Success and Challenges of the Double Diamond in Studio Projects
GA TECH, USA
The Design Council introduced the Double Diamond framework in 2005. The essence of the framework is the divergence and convergence activities outlined within its four phases of: Discover, Define, Develop and Deliver. Over the years the framework has been used, adapted and updated to suit the needs of its users in industry and education.
Students in the Industrial Design program at Georgia Tech are formally introduced to the Double Diamond and Design Thinking in the second-year design studio. The framework as presented here clarifies the meaning of each of the elements that comprise the framework. The intent is to serve as a foundation from which to build a comprehensive skill set that helps students successfully navigate a range of design problems from simple to complex.
The paper will cover the unique definition of the elements making up the Double Diamond framework, it will discuss the pluses and minuses seen from its use in the design studio, share some examples, and share thoughts on next steps. The goal is for students to continue to care for the process, to develop expertise with the design tools and methods so that they can continue the advance the ‘state of design thinking’ in their careers and in their professional practice.
The relevance of past experiences of the “Good Old Days” in aged care
University of Lapland, Finland
The issue of demographic ageing is becoming one of the biggest challenges in contemporary societies, and various professional, academic and political fields have been called upon to find solutions for easing the tension demographic ageing creates in aged care. This paper investigates how elderly people’s past experiences can inform the design process for improved aged care. An empirical study was conducted to determine the meanings that Chinese elderly people attach to their past experiences. The study used interviews and focus group discussions with retired people in the city of Zhuhai in southern China. Following the research analysis, we identified three emerging themes from the interviews focussing on elderly people’s past experiences. These experiences were reported by the participants as having important and perhaps specific meanings for them. The important themes identified in this study were related to the experiences of being in nature, sharing time with family and neighbours and spending time practising skills and hobbies. Such experiences strongly reflect the participants’ lifestyle in their cultural contexts. These experiences have the potential to increase the wellbeing of the retired participants. The purpose of this study is to explore the potential of the “good old days” and how design practitioners can apply this concept in their design practices for more holistic and inclusive care of the elderly.
Idea facilitation as a tool for experience and service innovation
Product and Service innovation does not happen in isolation, it requires a cross-functional team— most of whom are not designers and may not even be familiar with design practices such as creative ideation. In digital product or service offering, more often than not the core team developing / enhancing product comprises of multiple functions—from design and engineering to business, marketing and sales, with little or no familiarity with design processes and practices such as ideation.
Ideation has become synonymous with group thinking, cognitive inertia and adherence to status-quo. Similar to what brainstorm became before the prevalence of the term ideation in corporate America—a round table meeting which often gives way to fear of judgment, cognitive inertia, and a lack of innovative, or out-of-the box thinking (Brown 2002 & Isaksen 2005). Essentially, such ideation sessions fail to bring out the value of a group with its breadth of knowledge and varying viewpoints. Additionally, in most cases research is a precursor to ideation and groups tend to narrowly solve the identified problems, resulting in short term product / service changes that lack strategic vision, or a strategic direction often at odds with the actual research insights. The role of ideation is three-fold—to balance the expertise of the participating individuals with existing insights while prompting the group to imagine and envision new realities. But when ideation goes awry it becomes a deterrent to innovation.
Hence, a structured approach to idea facilitation can help achieve the maximum opportunities availed by ideation sessions— creative and innovative product / service ideas. Structured ideation frameworks can discourage linear thinking and encourage teams to think strategically and laterally—by switching perspectives, identifying multiple POVs, challenging assumptions and contextualizing problems.
This paper provides a number of idea facilitation frameworks that enable creative and innovative outcomes when working with a multifunctional team—with design and non-design professionals. These frameworks bridge the gap between insights and strategy and create conditions necessary for creative thinking. Additionally, it provides best practices to help operationalize the practice of ideation and shift the team dynamics. This paper describes testing four ideation frameworks with over 40 participants during three workshops. The participating professionals were a mix of non-designers and designers with various levels of design or creative competencies and the ideation frameworks were employed so that the common barriers to creative thinking and idea generation could be overcome.
The four chosen frameworks—mega trends, jobs-to-be-done (Christensen, 2016), strategy paradoxes (Bau, 2010), strategy canvas (Kim and Mauborgne, 2004) enable cross-functional teams to look at the same insight from different perspectives, in some ways both contextualizing and re-contextualizing the insights—generating a vast variety of ideas, avoiding cognitive inertia and discouraging status-quo-thinking. The idea facilitation and workshop mechanism utilize frameworks in a way that does not require design competencies, making it fit for multifunctional teams. Ultimately resulting in an easy to execute framework that influences strategic and lateral idea generation at scale.
An Exploration of the Creative Cognitive Process by Translating the Observation into the Early Stage of the Product Design Development – Apply the Experimental Project “Design Consciousness: Small Things with Big Heart” as an Example
1MIT Integrated Design & Management (IDM); 2MIT AgeLab; 3Pearl Creative; 4EMMA Creative Center
This study explores the designer’s creative process through the lens of the cognitive side and how it effectively influences early-stage product development by conducting the experimental project “Design Consciousness: Small Things with Big Heart”. This study contributes to design research by providing a creative framework which categorizes “seeing” into three layers with different definitions accordingly: Observation, Consideration, and Interpretation through an inquiry-driven process. The study facilitated the translation of observations from the daily life into twelve mindful and meaningful design works including the umbrella, brush, toothpaste, stamp, cup, toilet paper holder, clothes hanger and Post-it in the context of early-stage product design development. Using the overall design journey, methodologies and frameworks, the study seeks to explore the designer’s creative cognitive process and how it affects the early stage of product design development. In particular, the study captures interesting and thought-provoking moments through videos and photos, which are not visually attractive compared with professional photography, but most relevant to people’s daily lives. People tend to stay in a bubble of personal adaptive habits without knowing how to better improve their lives by taking small steps. By utilizing the creative cognitive framework, the experimental project endeavors to remind them that whoever is always aware of their own behaviors in whatever circumstances deserves a life with better quality. The study tries to “revisit” products of everyday use by adopting the creative process and framework from the cognitive side.
The role of plot in the space narrative of contemporary museum display design
Shanghai DianJi University, People's Republic of China
Affected by the narrative turn, narrative is increasingly used as a strategic method and tool in design research and practice, space narrative has gradually become an emerging topic in Contemporary museum display design. In fact, narrative cannot be separated from the plot, because the plot is not only the structure and logic of the narrative, but also the core element of the narrative. Based on this, this article takes the space narrative of display design as the object and studies the role of plot in it. This article first discusses the relationship between plot and narrative conceptually, and points out that plot is the key to the spatial narrative of display design. Next, several main roles of plot in the space narrative of museum display design are discussed: the integration of elements, the construction of meaning, the development of story and the organization of structures. Then, the two cases are further combined to analyze the specific phenomenon and method of plot application. This article combines theory with practice to try to reveal some of the more essential laws and methods of contemporary museum display design space narrative from the perspective of plot, which will help create more vivid designs experience.