Empathetic proximity: A comparison of LEGO serious play, Scene-it (SAP) and design ethnography in gathering rich user-centred data in low resource conditions
1University of Queensland, Australia; 2University of Ottawa, Canada
Most design research takes place under considerable time and resource constraints. Therefore, design researchers are inventive. They compromise by balancing a range of considerations including access to representative samples, data sensitivity and personal safety, with differing approaches to understanding people to gather the richest data in the quickest manner. The optimal technique is not always practical or possible due to a range of real-world factors. To explore design methods and related pedagogy, we used action research to investigate the effectiveness of three design research activities: Lego Serious Play (LSP), Scene-it and field studies, in low resource conditions. The research was conducted in Pakistan as part of a design project to enhance female home-based worker’s (FHBW) financial independence with digital tools. We also explored the use of westernised design methods in non-traditional contexts.
Results showed both Scene-it and LSP had unique advantages as design activities, confirming their role as core exploratory and ideation techniques. However, field studies (design ethnography) had the greatest personal impact on the researchers and the design trainees, providing insights about the design requirements that did not emerge with the other tools. Field studies enabled the researchers and trainees to develop higher levels of empathy with the FHBW. The action research methods challenged the research team to ensure rigourous contextualisation of design techniques. We provide a list of principles for conducting co-design or design research in culturally foreign contexts.
Research on the Future Strategies and Visions of Design Education, Focusing on Comparison Between Britain, the Nordic countries, Germany, the U.S.A. and Australia
1Hongik University, IDAS, Korea, Republic of (South Korea); 2Hongik University, IDAS, Korea, Republic of (South Korea)
As an economic paradigm of the current society has been changing, design has grown more and more influential. In the midst of this fluctuation, it becomes necessary to contemplate on the roles and tasks of design in regards to the future education.
This study aims to investigate directions of desirable design education in order to nurture talented individuals for the future. Based on the surveys of the current design education conditions in the five countries, Britain, the Nordic countries, Germany, the U.S.A., and Australia, where design has become a part of their regular curricula, this research proposes strategies for the future design education.
According to the examination, those five countries have been educating design in a form of cooperation-driven activities, multidisciplinary programs combined with academic subjects, and elementary humanities with design by aiming at fostering creative thinking and problem-solving skills, in-depth understanding on socio-culture, responsibilities and ethics. Consequently, it requires an essential approach for the future design education beyond perceiving ‘Design’ simply as a measure for education. Furthermore, it implies that the future design education must provide students with a fundamental curriculum, Liberal Design Education.
A Study on the Educational Effectiveness of Design Thinking for Enhancing Creative Competency, Convergence Competency and Entrepreneurship of University Students in South Korea
1Seoul National University of Science & Technology, Korea, Republic of (South Korea); 2Sogang University; 3Seoul Women's College of Nursing; 4Korea Productivity Center
The purpose of this study is to verify the effectiveness of a design thinking-based project program as a non-credit program conducted for a semester at a university in South Korea to improve the creativity competency, convergence competency, and entrepreneurship of learners. In order to achieve the research objective, 34 students from A University in Korea formed multidisciplinary teams and conducted a design-thinking-based team project over a total of 15 weeks. They produced final products according to design thinking stages (empathize-define-ideate-prototype-test). To verify the effectiveness of the program, creative competency, convergence competency, and entrepreneurship were estimated at the beginning of the design thinking project and the end of the design thinking project. A matched pair t-test was conducted to the pre-post analysis. As a result of the study, both the creative competency, the convergence competency and entrepreneurship showed statistically significant improvement at the end of the program, and among sub-factors of entrepreneurship, there was a significant improvement in emotional empathy and idea creation. This study has significance in that it empirically identifies the educational value and potential of the program and proposes a design thinking non-credit program that can be applied flexibly in the field of university.
Designing Healthy Promotional Solutions for the Elderly in Taiwan
National Taiwan University of Science and Technology, Taiwan
Faced with the obvious changes in the demographic structure, governments in all countries are actively developing long-term social welfare policies in response to the impact of the ageing population. Aging issues in Taiwan is becoming serious, as Taiwan already entered into an aging society in 2018 and become one of the fast aging country in the world. In this research, following the first phase research for identifying three senior participants’ group namely as “Active Health,” “Confident Health” and “Carefree Health” with different lifestyles, through 5-week experiment workshop with semi-structured questionnaire, focus group, journal and interactive reminding platform, this research explored how much sustained health promotion solutions improved the elderly subjects’ physical fitness, and simultaneously compared the discrepancies among the three groups (A, B, and C).
This research found that all three group’s fitness all improved, and their mood level all showed continuous positive improved after 5- week experiment. Furthermore, all three groups tend to adopt face-to-face courses rather than on-line courses. And especially for Group B and C, interpersonal interaction is the key motivation factor for motivating them to exercise. “Checking” and “Reminding” mechanism through on line interactive platform would be the key factor to solve the shared problem of “lack of perseverance.” Based on our findings from experiment on three health promotion programs, we will continue to make the next stage research on scale testing to validate the acceptance, sustainability and triggers for better understanding the health promotion behaviors for elderly in Taiwan.