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).

 
 
Session Overview
Session
Track 1 Session 1: Design Research-Led Innovation
Time:
Monday, 03/Aug/2020:
10:00am - 11:00am


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Presentations

The outside-inside-out workshop for the innovation of meaning

Satoru Goto, Fei Yitong, Kazaru Yaegashi

Ritsumeikan University, Japan

This study aims to develop a workshop for the Innovation of Meanings (IoM) targeted at an engineer. This integrates a vision-driven and user-centered approach defined as an inside-out and outside-in approach. Designers’ ongoing openness or unique mindset constantly updates not only their knowledge and skills but also their own “being.” Designer practice is described as a continuous loop between inside-out and outside-in. Thus, the inside-out and outside-in approach should be discussed as an integrated practice, and not as one that is separated.

The workshop was conducted in the context of the Japanese manufacturing of automobile interior components. The results show that obtaining sociocultural knowledge from outside at the initial stage contributes to fostering the engineer’s attitude to creating the vision from inside. Here, creating vision from inside depends on the knowledge accumulated through an individual’s past experiences. Some scholars indicate that professional and experienced designers generate an initial idea based on their personal perspective, established by the individual experience acquired through their multiple projects. Thus, this study highlights that outside-in is the driver to create vision from inside-out, and thus the outside-inside-out process is better.



Simulating collective creativity in a digital environment

Jo'Anne Langham, Neil Paulsen

University of Queensland, Australia

Idea generation and brainstorming is most effective when conducted in group situations and in person. Physical attendance at gatherings for co-creation has many limitations. However, the digital environment provides many opportunities to co-create remotely. In this paper, we report an online experiment to assess the impact of physical isolation and lack of interpersonal interaction on the effectiveness of ideation. Our intention was to determine if idea generation mechanisms could be simulated digitally, allowing greater access to a wide audience to engage in problem solving and creative ideation. Results revealed that unusual and novel ideas occurred in approximately 53% of cases in the final step of the ideation simulation. The generated ideas were more sophisticated and included improvement in all cases compared to the pre-session control activity. This experiment reveals that ideation can be significantly improved in an online environment with the correct stimulus and with the appropriate process and feedback mechanisms. The use of digital brainstorming has the potential to harness the collective thinking of individuals in organisations as well as solutions co-created with the wider community. Further research is required to understand the potential of crowdsourced ideation.



The challenge of integrating data analysis and design thinking: a case study from a Japanese big data company

Yuriko Sawatani1, Marie Goto2, Katsumi Ishizuka3

1NUCB Business School, Japan; 2Design for All; 3Yahoo Japan

The fusion of data analysis and human-centered design is an important issue. In this paper, we share the "future creation service design program" that is developed with companies and fuses data utilization and design thinking. The company offers a next-generation leader development program called "Academia" to employees and external candidates. The program is roughly divided into five parts: "Hypothesis for the future," "User understanding from fieldwork," "Idea creation," "Data strategy," and "Business plan." The key points are fieldwork, data strategy, and leadership development through all programs.

Using the questionnaire surveys and activity data conducted during the program, we analyzed the relationship between changes in participants' motives and the degree of pivoting of ideas and the content of online and offline discussions. As a result, it was found that the degree of participants 'motivation and idea pivot for better results is influenced not only by the team diversity such as participants' experience and gender but also by their leadership. Besides, the analysis of the content and the interactions revealed the type of leadership that produces excellent results. Finally, we discuss the research areas for adapting data analysis to future design programs.



Spinning in helices: design and the question of value

Philip Ely1, Louis Geneste2

1School of Design and the Built Environment, Curtin University, Australia; 2School of Management, Curtin University, Australia

Whilst those who practice, research or teach in design are cognisant of the agency of the discipline and its effectiveness for situational change, potential commissioners or clients of design are still to be persuaded of its worth. A number of recent attempts to measure the effectiveness of design have helpfully reignited an interest in design’s value to commercial and societal interests, yet such models for evaluation are not unified to a point where different types of organisations – ranging from the commercially competitive to the socially motivated – can apply them to understand the value of particular design interventions. This paper develops a framework for analysis of the knowledge value of design to an organisation or society, building on the theoretical model of the quintuple helix and ‘modalities of knowledge’ respectively and then applies this analytical frame to ten design (research and practice) projects conducted over a twenty-four-month period. The paper concludes with recommendations on how such a framework – the Design Value Helix - may be developed for future analysis of design value for research, business and societal use.



 
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