‘As you said to me I said to them’: Reported speech and the multi-vocal nature of collaborative design practice

2013 ◽  
Vol 34 (1) ◽  
pp. 34-56 ◽  
Author(s):  
Arlene Oak
2018 ◽  
Vol 11 (1) ◽  
Author(s):  
Luiz Lagares Izidio ◽  
Barbara De Oliveira Cruz ◽  
Rita Maria Couto ◽  
Luiza Novaes ◽  
Jackeline Lima Farbiarz

Author(s):  
Laura Maftei ◽  
Chris Harty

This paper describes a study of the use of immersive Virtual reality technologies in the design of a new hospital. It uses Schön’s concept of reflective practice and video-based methods to analyse the ways design teams approach and employ a full scale 3D immersive environment – a CAVE – in collaborative design work. The analysis describes four themes relating to reflective practice occurring in the setting: orienting to the CAVE technology itself, orienting to the representation of the specific design within the CAVE, activities accounting for, or exploring alternatives within the design for the use and users of the space, and more strategic interactions around how to best represent the design and model to the client within the CAVE setting. The analysis also reveals some unique aspects of design work in this environment. Perhaps most significantly, rather than enhancing or adding to an existing understanding of design through paper based or non-immersive digital representations, it is often acting to challenge or surprise the participants as they experience the immersive, full scale version of their own design.


First Monday ◽  
2018 ◽  
Author(s):  
Travis Wall ◽  
Teodor Mitew

This paper aims to develop a systemic perspective of the mechanics of an online memetic warfare campaign. The paper uses as its case study the #DraftOurDaughters campaign, a viral memetic campaign conducted in October 2016 as part of the U.S. presidential election campaign. #DraftOurDaughters was organised and produced by anonymous members of the Internet board 4chan, and then deployed to wider audiences on platforms such as Reddit, Twitter and Facebook. This process is documented from inception to completion, capturing the swarm like topology of 4chan’s /pol/ forum, and the logistics of the swarm’s rapid prototyping, coordination, production and dissemination of content. Through examining these phenomena, this paper also provides perspective on the manifestation of collaborative design practice in online participatory spaces.


2020 ◽  
Vol 198 ◽  
pp. 03016
Author(s):  
ZHAO aili ◽  
GUO zhanbin ◽  
WANG liming ◽  
QU qingfeng ◽  
QIN haibin

To promote the realization of collaborative design path of mixed bean planting machinery by studying the application of participatory design method in mixed bean planting machinery. To clarify the importance of industrial design for the innovation and development of mixed bean planting machinery, use participatory design methods to coordinate the development trend of industrial design and mixed bean planting machinery, and guide design practice to achieve joint research and joint design, thus realizing the innovative development of mixed bean planting machinery.


2020 ◽  
Vol 12 (20) ◽  
pp. 8487
Author(s):  
Rabail Tahir ◽  
Alf Inge Wang

Educational game design is a complex process demanding multi-dimensional focus in a heterogeneous team to balance multiple aspects. The existing Game-based learning (GBL) frameworks detail the required knowledge but are hard to use in design practice. Conversely, card-based design tools are a lightweight approach used to assist the early design phase. While several game design cards exist, none is specific for informing GBL knowledge. There is a lack of operationalizable approaches for designing learning games that integrate research based GBL knowledge into the actual ideation process. This paper presents a card-based GBL ideation toolkit to reduce the complexity of framework application and introduction of key GBL concepts in the design process as a tangible reference point to facilitate multi-dimensional focus, supporting idea generation, critical reflection, and creation of a shared understanding in the collaborative design process. The paper describes a ten-step process of transforming the LEAGUE framework into the LEAGUE toolkit (GBL ideation cards), an evaluation of the toolkit with design workshop participants, and design lessons detailing strengths and limitations to support GBL design practices.


Author(s):  
Ann Yoachim ◽  
◽  
Emilie Taylor ◽  
Nick Jenisch ◽  
◽  
...  

"Deeply engaged and collaborative design is the hallmark of any good architectural design practice or institution. Private practices are increasingly interested in transforming their pro-bono and public work to meet the rigorous standards necessary to both strive for design excellence and effect meaningful change. This paper offers guiding principles that our practice uses as we work toward lasting social change through collaborative design."


Sign in / Sign up

Export Citation Format

Share Document