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Product Design for Outdoor Cooking : Applying design work to develop a set of cooking utensils for Trangia stove kitchensMikaelsdotter, Elin, Skogqvist, Andreas January 2022 (has links)
Trangia AB is a company located in Trångsviken, Sweden. They produce outdoor cooking equipment. Trangia have a large amount of users around Scandinavia and Germany but also a significant amount in Japan. The two main ways of preparing food in the Trangia cooking products is to either use their Stove 25, Stove 27 or to prepare food directly into their food-box called the Mess Tin. With an increase in production and expansion, some new projects are being introduced. The mission of this project is to, by appliance of a Design Thinking process, develop a set of cooking utensils for Trangia AB. The utensils should have user friendly, practical, functional and safe aspects and to be suitable for their markets. There are an abundance of cooking utensils on the market, but few that fit inside the Trangia Stove kitchens. The process of developing the kit followed a five step Design Thinking process with an implementation of Human Centered design. The two first stages, benchmarking the usage of stove kitchens and talking to real users was central. The later part of the project consisted of multiple iterations between the steps ideate, prototype and test on different levels. Two concepts that fit the mission is presented as the result, a kit of two utensils (The Kit) and one tool with allround performance (Ultimate tool). The ultimate tool is unique in the sense that it is a fusion between a spoon, ladle and a turner. The kit and the ultimate tool is sturdy and able to be stored within the Trangia Stoves and the Mess Tins. / Trangia AB är ett företag beläget i Trångsviken, Sverige som producerar matlagningsutrustning för utomhusbruk. Trangia når en stor målgrupp runt om i Skandinavien och Tyskland men också en betydelsefull del i Japan. De två främsta sätten att laga mat i Trangias produkter är att laga mat på deras stormkök Stove eller att laga mat direkt i deras matdosor, Mess Tin. I takt med en ökning i produktion och expandering så introduceras nya projekt. Målet med detta projekt är att genom applicering av en designprocess, ta fram och utveckla ett kit med matlagningsredskap för Trangia AB. Produktlösningen skall vara användarvänlig, praktiska, funktionella och samt anpassad för Trangias marknader. Det finns idag många matlagningsredskap på marknaden, men det finns inte många som ryms att packa ner i Trangias stormkök. Processen att utveckla produkterna följer en Design Thinking process i fem faser med en implementering av människocentrerad design. Under de första två faserna applicerades metoder med fokus på att göra användarundersökningar samt att faktiskt tala med användare. De senare delarna av projektet bestod av flertalet iterationer mellan idégenerering, prototypande och testande på olika nivåer. Två koncept som passar målbilden presenteras som resultat, ett kit (The Kit) av två redskap och ett universellt verktyg kallat Ultimate tool. Ultimate tool är unikt i aspekten att det är en blandning av en sked, en slev och en stekspade. Både The kit och Ultimate tool är tåliga och ryms att paketera i Trangias stormkök och matdosor
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A participatory approach to eliminating Musculoskeletal disorder risk factors in a paper industry workflow : Developing an assisting tool for paper industry workers by exploring work tasks through participatory design activitiesLindqvist, Johan January 2024 (has links)
This project was implemented as a Master thesis project in Industrial design engineering (IDE). In collaboration with Billerud Karlsborg, the project was initiated to develop proposal for a technological solution for eliminating a manual handling work task in the production line for coated paper products. The design process was implemented as a Participatory design approach, inviting the workers of the production unit to collaborate in design activites and workshops. The participatory approach was based on the Scandinavian perspective on Participatory design, with influences from the comtemporary views on collaborative design. The project included a holistic ergonomic analysis focused on the assessment of musculoskeletal disorder risk factors in the work task flagged by workers as a cause of work strain. The focused work task documented in detail and assessed through REBA and RULA assessment. The work task involves manual handling of a stack of residual paper that is rolled to a tube, by hand, and subsequently lifted and pushed to a grinder inlet for re-purposing. While the ergonomic analysis confirm that there are postural risk factors present, the pace of work suggests that adequate resting for preventing work stain related to the focused task is possible during work. However, the percieved work strained is suggested to originate from work task in close connection to the focused task. A proposal for a concept that sufficiently eliminates the risk factors found in the focused task is developed based on a human-centered design and anthropometric principles. The development concludes with the construction of a prototype, but time constraints denies evaluation of the prototype with end users. The concept is therefore presented as renders of a 3D-model. / Det här projektet har utförts som ett examensarbete inom Civilingenjör Teknisk design, på uppdrag av Billerud Karlsborg. Syftet med projektet var att utveckla ett tekniskt lösningsförslag till ett av Billerud utvalt arbetsmiljöproblem vid en av arbetstationerna i pappersbruket i Karlsborg. I samarbete med arbetarna i den berörda produktionslinjen genomfördes en participativ designprocess, innefattade planering och genomförande av participativa designaktiviteter och workshops baserade på de skandinaviska teorierna kring participativ design, med influens från nyare perspektiv kring co-design. Som en del i arbetet utfördes en övergipande ergonomisk analys avseende belastningsergonomiska riskkällor vid en fokuserad arbetsstation, med en detaljerad kartläggning av den arbetsuppgift som arbetarna upplever som problematisk. Den fokuserade arbetsuppgiften innefattar manuell hantering av en restprodukt som behöver rullas ihop för hand och därefter lyftas samt skjutas till en kvarn för återvinning. Den ergonomiska analysen utfördes med hjälp av REBA- och RULA-bedömningar, vilka bekräftade att en potentiell risk för belastningsergonomiska skador i det arbetssätt som utövas, men där produktionstakten och systemets styrning tyder på att tillräcklig vila är möjlig under arbetet för att motverka skador från lågintensivt muskelarbete. Arbetsmiljöproblemet bedöms däremot inte vara obefintligt då arbetarnas totala arbete innefattar ytterligare moment av fysisk belastning, och där arbetsmiljöproblemet eventuellt kan vara ett resultat av närliggande moment till den fokuserade arbetsuppgiften. Som lösningsförslag på problemet utvecklas ett koncept som eliminerar de funna riskkällorna i den avgränsade arbetsuppgiften, med utgångspunkt i användarcentrerad design och utefter antropometriska riktlinjer. Utvecklingen av en fysisk prototyp för utvärdering med arbetarna påbörjades, men hann inte slutföras innan projektet avslutades. Istället presenteras konceptet genom rendingar av en 3D-modell.
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設計服務e傳遞-以本體論為基礎之協同互動演化機制 / A Design e-Service Delivery with an Ontology-Based Cooperative/Interactive Co-Evolutionary Mechanism錡慧珊, Chi, Hui Shan Unknown Date (has links)
由於資訊科技的發展,提供顧客商品與服務的溝通等價值觀也隨之改變,新興服務業是依賴網際網路和資訊技術所發展而來的,全球產業結構呈現出“工業型經濟”向“服務型經濟”轉型的總趨勢,服務逐步被重視。人類社會第四次的革命“服務革命”,就是服務科學,社會和技術共同演進的科學,以資訊科技為基礎改革服務整體。加上網路效應,讓人們可以透過共同設計思考,為世界帶來創意及新事物的催化劑,將跨領域的人才結合起來,利用群策群力及不同領域的思考藝術互相激盪,激發出創意。將這些觀點整合起來,提出一個共同創造服務的架構,讓人們在獲得服務的同時,也參與創造服務,得到服務的最佳化。本研究透過服務科學的服務組成、服務流程、以及服務價值三方面來探討,並採用結合協同式共同演化基因演算法、互動式基因演算法所組合成的協同互動式共同演化基因演算法,以共同演化的方式,達到使用者的設計需求。系統共分四大模組:設計問題定義模組、設計建議模組、協同互動式共同演化模組、評估模組,將設計思考、共同創作並演化的概念,並透過互動式基因演算法修正適應函數評估的偏差,讓顧客設計過程中,得到最佳化的服務。本系統之預期貢獻分為:(1)利用服務科學創新設計服務e化傳遞。(2)為服務科學提供應用典範與原件發展方向。 / The notion of service science addresses the use of information technology to reform services in terms of designing thinking and value co-production, bringing the catalyst of the innovation to the service world. This paper proposes a novel e-service platform about interior design featuring (semi-)automated mutualism of co-produced values. This platform encompasses a few autonomous cognitive learning components to guarantee effective accomplishment of reaching a user's design demand. These components include models of interior design concepts, cooperative co-evolutionary genetic algorithm (CGA) and interactive genetic algorithm (IGA). The intended contributions of this platform are two-folds: (1) Showcase an intelligent service design as characterized by the sixth quadrant of Figure1. (2) Provide some intelligent service design components (e.g., CICGA) for unfolding future systematic service innovation in service science.
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Evaluation of the effects of participatory methods in the teaching of ecological thinking in design in KuwaitAlazemi, Sami January 2017 (has links)
In a world that faces global warming and other major environmental challenges, it is essential that students learn about the principles of sustainability so that they can apply these principles in their future lives and careers. This is particularly so in fields such as interior architecture and design, which will impact how well humans can move toward a sustainable way of life. The aim of the present study was to evaluate a participatory teaching approach for students of interior design that incorporates ecological thinking. It is particularly intended for use at universities and other places of higher education where such contexts are not currently available and, furthermore, where the teaching has been primarily of a didactic, teacher-centred form. The teaching approach was developed and tested through the involvement of students and staff at a technical institute in Kuwait – a country with severe environmental problems in which teaching at all levels has traditionally been rigidly didactic. A review was carried out of literature on learning theories, design principles, and sustainability paradigms that bore upon the research aim. Following this, a method was chosen, based on action research that involved running different types of workshops, in order to measure the impact of the teaching styles that are ideal to deliver ecological knowledge.
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當設計來敲門:臺灣文具業者以設計力創新打造風格競爭力 / The pursuit of design: Build the magic power of style via design-driven innovation吳俊瑩, Wu, Jyun Ying Unknown Date (has links)
臺灣文具產業發展至今超過一甲子歲月,環境局勢已經不同以往。各國特色文具來臺競逐池城,大陸東南亞低價文具搶食外銷市場;少子化與電子化縮減市場機會,環保意識加深品質要求;衣食無虞的現代消費者,追求心靈層次滿足。臺灣文具業者下一步該怎麼走?文具強國日本的發展可供借鏡。日本文具業者賦予文具產品新的意義,讓消費者使用意義創新產品打造新生活風格。
本研究探討臺灣文具業者開發意義創新產品的思考想法,從如何賦予產品新的意義,以及如何設計產品樣式,到如何運用意義創新產品打造新生活風格。以Verganti提出的設計力創新為理論基礎,融合Brown的設計思考,以及劉維公的生活風格定義與風格競爭力描述,整理成研究架構。本研究採取解釋性個案研究法,選取偷花(歲時紀)、Micia美日手藝館(Mini Cute印章)、好幫手彩藝(UBook)三家企業個案進行深入訪談,了解企業個案設計意義創新產品的整體歷程。
分析比較企業個案資料所得之結論如下。於構思創新方案階段,企業個案以產品設計團隊親自觀察產品的極端使用者,探尋產品隱藏需求;並以企業的價值理念做為首要評估項目,揉合產品原始意義與特殊用途,構思產品新的意義。於產品樣式設計階段,為了維持意義創新產品之產品意義與價值理念於開發過程前後一致,企業個案掌握設計自主權;為了獲得市場認同,選擇消費者偏好的生活文化題材開發產品內容,並提供產品原始意義觀點下的實用功能。於生活風格提案階段,企業個案以意義創新產品、周邊商品、互動場域構成各種美學體驗形式,讓消費者在體驗過程理解意義創新產品的產品意義與價值理念。意義創新產品開創認同產品價值的消費新市場,但若通路欠缺解說過程,則銷售成績較不好。
最後依據結論給予臺灣文具業者開發意義創新產品的建議,臺灣文具業者宜多研究文具產品於各種生活脈絡中的使用情形,挖掘產品潛在的新意義;在產品樣式設計過程,宜擁有設計自主權,並招募擁有設計管理與行銷管理的跨領域人才,控管意義創新產品的開發流程;宜發展各種美學體驗形式,宣傳意義創新產品,但也必須設想意義創新產品在無人解說的實體通路該如何因應。 / The The Taiwanese stationery industry has developed over more than 60 years, and both the market and the competition have changed a lot in that time. Many foreign stationery companies began operating in Taiwan, and companies in China and Southeast Asia are getting into the world market with lower-price stationery. Due to the decrease of birth rate and the trend of computerization, the market opportunity for physical stationery has decreased by 30% within the last five years. Consumer demand for sustainable products and packaging forces the industry to think innovatively about their products. After being satisfied with the basic needs in life, consumers are looking for a higher level of emotional and spiritual satisfaction from their non-essential purchases. What is the next step for the Taiwanese stationery industry? Recent developments in the Japanese stationery industry provide a good example of how innovation within an industry can lead to increased customer satisfaction by creating New-Meaning Products. A New-Meaning Product is realized when a well-known product with a specific function is integrated with additional form and function in a new way. For example, a video game console which can encourage kids to exercise is a New-Meaning Product. In many cases, the New-Meaning Product can have a powerful effect on the customer's lifestyle.
This thesis discusses the process of developing New-Meaning Products by The Taiwanese stationery industry. This process ranges from how to redefine the stationery, design the prototype, and create a new lifestyle for the customer with New-Meaning Products. The research structure is based on Verganti’s design-driven innovation theory, Brown’s design thinking, and Wei-Gong Liu’s definition of lifestyle and the description of the magic power of style. This thesis applies the method of Explanatory Case Study and chooses three business cases – Flowerthief (Chronology Schedule Book), Micia (Mini Cute Stamp), and UBook (UBook) – to do further research and discussion to understand the innovation process of New-Meaning Products.
The conclusions of the business cases analysis are as below. At the step of innovation program planning, the product design team would observe the extreme users, and search for the valuable insights and ideas. In addition, they list enterprise value as the main assessment to derive New-Meaning Products. At the step of product design, in order to keep the consistency of the concept of the new meaning and core value of the products before and after manufacturing, the company holds the decision-making power of design. To gain market recognition, they develop the product content based on the life cultural topics the consumers like, and provide the practical functions behind the product original meaning. At the step of lifestyle proposal, they construct variable types of aesthetics experience based on the New-Meaning Product, peripheral products, and interactive field to help consumers understand the New-Meaning Product and enterprise value. The New-Meaning Products has developed new consumer market for product recognition. However, the lack of product exposition will have negative impact on sales performance.
This thesis sums up by giving advice to the Taiwanese stationery industry on the development of a New-Meaning Product. First, the Taiwanese stationery companies should research more about the usage of stationery in all aspects of life, and explore the potential meaning in the existing products. To maximize the potential to create New-Meaning Products, the companies should retain decision-making power during the product design process, hire talent with design and marketing management experience, and prudently monitor the sustainability of their products. Lastly, they should pioneer marketing techniques to establish an emotional and spiritual link between the potential consumers and the new-meaning products, enabling customers to visualize the lifestyle benefits that the New-Meaning Products can provide.
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Thinking like a designer : Hur Design Thinking kan användas som strategiskt verktyg för affärsutvecklingWernberg Andersson, Micaela, Håkansson, Nicolina January 2010 (has links)
<p>Design Thinking är ett spännande och fortfarande relativt outforskat område med rötter i Service Management. Med hjälp av designerns verktyg och metoder och en mångvetenskaplig grund med fokus på kundens behov kan Design Thinking bidra till att utveckla produkter och tjänster och genom detta öka lönsamheten för företag. Syftet är att göra en deskriptiv studie av området Design Thinking som metodiskt arbetssätt vid tjänsteutveckling. Detta appliceras sedan på verkligheten för att komparativt se hur tre svenska bolag arbetar med tjänstutveckling inom en av världens största tjänstebranscher utifrån områdena Service Management och Design Thinking. Uppsatsen beskriver utvecklingen från Service Management till Design Thinking och hur man har gått från att utveckla tjänster till att <em>designa</em> tjänster. Uppsatsen har använt en kvalitativ metod vid datainsamling. Detta har gjorts genom intervjuer med de tre valda försäkringsbolagen samt med en tjänstedesignbyrå som samarbetat med ett av bolagen. Teoriavsnittet inleds med en teoretisk bakgrund där en djupare förståelse skapas inom områden Service Management och Design Thinking. Detta för att underlätta tolkningen och analysen av teorierna. En teoretisk modell för tjänsteutveckling har valts ut för respektive område, samt en som tolkas dess skillnader och likheter. Samtliga teorier har sedan tolkats och analyserats utifrån den empiriska studien av försäkringsbolagen. Några slutsatser som uppsatsen har genererat är att de studerade försäkringsbolagen inklusive tjänstedesignföretaget arbetar utifrån kundens behov när det utvecklar tjänster. Däremot visar undersökningen att försäkringsbolagen inte interagerar med kunden i den utsträckning som teorin säger samt att försäkringsbolagen anlitar tjänstedesignföretaget i ett senare skede av tjänsteutvecklingen än vad som egentligen är syftet enligt teorin. Intresset för Design Thinking kommer främst från tjänstedesignföretaget och inte i första hand från försäkringsbolagen. Utvecklingen från Service Management till Design Thinking visar även att designerns roll har förändrats då denne nu kommer in och är med genom hela processen istället för att som tidigare endast vara med i slutskedet.</p> / <p>Design Thinking is a relatively young and unexplored field with its roots in Service Management. By using the tools and methodology of designers, working in multidisciplinary teams and focusing on the consumers needs Design Thinking can contribute to the development of services and thereby increase the profitability for business. The objective of this paper is to construct a thorough description of the field Design Thinking and its methodology in service development. This is subsequently applied to the swedish insurance sector to comparatively describe how three insurance companies develop their services in one of the worlds greatest service industries. The paper initially describes and explores the development from Service Management to Design Thinking and how one has gone from merely developing services to <em>designing </em>services. Some conclusions that the paper has discovered are that the insurance companies we studied focus on consumer need. However, the study shows that the companies don't interact with the consumer to the extent that is described in the the theorethical models relevant for the paper. According to the study of Design Thinking, the designer is supposed to be involved throughout the entire process and not merely in the later fases as they are in Service Management. The analysis shows that the insurance companies choose to recruit designers only when they feel it to be neccesary, not involving them in the business development which is the next competitive advantage for companies today.</p>
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Thinking like a designer : Hur Design Thinking kan användas som strategiskt verktyg för affärsutvecklingWernberg Andersson, Micaela, Håkansson, Nicolina January 2010 (has links)
Design Thinking är ett spännande och fortfarande relativt outforskat område med rötter i Service Management. Med hjälp av designerns verktyg och metoder och en mångvetenskaplig grund med fokus på kundens behov kan Design Thinking bidra till att utveckla produkter och tjänster och genom detta öka lönsamheten för företag. Syftet är att göra en deskriptiv studie av området Design Thinking som metodiskt arbetssätt vid tjänsteutveckling. Detta appliceras sedan på verkligheten för att komparativt se hur tre svenska bolag arbetar med tjänstutveckling inom en av världens största tjänstebranscher utifrån områdena Service Management och Design Thinking. Uppsatsen beskriver utvecklingen från Service Management till Design Thinking och hur man har gått från att utveckla tjänster till att designa tjänster. Uppsatsen har använt en kvalitativ metod vid datainsamling. Detta har gjorts genom intervjuer med de tre valda försäkringsbolagen samt med en tjänstedesignbyrå som samarbetat med ett av bolagen. Teoriavsnittet inleds med en teoretisk bakgrund där en djupare förståelse skapas inom områden Service Management och Design Thinking. Detta för att underlätta tolkningen och analysen av teorierna. En teoretisk modell för tjänsteutveckling har valts ut för respektive område, samt en som tolkas dess skillnader och likheter. Samtliga teorier har sedan tolkats och analyserats utifrån den empiriska studien av försäkringsbolagen. Några slutsatser som uppsatsen har genererat är att de studerade försäkringsbolagen inklusive tjänstedesignföretaget arbetar utifrån kundens behov när det utvecklar tjänster. Däremot visar undersökningen att försäkringsbolagen inte interagerar med kunden i den utsträckning som teorin säger samt att försäkringsbolagen anlitar tjänstedesignföretaget i ett senare skede av tjänsteutvecklingen än vad som egentligen är syftet enligt teorin. Intresset för Design Thinking kommer främst från tjänstedesignföretaget och inte i första hand från försäkringsbolagen. Utvecklingen från Service Management till Design Thinking visar även att designerns roll har förändrats då denne nu kommer in och är med genom hela processen istället för att som tidigare endast vara med i slutskedet. / Design Thinking is a relatively young and unexplored field with its roots in Service Management. By using the tools and methodology of designers, working in multidisciplinary teams and focusing on the consumers needs Design Thinking can contribute to the development of services and thereby increase the profitability for business. The objective of this paper is to construct a thorough description of the field Design Thinking and its methodology in service development. This is subsequently applied to the swedish insurance sector to comparatively describe how three insurance companies develop their services in one of the worlds greatest service industries. The paper initially describes and explores the development from Service Management to Design Thinking and how one has gone from merely developing services to designing services. Some conclusions that the paper has discovered are that the insurance companies we studied focus on consumer need. However, the study shows that the companies don't interact with the consumer to the extent that is described in the the theorethical models relevant for the paper. According to the study of Design Thinking, the designer is supposed to be involved throughout the entire process and not merely in the later fases as they are in Service Management. The analysis shows that the insurance companies choose to recruit designers only when they feel it to be neccesary, not involving them in the business development which is the next competitive advantage for companies today.
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Design thinking aplicado à educaçãoFratin, Rogerio Lindo 05 August 2016 (has links)
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Previous issue date: 2016-08-05 / This research presents the interface between Education and Design Thinking, which
is a method that uses a wide range of knowledge to solve proposed challenges in
different areas. In using this methodology to search for changes on the dynamics and
relations at school, Education opens the possibility to rethink its characteristics and
problems. The present work realizes a research on a second grade mid school’s
classroom of a private school in São Paulo, in order to raise its problems and find
solutions based on the tools of Design Thinking. For this purpose, analyses, along
with the coordination, teachers, inspectors and the canteen’s owner, which obstacles
they notice on the teaching-learning process of the school, asking the students,
through a printed survey, the positive and negative aspects of this process and what
they would like to be improved. The result of the research and its analysis was the
creation of a specific Design Thinking tools kit for this school. / A presente pesquisa apresenta a interface entre Educação e Design Thinking, que
se trata de um método que usa de conhecimentos variados para resolver desafios
propostos em diferentes áreas. A Educação, ao utilizar essa metodologia para
buscar mudanças nas relações e dinâmicas escolares, abre a possibilidade de
repensar suas características e também seus problemas. Desse modo, este trabalho
realiza uma pesquisa em uma sala de aula do segundo ano do ensino médio de uma
escola privada de São Paulo a fim de levantar seus problemas e encontrar soluções
para eles com base nas ferramentas do Design Thinking. Para isso, investiga, junto
ao coordenador, aos professores, aos inspetores e à dona da cantina, quais são os
obstáculos que percebem no processo de ensino-aprendizagem da escola em
questão, e indaga os alunos, por meio de um questionário impresso e distribuído à
turma, a respeito dos pontos positivos e negativos desse processo e do que
gostariam que fosse melhorado. O resultado da pesquisa e de sua análise foi a
criação de um kit de ferramentas de Design Thinking específico para essa escola.
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For the Creative Problem-Solver : An Integrated Process of Design Thinking and Strategic Sustainable DevelopmentAda, Ketchie, Meret, Nehe, Hila, Shapira January 2013 (has links)
Since the dawn of humanity design has influenced human life. Today, facing the depletion of the socio-ecological system, increasing complex problems threaten humanity’s existence. Design has been a contributor to creating such problems, yet with appropriate tools can become a source for solutions. Design Thinking (DT) was identified as a possible approach that could contribute to Strategic Sustainable Development (SSD). The purpose of this thesis is to examine potential contributors and hindrances of the DT process with regards to SSD, and create a prototype for an integrated process that could help achieve more strategic and sustainable outcomes. With the use of the Framework for Strategic Sustainable Development (FSSD) as a lens to examine the above, along with interviews, Action Research and expert feedback, an integrated process was created. Results of the interviews and FSSD analysis helped shape two prototypes that were examined through the mentioned methods. It was indicated by participants of the Action Research and by experts that the prototype could help reach a strategic and sustainable outcome, and further refinement should be pursued. The final prototype is presented as part of the discussion, suggesting additional tools and actions that if included could create a possible Sustainable DT (SDT) process.
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Zeitliche und inhaltliche Konvergenz der Lösungsfindung als zentrale Herausforderung in hybriden Produktentwicklungsprozessen: eine empirische Analyse von Stanfords ME310-ProzessmodellKoppenhagen, Frank, Blümel, Tim, Held, Tobias, Wecht, Christoph 06 September 2021 (has links)
Agilität und Konvergenz bei der Entwicklung physischer Produkte zu verbinden, stellt eine große Herausforderung dar. Basierend auf einem Design Thinking-Ansatz versucht das an der Stanford Universität entwickelte ME310-Produktentwicklungsprozessmodell den Widerspruch in den Zielsetzungen dieser beiden Entwicklungsprinzipien aufzulösen. Über einen qualitativen Fallstudienansatz haben wir die Praktikabilität des ME310-Prozessmodelles für die Entwicklung diskreter physischer Produkte untersucht. Der Beitrag beginnt mit der Beschreibung der grundlegenden entwicklungsmethodischen Prinzipien dieses hybriden Prozessmodelles. Anschließend werden die Ergebnisse unserer empirischen Untersuchung vorgestellt, in der wir die Koevolution von Problem- und Lösungsraum in zehn studentischen Projekten, in denen physische Produkte nach diesem Prozessmodell entwickelt wurden, detailliert nachvollzogen haben. Unsere explorative Studie zeigte, dass die Konvergenz der Lösungsfindung in den Entwicklungsprojekten nicht den theoretischen Vorgaben des Prozessmodelles entsprach, sondern dass es auch in den späten Phasen des Entwicklungsprozesses noch häufig zu Konzeptänderungen bzw. Änderungen des zugrundeliegenden Problemverständnisses kam. Abschließend werden mögliche Ansatzpunkte für die weitergehende Forschung formuliert, welche die Integration von Methoden aus der Konzeptphase des Systems Engineering in das ME310-Prozessmodell beinhalten.
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