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Papers by Mario Gagliardi

Research paper thumbnail of Towards Experience Design: Design in the knowledge society

Danish Designers Inform Lounge Edition, 2007

The knowledge economy is coming, and it brings fundamental changes for the way companies are set ... more The knowledge economy is coming, and it brings fundamental changes for the way companies are set up and business is conducted. Design is a core discipline in the knowledge economy. Raymond Loewy’s “Ugliness doesn’t sell” was the slogan for design in the 1940s. ”Bad experiences don’t sell” could be the slogan for the upcoming knowledge economy.

Research paper thumbnail of The Age of Stance

Danish Designers Inform Lounge Edition, 2007

The relationship between marketing and design is not always easy. Designers, when confronted with... more The relationship between marketing and design is not always easy. Designers, when confronted with conventional market research, often hit a wall such as “We can’t do that – we don’t have the data to support a decision to bring this idea to market”. But conventional market research, based on the idea of easy-to-identify target groups, has reached its limits, often failing to capture why people actually go for a product.

Research paper thumbnail of Alchemy of Cultures: From Adaptation to Transcendence in Design and Branding

Design Management Journal, 2001

In this comparison of Western and Asian perspectives, Mario Gagliardi analyzes differences in eac... more In this comparison of Western and Asian perspectives, Mario Gagliardi analyzes differences in each culture’s understanding of uniqueness, copying, the integration of external influences, and the inclusion of consumer perceptions within the design process. Insights such as these become important as corporations try to create products and brands that have meaning—functional, cultural, mythical, symbolic, and ethical meaning—around the world.

Research paper thumbnail of Analysing the Digital: Transformations, Territories, Frames and Uses

The Design Journal, 2017

While digital space is explained in itself by computer science, important questions for the human... more While digital space is explained in itself by computer science, important questions for the humanities - such as how the Digital affects human behaviour, or how it impacts society and economy – are outside its scope. Different disciplines have provided answers, but there has been no integrated concept bridging these insights. This paper proposes a concept to explain the Digital by integrating insights from computer science, media studies, sociology and philosophy. The resulting framework suggests that the Digital consists of characteristic dynamics, spaces and mechanisms. After explaining the concept of Digital Machine, an ontological framework consisting of four main fields of analysis - Transformation, Territory, Frame and Use - is proposed. With Transformations and Territories, the processes of the Digital and its wider socio-political and economic dimensions are analysed. Within Frames, human action and interpretation happen. In the Uses of the Digital, consumption has become a form of production, and User’s uses can be analysed in the differential between the intents of a Digital Machine and the interpretations of its users. To conclude, Anders’ concept of Promethean slope is taken to explain the increasing problems of humans to distinguish the actions of algorithms from human action, and future implications of the evolution of the Digital are discussed. Finally, routes for digital innovation and recommendations for design practice are proposed.

Research paper thumbnail of Towards Experience Design: Design in the knowledge society

Danish Designers Inform Lounge Edition, 2007

The knowledge economy is coming, and it brings fundamental changes for the way companies are set ... more The knowledge economy is coming, and it brings fundamental changes for the way companies are set up and business is conducted. Design is a core discipline in the knowledge economy. Raymond Loewy’s “Ugliness doesn’t sell” was the slogan for design in the 1940s. ”Bad experiences don’t sell” could be the slogan for the upcoming knowledge economy.

Research paper thumbnail of The Age of Stance

Danish Designers Inform Lounge Edition, 2007

The relationship between marketing and design is not always easy. Designers, when confronted with... more The relationship between marketing and design is not always easy. Designers, when confronted with conventional market research, often hit a wall such as “We can’t do that – we don’t have the data to support a decision to bring this idea to market”. But conventional market research, based on the idea of easy-to-identify target groups, has reached its limits, often failing to capture why people actually go for a product.

Research paper thumbnail of Alchemy of Cultures: From Adaptation to Transcendence in Design and Branding

Design Management Journal, 2001

In this comparison of Western and Asian perspectives, Mario Gagliardi analyzes differences in eac... more In this comparison of Western and Asian perspectives, Mario Gagliardi analyzes differences in each culture’s understanding of uniqueness, copying, the integration of external influences, and the inclusion of consumer perceptions within the design process. Insights such as these become important as corporations try to create products and brands that have meaning—functional, cultural, mythical, symbolic, and ethical meaning—around the world.

Research paper thumbnail of Analysing the Digital: Transformations, Territories, Frames and Uses

The Design Journal, 2017

While digital space is explained in itself by computer science, important questions for the human... more While digital space is explained in itself by computer science, important questions for the humanities - such as how the Digital affects human behaviour, or how it impacts society and economy – are outside its scope. Different disciplines have provided answers, but there has been no integrated concept bridging these insights. This paper proposes a concept to explain the Digital by integrating insights from computer science, media studies, sociology and philosophy. The resulting framework suggests that the Digital consists of characteristic dynamics, spaces and mechanisms. After explaining the concept of Digital Machine, an ontological framework consisting of four main fields of analysis - Transformation, Territory, Frame and Use - is proposed. With Transformations and Territories, the processes of the Digital and its wider socio-political and economic dimensions are analysed. Within Frames, human action and interpretation happen. In the Uses of the Digital, consumption has become a form of production, and User’s uses can be analysed in the differential between the intents of a Digital Machine and the interpretations of its users. To conclude, Anders’ concept of Promethean slope is taken to explain the increasing problems of humans to distinguish the actions of algorithms from human action, and future implications of the evolution of the Digital are discussed. Finally, routes for digital innovation and recommendations for design practice are proposed.