigated with design practitioners in a real-world setting. The performance and perceptions of 16 professionals were analysed as they explored design problems and solutions using these tools in a 3-h workshop. Study outcomes show that all three tools have value in design ideation, with room for improvement in terms of structured instructions for their use. Additionally, results suggest that cognitive style does not influence an individual’s performance with or perceptions of these tools, which supports their value and validity for a general practitioner audience.  相似文献   

15.
《CoDesign》2013,9(4):314-328
Abstract

In a study aiming to establish the intrinsic value of involvement in a co-design, place-making workshop, we engaged participants in a vision-led development of the grounds and immediate parkland setting of a run-down Grade II listed Mansion House in South Liverpool. Two groups of volunteers engaged in 6 × 90-min co-design workshop sessions spaced equally over 6 weeks, forming part of a cross-over design that compared the intrinsic value and wellbeing benefits of shared reading to place-making. The sessions aimed to develop place-making confidence, place-appraisal skills and design-thinking in the participants and to propose aims, objectives and a vision that supported the ethos of the social enterprise that was developing the property. Data collected using post-it notes, limited voice recording and subsequent interview was qualitatively analysed and considered alongside quantitative analysis using standardised and bespoke realistic procedures. The findings suggest that the workshop activities supported changes to psychological and community wellbeing by enhancing both a sense of personal growth and a collective sense of place-related optimism. We therefore assert that the practice of co-design place-making has potential to develop mental and social capital by reconnecting people to place and communities to neighbourhoods.  相似文献   

16.
ABSTRACT

Value in collaborative design research and practice can be understood fundamentally as relationships, materials, processes, contexts, and outcomes that are subjects of and for negotiation. We argue for conceptions of value that move beyond traditional ‘outcomes’ based measurements to reimagine and rearticulate value itself as co-created, emerging from negotiation, relationality and immersion in specific contexts. These understandings of value, we argue, are not rooted in or always knowable through designers’ experiences, even as designers participate in creating them. Using case studies from our research we suggest that value in design collaboration emerges as a question: value to whom, and to what end? We propose that addressing these questions ethically through co-design requires actively engaged, grounded work with collaborators based in three principles: being present for the work, participant making, and co-creating capacity for collaborators to ‘go off and do their thing’.  相似文献   

17.
Spatial designers, who engage children in their design process, most often frame children in this context as experts in their own lives. Findings from a study based at the University of Sheffield, point to new understandings of this participatory role, in which children move towards the role of designer. Drawing on interviews including visual methods with 16 spatial designers and guided by phenemonography, the paper seeks to represent the designers’ perspectives on the under-explored area of child–designer interactions. Findings suggest that the designers understand these interactions to comprise a reciprocal and co-created space – a sphere of behaviours, actions and ways of being which together becomes an enabler of change. It is proposed that what Bhabha (The Location of Culture, 1994) refers to as a ‘Third Space’ in which the ‘dominant culture might be temporarily subverted and its structural systems of power and control renegotiated’ can be re-imagined in this co-design context. The paper weaves together theoretical discourse and empirical illustrations of perceived creativity, play and transgression, which – at their intersection – support a potential transformation of understandings of children as co-designers and of the design process itself.  相似文献   

18.
The both polycentric governance and Living Labs concepts are based on decentralized participatory planning, co-design, and decisionmaking. While the concept of Living Lab is still emerging, the Isar-Plan (2000 ~ 2011) pioneered the approach for selecting, co-designing, and implementing nature-based solutions along the Isar River in Munich, Germany. Despite multiple governing authorities involved in the decisionmaking process of the Isar-Plan, the polycentric governance that led to the success of the project has to date not been analyzed. This paper presents the results of an ex-post-analysis of the Isar-Plan restoration planning process based on stakeholder interviews and a literature review. The contribution describes the evolution of Isar-Plan governance arrangements and discusses the Living Lab approaches to cooperative governance. The analysis demonstrates how polycentricity facilitated trust, learning, and the co-design of a resilient waterscape. The paper concludes that Living Labs can be a way of applying polycentric governance when autonomous and multi-scale decision-makers are collaboratively involved in the design of policy solutions, and vice-versa.  相似文献   

19.
Editorial     
《CoDesign》2013,9(1):1-4
This article presents and discusses co-creation techniques for involving children in the design of a technologically enhanced learning environment. The ECHOES project, which involves both typically developing children and children with autism spectrum conditions, aims to create an environment that scaffolds the development of children's social skills. The authors draw attention to the constraints and limitations of co-designing new technologies, which are by necessity interdisciplinary, and describe experiments with sensory interest and storytelling to bridge tensions between system design and the imaginary worlds of young children. Related work is reviewed, where children with special needs have been included in the design process, and a series of design activities implemented in ECHOES is described. Reflecting on these experiences, key themes are identified that may be of interest to practitioners and researchers who work with children in inclusive design contexts. These themes address the role of theory, the impact of technology, the support of creativity, the validity of inspiration and the design of non-digital generative tools to harness children's imagination. The article also includes a discussion on the ethical implications of co-designing with children and describes how the project evolved as a consequence of the work described.  相似文献   

20.
《CoDesign》2013,9(4):308-328
Abstract

This study aims at validating the transferability of the Empathic Handover approach, which we originally developed for the co-design process of a dementia simulator. We argue that empathy in design is operationalised using five factors: emotional interest, sensitivity, self-awareness, personal experience, and mixed perspectives. This heuristic proved useful in systematically comparing the empathic capacity of design students using the Empathic Handover and traditional user research approaches. Our comparative study indicates that the Empathic Handover approach enables designers to develop empathy with vulnerable users they did not meet in person (both people with dementia and people who mourn). Additionally, the study enables us to develop an elaborate notion of the working mechanisms of empathy in design as well as practical improvements to the Empathic Handover approach.  相似文献   

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