scholarly journals Problem-Solving Design-Platform Model Based on the Methodological Distinctiveness of Service Design

Author(s):  
Jeon

This study explores the differentiated properties of service design in the context of the final value pursued by this methodology, avoiding the interpretation of pending issues to which service design is applied. First, the following were identified as the core properties of service design, differentiated from other design methodologies: “Design Thinking”, a creative problem-solving process; “User Experience Value”, the pursued goal; “Participatory Design”, a practical research methodology; and “Interaction between Users and Providers”, the core research scope of pending issues. Second, the study proposed a six-step service design process model based on the interrelationships between these properties. The “problem recognition” step identified a decline in the quality of user experiences and forms a self-awareness of dissatisfaction. Next, the “problem understanding” step conducts multidisciplinary cooperative research on dissatisfaction. Subsequently, the “problem deduction” step determines users’ unsatisfied desires through visualization of the core pending issues, and the “problem definition” step performs creative conception activities with problem-solving approaches for the unsatisfied desires. Further, the “problem-solving” step develops service design models, and finally, the “problem-solving strategy check” step confirms the utility of the models in a real-world application.

Author(s):  
Marierose Van Dooren ◽  
Valentijn Visch ◽  
Renske Spijkerman ◽  
Richard Goossens ◽  
Vincent Hendriks

Personalization, the involvement of stakeholders in the design process, is often applied in serious game design for health. It is expected to enhance the alignment of a game to the preferences and capacities of the end-user, thereby increasing the end-user’s motivation to interact with the game, which finally might enhance the aimed-for health effects of the game. However, the nature and effect of personalization have never been systematically studied, making assumptions regarding personalization ungrounded. In this literature review, we firstly provide a proposal of our Personalized Design Process-model, where personalization is defined as stakeholder involvement in the Problem Definition-, Product Design- and/or Tailoring Phase. Secondly, we conducted a systematic literature review on this model, focusing on health and its effects. In this review, 62 of the 2579 found studies were included. Analysis showed that a minority of the studies were of methodologically higher quality and some of these tested the health effect by contrasting tailored versus non-tailored games. Most studies involved stakeholders in the Tailoring Design Phase. Therefore, we conclude that involving stakeholders in the Tailoring Phase is valuable. However, to know if personalization is effective in the Product Design- and the Problem Definition Phase, more studies are needed.


Author(s):  
Amy M. Burns

Amy M. Burns presents the approach of Project-Based Learning (PBL) in the elementary music classroom. The PBL approach focuses on the students learning the skills of research and problem-solving by answering essential questions over a period of time. Burns and Cherie Herring contributed to the PBL activities. In addition, they also address the process of Design Thinking, where students problem-solve solutions using the method of empathizing, defining, ideating, creating a prototype, testing, and going through the process again to redefine and improve. Burns and Herring demonstrate how PBL and DT can span across the curriculum, while still keeping music at the core of the learning process in the music classroom. The projects are versatile and can be used in young to older elementary classrooms from one device in the classroom to a 1:1 classroom.


2011 ◽  
Vol 308-310 ◽  
pp. 1706-1709
Author(s):  
Xing Guo Ma ◽  
Bang Chun Wen

Based on studying design behavior and design thinking, a design behavior model which dealt with person, QCTS (quality, cost, time and service), process and environment in product design was set up. The key factors and connotation of product design were discussed based on the model. An expanded design environments model and a systematic design process model were set up. The results show that person, product, process and environment are key factors of product design; in design, the person is body of thinking, QCTS is goal, the process is behavior formula, and the environment is restraint; the product design is a process driven by customers’ requirements in which the knowledge is used and is materialized based on brain, and abstract or detail concepts are changed to a physical assembly or a product step by step.


建築學報 ◽  
2021 ◽  
Vol 116 (116-1) ◽  
pp. 021-040
Author(s):  
黃瑞茂 黃瑞茂 ◽  
賴婷鈴 Jui-Mao Huang ◽  
張月霞 Ting-Ling Lai

<p>本個案研究是教育部大學社會責任計畫「淡水好生活&mdash;學習型城鄉建構計畫」之「淡水世界遺產潛力點田野學校」子計畫的一部分。本研究以都市設計工作坊的實踐模式,發展創新的「社區營造」課程模組,以設計思考的同理心、需求定義、創意發想、製作原型及測試等歷程軌跡,檢驗學生在進入真實生活世界的社區與社群中,如何透過與小組團隊一起從田野調查、界定問題到計畫提案的學習歷程中發展設計思維。本研究以臺灣北部的淡水歷史街區為場域,依據當下場域中的真實議題,選定「宗教文化與歷史街區再生」作為工作坊的操作主題。以非物質文化資產的「宗教文化」經驗為專題提案內容,透過包括課堂上課、小組討論、街區走訪、學生訪談、學習反思日誌等資料的蒐集,分析有關淡水歷史城市再造可能性的構思與設計歷程。研究結果發現,透過與在地的「人」與「物」的交流與經驗世界的理解,參與此課程的學生為完成提案任務的學習是一個參與式設計的意義建構與共識(sense making)的過程。研究還發現,將課程帶到生活現場進行有任務的學習,為學生開展了新穎卻又貼近傳統文化的學習經驗。透過設計進行研究獲得的建築知識以及促進設計思考的可視性功能在此研究中有進一步的討論。此外,本研究透過設計思考課程模組的建構,有助於優化參與式設計「社區營造」教學模式在大學課程改革的實踐。</p> <p>&nbsp;</p><p>This case study is part of the University&rsquo; Social Responsibility project &ldquo;World Heritage Potential Field School&rdquo;, an interdisciplinary university course program. This study developed an innovative &ldquo;community construction&rdquo; curriculum module using hands-on model of urban design workshop. The curriculum is designed based on the design thinking process&mdash;empathize, define, ideate, prototype, and test. This study examined how students developed design thinking through the learning process of fieldwork, problem definition, and project proposal with teamwork in real-life communities and neighborhoods. In this study, &ldquo;Religious Culture and Historic District Regeneration&rdquo; was selected as the theme of the workshop course, based on the real issues in context, and the religious culture experience of the intangible cultural heritage was used as the topic of the proposal. Data were collected from classroom sessions, group discussions, neighborhood and community visits, student interviews, and learning reflective journals to analyze the conceptualization and design process that stimulate the possibility of rejuvenating the historic Tamsui district. The research findings revealed that, through participatory design, students&rsquo; learning to accomplish the proposed tasks was a sense making process through their communication with the &ldquo;people&rdquo; and &ldquo;surroundings&rdquo; of the place as well as their own experiential understanding. The study also found that bringing the curriculum to the real-life world for task-based learning initiated novel learning experiences while students were exposed to traditional culture. The architectural knowledge built by research through design and the visibility function that promotes design thinking are further discussed in this research. In addition, the curriculum module on innovative participatory design &ldquo;community construction&rdquo; developed in this study will help optimize the practice of design thinking learning model in university curriculum reform. </p> <p>&nbsp;</p>


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