scholarly journals The use of design thinking in the creation of academic incubators

2020 ◽  
Vol 41 ◽  
pp. 105-127
Author(s):  
Iwona Staniec ◽  
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Joanna Pilawa ◽  
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◽  
...  
Keyword(s):  
Author(s):  
Anak Agung Ngurah Gede Marhendra ◽  
Agung Eko Budiwaspada ◽  
Sangayu Ketut Laksemi Nilotama

<p>Abstract Design of Cemara Ceramics Visual Rebranding Identity aims to produce a concept strategy and visual rebranding of the Cemara Ceramics company and produce a Cemara Ceramics rebranding visual identity design in order to encourage the creation of a new identity image. The method in this design uses a 5-stage Design Thinking approach, namely Empathize, Define, Ideate, Prototype and Test. The result achieved is the design of the new Cemara Ceramics corporate identity. With the use of the design thinking method in this research, various problems related to the company image of Cemara Ceramics can be found. The core problem obtained is how to design a strategy and concept of visual identity rebranding to encourage the creation of a new corporate image of Cemara Ceramics.</p><p>Keywords: visual rebranding identity, concept strategy, design thinking</p><p>Abstrak Perancangan Identitas Visual Rebranding Citra Perusahaan Cemara Ceramics ini bertujuan untuk menghasilkan strategi konsep dan visual rebranding perusahaan Cemara Ceramics serta menghasilkan rancangan identitas visual rebranding Cemara Ceramics dalam rangka mendorong terciptanya citra identitas yang baru. Metode dalam perancangan ini menggunakan pendekatan 5 tahapan Design Thinking yaitu Empathize, Define, Ideate, Prototype dan Test. Hasil yang dicapai yaitu rancangan corporate identity Cemara Ceramics yang baru. Dengan adanya penggunaan metode design thinking pada penelitian ini dapat menemukan berbagai permasalahan terkait citra perusahaan Cemara Ceramics. Permasalahan inti yang didapat yaitu mengenai bagaimana merancang strategi dan konsep identitas visual rebranding untuk mendorong terciptanya citra baru perusahaan Cemara Ceramics.</p><p>Kata kunci: identitas visual rebranding, strategi konsep dan visual, design thinking</p>


2020 ◽  
Author(s):  
Luigi Nasta ◽  
Luca Pirolo

In these recent years, museum institutions are facing challenges such as deepening diversity among audiences and within the workforce, shifting authority and keeping pace with the creation of a digital offering to be provided in the new shared economy. Additionally, museums cannot just deliver knowledge as information anymore. They are forced to seek to be relevant and meaningful for the audiences and the society. Thus, a visitor-centered approach needs to be developed. The design thinking framework can help museum professionals to face the challenges they handle in today’s world. Indeed, this approach is focused on people and not on a specific product or service. The goal is to understand the needs of customers, their wishes and, based on this information, find the best solution to respond to the type of problem identified or the strategy to be developed. For this reason, the ratio of this discipline provides that people are stimulated to find alternative, creative, and innovative solutions designed and built on the reality of the facts and not dictated by instinct. The aim of this chapter is to investigate the characteristics of the design thinking approach and to analyze how this framework can be implemented in museum institutions.


2021 ◽  
Vol 6 (1) ◽  
pp. 92-113
Author(s):  
Flávio Almeida ◽  
◽  
Renata Ferraz ◽  

“Corpos Palimps sticos”1 emerged in 2020, in a moment of worldwide pandemic due to Covid-19 and because of the end of our relationship as lovers. Soon after our separation, and thanks to the call for proposals of the Residency Program “Residências em Residências Circolando / Central Elétrica 2020 – FASE 2”, the idea of mourning the separation through a creative gesture was born. The fruition of artistic objects in their physical places has been interrupted due to the restriction to people gathering in closed spaces. This new reality has forced artists to rethink the format of their works so they could reach a public that, without the usual places, is now reterritorialized in a digital environment. Thus, the project’s goal was the production of video-performances and the constant online sharing of our creation process. The project had an interdisciplinary approach, and although design and filmmaking were the privileged areas, the work also included text creation, photography, music, and scientific research. We will analyse here existing approaches of creation methods such as co-creation in documentary, art-based research, art thinking and a recontextualization of design thinking in order to reframe these modes of creation in “Corpos Palimps sticos”. By using more than a single methodology, we are interested in a process where our areas of research/creation can dialogue randomly in a non-hierarchical way. Once the residency was over, we systematized the creation process that gave rise to this text. Finally, we created the term “Designerly Modus of Wandering” and used the term “Shared Film Creation” of a previous research to base our creative journey in the areas of design and film creation.


Author(s):  
Aysar GHASSAN

Academic research communities create knowledge which helps them to claim authority over their investigative domain. The knowledge is not necessary objectively true—often it is skewed to help communities to claim legitimacy. This paper investigates how the design research community frames ‘Design Thinking’, a key concept in design research. Existing literature identifies skewed methods which the community uses when framing Design Thinking. The literature suggests that creating an artificial separation between the ways that designers and scientists think helps the community to claim knowledge on Design Thinking. To further investigate how the community creates knowledge, this paper subjects abstracts from peer-reviewed journal papers which focus on Design Thinking to empirical analysis using Corpus Linguistics methods. The study suggests that use of ‘nominals’ and the creation of ‘meta-knowledge’ helps researchers to claim authority on Design Thinking. These practices appear however to perpetuate an artificial separation between Design Thinking and other design domains.


2014 ◽  
pp. 116-126
Author(s):  
Paweł Możdżyński

This text examines main narrations of the socio-cultural design field in the postindustrial period. The author starts from the creation of the definition of postindustriality. Next he explores main trends of contemporary design (DIY; eco/social design; design for all senses; design thinking, design for experience). Finally he tries to apply for the interpretation of this topic sociological categories of Jean Baudrillard and George Ritzer, eg.: ‘madness of production’, ‘immaterial consumption’, ‘hiperreality’, ‘simulacra’.


2020 ◽  
Vol 2 (1) ◽  
pp. 27
Author(s):  
Anies Choirunnisa

Logo adalah salah satu media pembeda identitas dari suatu perusahaan, selain itu logo juga menjadi ciri untuk membedakan khas perusahaan dari satu sama lain. Corporate Identity merupakan tanda pengenal identitas dari perusahaan sebagai media pembeda dengan perusahaan lain. Perancangan Corporate Identity mampu mewakili karakter dan identitas perusahaan yang diaplikasikan berbentuk logo, merchandise dan media promosi lain. Koperasi Nusa Sejahtera merupakan perusahaan yang bergerak dibidang perbankan. Koperasi Nusa Sejahtera bertugas untuk menyediakan bantuan berupa finance yang nantinya akan digunakan kepada calon nasabah untuk kebutuhan mereka. Target dari Koperasi Nusa Sejahtera adalah para pensiun. Terdapat kekurangan pada logo Koperasi Nusa Sejahtera yang berupa gambar berlian dilanjutkan dengan nama Koperasi Nusa Sejahtera. Logo tersebut juga belum dipatenkan. Untuk mengatasi hal tersebut penulis membuat perancangan Corporate Identity Koperasi Nusa Sejahtera. Perancangan ini meliputi pembuatan logo baru Koperasi Nusa Sejahtera dan dapat diaplikasikan baik ke media promosi maupun merchandise. Tujuan perancangan ini untuk lebih mengenalkan dan membentuk identitas Koperasi Nusa Sejahtera secara luas dan juga meningkatkan minat pasar para pensiun dan berkembangnya produk – produk koperasi dengan baik. Metode perancangan ini menggunakan metode Design Thinking, metode ini melakukan beberapa tahapan yaitu, Emphatize, Define, Ideate, Prototype, dan Testing. Hasil dari perancangan ini, berupa logo baru untuk Koperasi Nusa Sejahtera. Logo tersebut akan diaplikasikan ke beberapa media promosi seperti brosur, spanduk, dan X- Banner.Logo is one of the identification of identity from a company, in addition, the logo also became a characteristic to distinguish the typical of the company from each other. Corporate Identity is a sign of identity of the company as a medium of differentiates with other companies. The design of Corporate Identity is able to represent the character and identity of the company applied in the form of logo, merchandise and other promotional media. Koperasi Nusa Sejahtera is a company engaged in banking. Koperasi Nusa Sejahtera is in charge of providing assistance in the form of finance to be used to the propective customers for their needs. The target of the Koperasi Nusa Sejahtera is the pensions. There is a shortage of the Koperasi Nusa Sejahtera logo in the form of diamond images followed by the name of Koperasi Nusa Sejahtera. The logo has not been patented. To overcome this author the designer Corporate Identity Koperasi Nusa Sejahtera. This design includes the creation of new Koperasi Nusa Sejahtera logo and can be applied to promotional media as well as  merchandise. The purpose of this design to better introduce and from an identity of the Koperasi Nusa Sejahtera widely and also increase market interests ot retirement and the development of product cooperative products well. This design method uses the thinking method of design, this method performs several stages that is, Emphatize, Define, Ideate, Prototype, dan Testing. The results of this design, a new logo Koperasi Nusa Sejahtera. The logo will be applied to some promotional media such as, brochures, banners, and x-banners.


2021 ◽  
pp. 29-37
Author(s):  
Enrique Isaac Buck-Durán ◽  
Alejandra Nivón-Pellón ◽  
Jorge Arturo García-Pitol

The artisan is a representative of Mexican culture, his techniques for making handicrafts passed down from generation to generation and their craftsmanship tells the story of his past. Over the years, they have become a vulnerable group, since their only livelihood is the creation of handicrafts, in many cases devalued. This project is focused on a specific artisan community that is concentrated in the Indigenous Craft Development Center (in its Spanish acronym, CEDAI) located in the city of Querétaro, Mexico whose intervention is pertinent since, despite being a fixed point of sale, the influx of this space is low, indicative of reduced sales. The objective of this work is the design of a parklet outside of the CEDAI making use of social methodologies to provoke a greater influx of people. Constructivism and phenomenology being the pillars of the project, and the Design thinking as the development guide which suggests the steps to carry out the product design. This work is an example of how the use of social methodologies in conjunction with design methodologies are the guide for the construction of urban elements that are sustainable.


Management ◽  
2021 ◽  
Vol 33 (1) ◽  
pp. 61-73
Author(s):  
Nina Krakhmalova

BACKGROUND AND OBJECTIVES. The development of the innovation ecosystem is one of the main vectors of development of the Ukrainian economy. One of the main elements of such policy are higher education institutions. Organizational method is an effective transition to the project approach of technology transfer management. The use of the organizational method implies the creation of a new organizational structure in the higher education institution. Such structure can be the creation of organizational unit – Hackathon-ecosystem of technology transfer, the main task of which will be the management of technology transfer projects.METHODS. The study used methods of expert evaluation and questionnaire survey of stakeholders using closed and open-ended questions; feedback grids – to diagnose the effectiveness of the created prototype of the Hackathon ecosystem; Pareto diagrams – to analyze the information by determining the total score of the survey results; A / B testing – to choose between the existing version of the site and the created prototype; usability testing – to determine the degree of convenience and intuitive interface prototype.FINDINGS. The method of creating a hackathon-ecosystem of technology transfer in higher education institution with elements of design thinking is proposed. The work of new structural unit allows to determine the needs, interest, preferences and priorities of university stakeholders. Such stakeholders are university's employees, business representatives and the state. Tools of design-thought (observation, survey, generation and selection of ideas, prototyping) of stakeholders allow to build an optimal prototype of Hackathon-ecosystem of technology transfer in higher education institution.CONCLUSION. Determination of compliance of the prototype of Hackathon-ecosystem of technology transfer in higher education institution with the needs of stakeholders allows to get feedback on directions of improvement of innovative work of university in general and new organizational structure, in particular. Questioning of technology transfer stakeholders in Kyiv National University of Technologies and Design allowed to create an optimal user-friendly and intuitive interface of Hackathon ecosystem prototype, corresponding to stakeholder needs.


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