First Things, Things. A Graphic Design Manifesto for the Digital Era (original) (raw)
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Reempowering powerful ideas: designers' mission in the age of ubiquitous technology
The project of universal, high-quality education is a new human endeavor. Not many decades ago, the mainstream view was that only a small elite required advanced education, and vocational training would suffice for everyone else. The need to educate all students in very different disciplines-many of them quite complex and advanced-is generating demands that the extant educational system cannot meet. Technology has been touted as one answer to these new demands, but has failed so far to escape a century-old cycle of inflated expectations. Our mission as designers of interactive technologies and environments is crucial to move out of this cycle, but it will require our community to make a convincing argument that technologies in education are not simply delivery media, but artifacts that extend human cognition in multiple ways. The adaptivity of computational media enables an acknowledgement of epistemological diversity which enables students to concretize their ideas and projects with motivation and engagement. Thus, the goal of providing rich educational experiences for all students will depend upon our ability to design devices, environments, and activities that are accepting of children's multiple epistemological resources and heuristics.
Reconceptualizing Design Thinking and Equipping Designers for the Next Wave of Digital Innovation
2015
With the advent of a third wave of digitization designers are facing new challenges to create products and services. We believe that the far-reaching user involvement and the flexible functionalities of third-wave digital innovation is radically changing the work field of designers. The paper focuses on two main effects of third-wave digital innovation; convergence and generativity. We analyzed the consequence of these two effects on three process-oriented roles of the designer that make up an important part of Design Thinking: (1) the designer as integrator; (2) the designer as boundary creator; and (3) the designer as the user s advocate. Based on this analysis, we propose three new roles that better fit the third wave of digital innovation: (1) designers as function orchestrators; (2) designers as gatekeepers of initiatives; and (3) designers as advocates of human desire. To fulfill these new roles and to equip designers for the new wave of digital innovation, we belief that the...
In a world increasingly obsessed with virtual connections, this study considers how we have always related to things in an analogue way. Recognising the success of postdisciplinary approaches to research, it mobilises theory from a mixture of disciplines. Four separate — but connected — frameworks are introduced with which to view humanthing relations (technological, metaphorical, biographical, and processual) and it is shown that a mindset founded on a meshwork analogy can be mobilised by artists and designers to address issues of sustainability in conjunction with the Anthropocene thesis.!
All This Useless Beauty: The Case for Craft Practice in Design For a Digital Age
Design Journal, 2004
This paper draws on practice centred research combining craft practice and digital technology to illuminate the role of beauty in facilitating the engagement with digital complexity. In a climate where digital technology is increasingly prominent in our everyday lives the role of beauty is seen frequently as an extravagance. As digital technologies extend their reach, the power we have to change and expand our potential for engagement with technology grows accordingly. To regard beauty as a stylistic after-thought is a flawed strategy.
Interweaving Digitality in the Fabric of Design
International Conference on Engineering and Product Design Edulearn, 2012
Products that embrace and integrate an invisible, digital world are appearing around us in a rapid pace. This emerging type of products introduces a new dynamic between people, objects and the context or use. The integration of embedded, pervasive and digital technologies in products imposes several challenges for the industrial designer. Designing in a world where an increasing amount of objects are becoming digital and digitally connected opens up a lot of design possibilities on the one hand, but challenges several established tools and methods industrial designers have been using in the past on the other hand. In this paper, technology abstraction methods are used in a creative process in order to engage industrial design students (not necessarily technologically skilled) in the design of products that operate in a digitally connected world. We present a process that was evaluated during a weeklong workshop. During this workshop, the potential of technology abstraction methods and how they can aid industrial designers to better communicate ideas that crossover between digital and non-digital worlds were evaluated. The eventual goal of this process is to provide industrial design students, practitioners and/or educators with an open, yet structured platform complementary to established tools and methods. This in order to better define, prototype and communicate product and product interactions that interweave digital elements into their context of use.
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This thesis is a collection of four published articles that describe a selected set of steps of the evolution of a research agenda and activity regarding Digitalization and the Design of Everyday Life – from an early manifesto that describes the issue space, through two conference papers that discuss concepts that have been developed to facilitate research and analysis, to finally a journal article that discusses a more specific research finding. The articles deal with topics such as the impact of digitalization on everyday life and the field of design; the need to consider a wider idea of design; the role of designers in this development; the idea of people as designers of their own practices; the way how our artifacts and practices form design ecosystems; and discusses concepts such as the personal digital ecosystem, design toolkit, design platform and design space. The final article is related to the idea of supporting users as innovators within organized settings, and examines c...
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Digital legacy: Designing with things
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Greenwich. Her research considers how technology and design shift our understanding of death and bereavement. As part of this research she has curated events for public engagement that question legacy and aesthetics through artistic research, co-design and situated design. In addition to this she is on the standing committee for the Death Online Research Symposium and has been the co-facilitator of three unconference events discussing issues of death and digitality.
Research Practices in Digital Design
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ExPLOrING DIGITAL DESIGN are particularly salient for digital design research and points to new challenges for design as well as for the research. The section following these stories discusses more theoretically and methodologically digital design and digital design research.