Conference Agenda

Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).

Please note that all times are shown in the time zone of the conference. The current conference time is: 17th May 2024, 01:26:56pm CEST

 
 
Session Overview
Session
D416: EXPLORING CULTURAL AND BEHAVIORAL ASPECTS OF DESIGN INNOVATION
Time:
Thursday, 23/May/2024:
8:15am - 10:15am

Session Chair: Céline Mougenot, Imperial College London, United Kingdom
Location: Congress Hall Šipun


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Presentations

Addressing cultural inertias for co-design: exploring Chinese participants’ perceptions of design games

Ziheng Zhang1, Rui Patricio2, Tengjia Zuo1, Wa An1, Ruoqing Huang1

1Guangzhou Academy of Fine Art, China; 2Universidade Europeia, IADE, Faculdade de Design, Tecnologia e Comunicação, UNIDCOM/IADE, Unidade de Investigação em Design e Comunicação, Portugal

Innovation-driven firms must adopt an open design strategy for competitiveness. Co-design games are recommended to foster an open, equal, and collaborative culture. However, most studies focus on the West. East-Asian countries, notably China, face unique challenges due to cultural disparities and inertia. This paper explores design games in the Chinese context through a case study with traditional workshops, revealing participants' perspectives and the potential impact on cultural inertia.



Analyzing the dimensional aspects of 3D volumetric spaces: a product-oriented perspective

Vighneshkumar Rana, Vishal Singh

Indian Institute of Science, Bangalore, India

The concept of volumetric spaces has evolved in the Architecture, Engineering, and Construction (AEC) sector, ranging from traditional onsite built spaces to modern modular houses and portable architecture. Despite this diversity, there lacks a comprehensive framework to analyze volumetric space products across dimensions. This paper presents a conceptual framework based on abductive reasoning and qualitative analysis, aiming to explore interdependencies among dimensions. It hypothesizes that volumetric space dimensions are perceived differently and demonstrate interdependencies.



The balance between a usable and emotional product design – a comparison of different methods for prioritising relevant influencing factors

Judith van Remmen, Dennis Horber, Jonas Händel, Jörg Miehling, Sandro Wartzack

Friedrich-Alexander-Universität Erlangen-Nürnberg, Germany

Designing an equally usable and emotionally appealing product remains a challenge for product developers, not least due to conflicting goals. Product developers need to constantly map the affective user requirements to the product, whereby the requirements for the emotional and usable product design often cannot be equally addressed. The systematic approach presented can help product developers in conflicting decision-making situations to represent these affective user requirements by selecting and prioritising context-relevant influencing factors using multi-criteria decision-making methods.



Nurture employees’ creative behaviors: unveiling the impact of design thinking on human organizational behavior

Michele Melazzini1, Gianluca Carella1,2

1Department of Design, Politecnico di Milano, Italy; 2MIT Morningside Academy for Design, Massachusetts Institute of Technology, USA

This research explores the impact of Design Thinking (DT) on Organizational Behaviour, explicitly focusing on individual employees, the micro-level of the organization. The research runs a single-case study within an Italian bank adopting DT through its HR department. The study proposes a model illustrating how DT adoption influences specific individual behavioral constructs: motivations, attitudes, capabilities, and creative behaviors. The study finds that fostering confidence in the creative process enhances human engagement and proactivity.



Demystifying the design process of demonstrators: contextual inquiry of two cases

Aleksandra Sviridova, Jouke Casper Verlinden

University of Antwerp, Belgium

Over years of practice, industrial designers have developed three steps that always lead to a design solution: inspiration, ideation, and implementation. Usually, the result is a product, but sometimes it is a demonstrator, a versatile concept, combining design, engineering, and art. However, designers usually are not aware of this notion. But if the result is different, how does it affect the design process? The analysis of the contextual inquiry study of two demonstrators shows that the transformation should happen during the ideation phase, where abstract concept becomes a story.



Innovation of meaning: design-driven study based on the interpretive theory of new meaning

Shotaro Kushi1,2, Hideyoshi Yanagisawa2

1NEW STANDARD Inc., Japan; 2The University of Tokyo, Japan

This study conducts design-driven meaning innovation research based on an interpretation of new meaning through qualitative and quantitative research rooted in design practice and builds design-driven theories, methodology, and highly replicable methods. It presents a new design approach to design thinking called ‘design methodology and method of meaningful products’. The design process and framework integrate words, visuals, and functions to interpret and create new meanings. It highlights the importance of design semiotics in overcoming the limitations of traditional approaches.



 
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