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, 09:51:48am CEST

 
 
Session Overview
Session
D314: CO-CREATION AND CO-DESIGN STUDIES
Time:
Wednesday, 22/May/2024:
8:15am - 10:15am

Session Chair: Milene Gonçalves, Delft University of Technology, Netherlands, The
Location: Congress Hall Orlando 2


Show help for 'Increase or decrease the abstract text size'
Presentations

Breaking cultural barriers: an integrated methodology for challenge-driven co-creation projects

Annika Bastian, Christoph Kempf, Paulin Rudolph, Albert Albers

IPEK - Institute of Product Engineering, Karlsruhe Institute of Technology, Germany

The fact that successful Industry-Academia Collaborations (IACs) are beneficial for the participants is widely accepted. However, without a target-oriented methodology, the chances for success are low. This paper's focus is the early phase in the creation of such a methodology which is done in a structured way. Furthermore, the goal is to understand the great influence culture plays in creative problem-solving in distributed teams in IACs.



“Ideas are really…” – supporting collaborative dialogues and community of practice for innovation via CO:RE cards

Safia Najwa Suhaimi, Andrew Walters, Jo Ward

PDR, Cardiff Metropolitan University, United Kingdom

The study explores the affordances of CO:RE Cards in prompting collaborative dialogues surrounding R&D and innovation among creative industry practitioners. The use of CO:RE Cards was evaluated in three sessions within a collaborative dialogue environment. It was analysed that they have prompted the building of a collective language and understanding among creative practitioners through collaborative knowledge construction and mutual learning. We discuss the potentially significant role of CO:RE Cards in nurturing a Community of Practice (CoP) for innovation in the creative industries.



Creativity of products as meant by ordinary people: to what extent do novelty and usefulness matter?

Aurora Berni, Yuri Borgianni, Demis Basso

Free University of Bozen|Bolzano, Italy

In the design literature, creativity of products is recognized as a combination of novelty and usefulness. However, this mainly applies to the engineering field and within a community of experts. This study investigates how ordinary people understand creativity embodied in products. In an experiment with 70+ participants, 8 products and 5 metrics were dealt with. Novelty resulted as the main predictor of creativity. Usefulness turned to play a minor effect on perceived creativity. It emerged that usefulness has to make ordinary people like a specific product in order to link it to creativity.



Co-design in virtual environments with 3D scanned childcare rooms in social virtual reality

Yuki Taoka1, Momoko Nakatani1, Takumi Sato1, Kaho Kagohashi1, Fuyumi Iwasawa1, Shouichi Hasegawa1, Shigeru Owada2, Shigeki Saito1

1Tokyo Institute of Technology, Japan; 2Sony Computer Science Laboratories, Inc., Japan

This research proposes a virtual environment (VE) for co-designing in early childhood education and care settings using a social VR platform with 3D-scanned childcare rooms. Co-design workshops were analyzed focusing on perceived presence and experience and workshop outcomes. The results indicate a high level of presence in the VE, with unique advantages like facilitating 3D prototyping. However, challenges such as unbalanced prototyping tools distribution were also noted. The study highlights the potential of VEs with 3D scanned rooms in co-design.



Playing against the rules: a new perspective on the potential of games and play as convivial and critical tools for imagining futures

Anna O. Meshcheryakova, Fabian Hemmert

University of Wuppertal, Germany

In recent years, we have observed an increased interest within the field of design research in both the concept of conviviality and playful approaches as a pathway to co-design and participation. While play is often associated with freedom of expression and creativity, the implication of rules and mechanics in games poses questions regarding the tension between player agency and designed gameplay. This paper aims to provide reflection on these topics through a lens of ‘critical play’ and presents a model to explore games’ potential as convivial tools for imagining collective futures.



Crisis: a driver for tourism innovation and service design?

Åsa Ericson, Johan Lugnet, Maria Ek Styvén, Thomas Zobel

Luleå University of Technology, Sweden

Tourism entrepreneurs adapted to regulations during COVID-19 by introducing creative solutions. The crisis was said to be a unique opportunity for innovating sustainable businesses. This study investigates crisis as a driver for innovation and its relevance to service design. Interviews with entrepreneurs are the empirical base that highlights that finetuning existing services is an established approach instead of innovative service design. Few expressed lessons were learned from the creative solutions made during the pandemic, suggesting that strategies for innovation need to be developed.



 
Contact and Legal Notice · Contact Address:
Privacy Statement · Conference: DESIGN 2024
Conference Software: ConfTool Pro 2.8.101
© 2001–2024 by Dr. H. Weinreich, Hamburg, Germany