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 3 Session 6
Time:
Wednesday, 05/Aug/2020:
10:00am - 11:00am


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Presentations

Unlocking the democratic potential of design capabilities in public management

Federico Rita, Ingrid Mulder, Alicia Calderón González

Delft University of Technology, The Netherlands

Public management needs to keep pace with contemporary problems and harvest capabilities to meet future scenarios. Consequently, practitioners in the public field must advocate for critical discussions and engage with people who are going to benefit from their guidance. The purpose of the current research is to investigate strategies to strengthen public management by exploring the potential of Design Thinking as a policy competency. A participatory design approach has been selected to co-create a learning environment for building design capabilities. In other words, a safe space that allows for sharing and nurturing knowledge, skills and attitudes. The setup of the participatory process entails a thorough exploration, in which a team of seven public managers of a regional association of municipalities participated. In four participatory sessions, a learning space has been iteratively prototyped, and finally evaluated in the context. Advantages and challenges to the selected approach are discussed to provide guidelines for a practical application and replication of the process within the target domain. It can be concluded that design interventions developed with the current integrated design approach have demonstrated viable opportunities for capacity-building in public management.



An Inclusive Approach to Sportswear (Athletic Wear) for People with Upper Limb Impairments

Jennifer Poage, Veronika Kapsali, Aurore Bardey

University of the Arts London, UK

Recently, inclusive fashion has seen an uptake by a handful of brands, but the disabled community is still largely underrepresented and underserved by the market. While Nike and Under Armour both have limited inclusive offerings, mainstream sportswear is predominantly designed for non-disabled consumers. This paper presents PhD research from the London College of Fashion, which looks at an inclusive approach to sportswear design for people with upper limb impairments. The Social Model of disability, in which disability is seen as socially created through imposed barriers, is applied to look at removing barriers through design. A literature review reveals that an overall design approach to inclusive sportswear for consumers with upper limb impairment is lacking. Under a pragmatic, participatory design methodology, stakeholders are considered collaborators for this project, and their input guides the direction of the research design and final output. People active in fitness who have upper limb impairment, sportswear designers, and other industry/research experts were interviewed about sportswear design needs. Engagement with other community members, such as disability sports coaches, allowed for further insider feedback. Finally, an 'Inclusive Sportswear Spectrum' for design strategy is proposed.



Chukku-Mukku: A tangible interactive setup for improving learning experience of Primary Schools’ children in Rural India

Krishna Kant GUPTA, Shubhangi AGARWAL, Elissa DAS, Anmol SRIVASTVA, Rakesh Sah

University of Petroleum and Energy studies, India

This study presents a work-in-progress towards explaining towards exploring possible solutions to overcome educational challenges faced by primary rural schools of india using research through design approach which is in itself an iterative process. A field survey was conducted using stratified random sampling covering N=11 schools on the outskirts and in remote areas of Dehradun, Uttarakhand. Data was collected in the form of observation and semi-structured interviews with N=8 school teachers and N=2 NGO’s to get better understanding of the teaching process and classroom dynamics. Contextual inquiries were carried out among a total of N=30 students considered as slow learners out of total number of students from these school. Insight reveal that as children are inherently curious and imaginative, a fun oriented learning and interactive medium of teaching is a necessary for better leaning experience. Hence, a novel tangible interactive learning setup (TLS) named Chukku-Mukku has been proposed. The Chukku-Mukku emphasises on channelling the curiosity of children towards the desired subject that enhance their interest. The proposed prototype consists of interactive tokens in the form of card came that enables collaborative and fun learning.



Apply and Curate the Object-Process Methodology (OPM) and the Human-centered Design to Solve the Systemic Challenge – Use Campus Tour Experience Design as an Example

Sheng-Hung Lee1,2, Chaiwoo Lee2, John Rudnik2, Olivier L. de Weck3, Joseph F. Coughlin2, Jonathan Chapman4

1MIT Integrated Design & Management (IDM); 2MIT AgeLab; 3MIT Aeronautics and Astronautics and Engineering Systems; 4Carnegie Mellon University School of Design, USA

The purpose of the study is to solve the systemic challenge on campus—“How might we create an informative yet delightful campus tour experience for students, visitors and university in the lens of service design?” by applying Object-Process Methodology (OPM) in the field of the system engineering and human-centered design. This study contributes to design research through the seamless combination and comparison of select methodologies from the system engineering and design thinking fields to solving the challenges faced by university campuses. In particular, the study utilized OPM to decompose the whole campus tour system into four main components: object, process, link and status, which helps analyze the system in the lens of inside-out perspective. The results showed that using OPM inspired the individuals to revisit and to clarify the internal organization structure and its relationships in the context of the service provider – the university. Within the sub-systems, the study utilized a human-centered design: target group interviews, journey mapping, concept prototyping, scenario experiment and service design refinement to identify the core cause and recommend five key touchpoints and its design suggestions across the campus tour journey. In a way, applying a human-centered design is to view the challenge in the lens of the outside-in perspective, which underlines the user needs in the context of service receiver – visitors, students, and investors. The example not only successfully redesigns and improves the existing campus tour experience from both the service receiver and the service provider, but also perfectly curate OPM with the human-centered design to scale the impact of the project.



 
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