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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Inovação pelo design no setor de TI: um estudo de caso em empresas de software do Rio Grande do Sul

Nascimento, Manoela de Freitas 24 March 2017 (has links)
Submitted by JOSIANE SANTOS DE OLIVEIRA (josianeso) on 2017-08-24T12:39:37Z No. of bitstreams: 1 Manoela de Freitas Nascimento_.pdf: 25531626 bytes, checksum: adae944111054d841fa2c05658fd49dc (MD5) / Made available in DSpace on 2017-08-24T12:39:38Z (GMT). No. of bitstreams: 1 Manoela de Freitas Nascimento_.pdf: 25531626 bytes, checksum: adae944111054d841fa2c05658fd49dc (MD5) Previous issue date: 2017-03-24 / Nenhuma / No setor de TI, o processo de inovação é fundamental para as empresas. Desse modo, observa-se a demanda das empresas produtoras de software em encontrar novos caminhos a fim de alcançarem resultados competitivos. Apoiando-se na perspectiva do design estratégico, este estudo propôs uma abordagem capaz de oferecer maior adequação às necessidades e aos processos inovativos do setor em questão. Assim, pretendeu-se avaliar os processos de inovação em empresas produtoras de software do Rio Grande do Sul, bem como descrever um modelo teórico de processo de inovação orientado pelo design. Realizou-se, então, um mapeamento do setor, identificando 38 fábricas de software do estado gaúcho, para a realização de um diagnóstico setorial e posterior realização de um estudo de caso. Os resultados alcançados demonstraram pouca diferenciação nos serviços prestados pelas produtoras de software gaúchas, além da baixa contribuição de inovação e design para a competitividade das empresas investigadas. Assim, a construção do processo de inovação pelo design para o setor em questão, deu-se em conjunto com profissionais de TI e de demais áreas de atuação através de um workshop de ideação. Com base nos resultados gerados, definiu-se uma proposta de processo de inovação que buscasse oferecer às produtoras de software uma abordagem orientada à inovação e ao design, provocando o esforço criativo combinado às competências de diferentes indivíduos, com objetivo de gerar aprendizado e senso coletivo para a geração de vantagens competitivas. O modelo proposto foi aplicado em uma empresa do setor avaliado, com o intuito de analisar sua prática no contexto real das fábricas de software. Identificou-se que a relevância do processo de inovação elaborado reside no aprofundamento do contexto trabalhado, bem como na proposição de potenciais oportunidades. Assim, chegou-se em um processo de inovação para o setor de TI, que objetiva equilibrar o comportamento exploratório do design com o caráter analítico das fábricas de software, proporcionando momentos de investigação, proposição de ideias e experimentação das soluções geradas. / In the IT sector, the innovation process is fundamental for companies. Thus, it is observed the demand of producing software companies in finding new ways to achieve competitive results. Based on strategic design perspective, this study proposed a new approach that is capable of better adapting the needs and innovative processes of the sector in question. Thus, it was intended to evaluate the innovation processes at producing software companies in Rio Grande do Sul, as well as to describe a theoretical model of innovation process, guided by the design. A mapping of the sector was elaborated, identifying 38 software factories in the state of Rio Grande do Sul, to carry out a sectoral diagnosis and then carry out a case study. The results showed little differentiation in the services provided by software producers in Rio Grande do Sul, besides the low contribution of innovation and design to the competitiveness of the companies investigated. Thus, the construction of the innovation process by the design for the IT sector, took place together with IT professionals and other areas of activity through an ideation workshop. Based on the results, a proposal of innovation process was defined that sought to offer to software producers an approach oriented to innovation and design, provoking the creative effort combined with the different individuals competences, with the purpose of learning process and collective sense for the creation of competitive advantages. The proposed model was applied in a company of the evaluated sector, with the purpose of analyzing its practice in the real context of the software factories. It was identified the relevance of elaborated innovation process resides in the deepening of the context worked, as well as in the proposal of potential opportunities. Thus, an innovation process for the IT sector was reached, aiming to balance the exploratory behavior of the design with the analytical character of the software factories, providing moments of investigation, proposition of ideas and experimentation, and of the solutions created.
12

Design Thinking in Business Innovation

Gullberg, Gustav, Landström, Anders, Widmark, Erik, Nyström, Mikael January 2006 (has links)
Med globaliseringen har världen snabbt förändrats och designerns roll är inte längre lika självklar. Vi har tittat på hur man kan expandera begreppet design och utnyttja designerns kvalitéer inom nya områden. Magisterexamensarbetet "Design Thinking in Business Innovation" syftar till att undersöka hur man kan utnyttja designyrkets kreativa och innovativa processer inom affärsutveckling. I vårt exjobb har vi jobbat med ett av Storbritanniens ledande vitvaruföretag, GDHA, och har tillsammans med marknadsföringsstudenter från Stockholms Universitet tagit fram affärsstrategier för hur de kan agera på en framtida marknad. Kombinationen av kreativt tänkande och traditionell affärsutveckling genererade nya innovativa koncept med syfte att utifrån företagets förutsättningar stärka dess konkurrenskraft och skapa nya affärsmöjligheter. "Design Thinking in Business Innovation" resulterade i en ny arbetsmetod samt tre koncept som visualiserar resultatet av en kreativ affärsutvecklingsprocess. Dessa koncept sträckte sig från konventionell produktutveckling för differentiering till utveckling av nya försäljningskanaler samt en helt ny affärsidé som bygger vidare på GDHAs kärnverksamhet. Koncepten konkretiserades i form av en modell av ett kylskåpskoncept, samt tre stycken animerade kortfilmer.Som ett resultat av vårt exjobb har vi startat Remotel, ett design kontor som fokuserar på affärsutveckling genom användarorienterad research, kreativa processer och visuell kommunikation (mer info på www.remotel.se). / The world is undergoing change and the disintegration of the old economy is becoming evident. Production is moving to low cost countries and competition is growing fierce. In order to stay competitive, companies around the world recognises the need to become more innovative. In order to achieve this it is imperative to balance and compliment the linear business thinking that still rule the managerial body. Leading research in this area suggest that the key to innovation in business development lies within the creative thinking of the design field. This paper describes a joint master degree project that seeks to test these theories and develop methods and protocols to put them into practice. So the question is, what happens when one use industrial  design as a tool to innovate business in the Creative Economy? The research group consists of four industrial designers from Konstfack, University of Arts, Crafts and Design in Stockholm and four marketing students from School of Business, Stockholm University. During the project we applied action research and introspection in a case study where new business strategies where formulated for a live company as our empirical base. The process proved more difficult but also more rewarding than initially anticipated and resulted in several new potential strategies for the company while providing valuable insight and experience in interdisciplinary team work in this field. This paper presents suggestions to how design thinking and business thinking can be combined in the process of developing business strategies and accentuates some of the skills and qualities that inherently drive this process. The collaboration investigates the synergy between designers and business managers and illustrates the potential in combining these competences to find new ways to create, re-define and develop businesses in the creative economy.
13

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.
14

Abkantmaschine für die Industrie 4.0

Laabs, Peter 19 March 2015 (has links) (PDF)
Die Konzeption und Durchführung komplexer und auf Innovation ausgerichteter Produktentwicklungsprojekte ist ein fester und wesentlicher Bestandteil des Curriculums im Studiengang M.A. Produktgestaltung an der Fakultät Gestaltung der HTW-Dresden. Praxisnah und in möglichst authentischen Entwicklungsumgebungen wird in Form eines Kooperationsprojekts eine konkrete Aufgabe für ein Unternehmen bearbeitet. Für die Unternehmen sind solche Projekte Teil ihrer mehr oder weniger bereits etablierten kollaborativen Wertschöpfungsnetzwerke. Im gegenteiligen Fall werden solche Modelle von unserer Seite her an die Unternehmen herangetragen und diskutiert. In der Regel entstehen an die Semesterzeiten gebundene und ergebnisoffene Machbarkeitsstudien. Die Studierenden erhalten im Gegenzug die Möglichkeit, ihr theoretisches Wissen ganz eng an der Wirklichkeit zu üben, entsprechende Erfahrungen zu sammeln und sich über solche Projekte für die spätere Berufspraxis zu empfehlen. Die Fakultät Gestaltung hat in diesem Sinne bereits mit einer Vielzahl von Kooperationspartnern zusammengearbeitet und sehr viel positive Erfahrung sammeln können Das Projekt mit dem Arbeitstitel \"Abkantmaschine für die Industrie 4.0\" wurde für die Bystronic AG in Gotha/Thüringen erarbeitet. Die Bystronic AG ist Tochter eines schweizer Unternehmens und stellt Laserstrahlschneid-, Wasserstrahlschneid- und Abkantmaschinen her. / The design and implementation of complex and geared to innovation product development projects is an integral and essential part of the curriculum in the course MA Product design at the Design Faculty of HTW Dresden. Practical and in authentic development environments a specific task is processed for a company in the form of a cooperation project. For companies, such projects are part of their more or less established collaborative value networks. In the opposite case, such models are brought and discussed by our side to companies. Usually caused bound to the semester dates and open-ended feasibility studies. The students receive in return the opportunity to practice their theoretical knowledge very closely to reality, to gain experience and to advise on such projects in their later professional applications and practice. The Faculty of Design has worked in this sense, with a number of partners and gained a lot of positive experience. The project with the working title \"pressbrake for industry 4.0\" has been developed for Bystronic AG in Gotha/Thuringia. The Bystronic AG is a subsidiary of a Swiss company and produces laser cutting and waterjet systems as well as pressbrakes.
15

Abkantmaschine für die Industrie 4.0: Machbarkeitsstudie für die teil- und vollautomatisierte Fertigung von Blechteilen

Laabs, Peter 19 March 2015 (has links)
Die Konzeption und Durchführung komplexer und auf Innovation ausgerichteter Produktentwicklungsprojekte ist ein fester und wesentlicher Bestandteil des Curriculums im Studiengang M.A. Produktgestaltung an der Fakultät Gestaltung der HTW-Dresden. Praxisnah und in möglichst authentischen Entwicklungsumgebungen wird in Form eines Kooperationsprojekts eine konkrete Aufgabe für ein Unternehmen bearbeitet. Für die Unternehmen sind solche Projekte Teil ihrer mehr oder weniger bereits etablierten kollaborativen Wertschöpfungsnetzwerke. Im gegenteiligen Fall werden solche Modelle von unserer Seite her an die Unternehmen herangetragen und diskutiert. In der Regel entstehen an die Semesterzeiten gebundene und ergebnisoffene Machbarkeitsstudien. Die Studierenden erhalten im Gegenzug die Möglichkeit, ihr theoretisches Wissen ganz eng an der Wirklichkeit zu üben, entsprechende Erfahrungen zu sammeln und sich über solche Projekte für die spätere Berufspraxis zu empfehlen. Die Fakultät Gestaltung hat in diesem Sinne bereits mit einer Vielzahl von Kooperationspartnern zusammengearbeitet und sehr viel positive Erfahrung sammeln können Das Projekt mit dem Arbeitstitel \"Abkantmaschine für die Industrie 4.0\" wurde für die Bystronic AG in Gotha/Thüringen erarbeitet. Die Bystronic AG ist Tochter eines schweizer Unternehmens und stellt Laserstrahlschneid-, Wasserstrahlschneid- und Abkantmaschinen her. / The design and implementation of complex and geared to innovation product development projects is an integral and essential part of the curriculum in the course MA Product design at the Design Faculty of HTW Dresden. Practical and in authentic development environments a specific task is processed for a company in the form of a cooperation project. For companies, such projects are part of their more or less established collaborative value networks. In the opposite case, such models are brought and discussed by our side to companies. Usually caused bound to the semester dates and open-ended feasibility studies. The students receive in return the opportunity to practice their theoretical knowledge very closely to reality, to gain experience and to advise on such projects in their later professional applications and practice. The Faculty of Design has worked in this sense, with a number of partners and gained a lot of positive experience. The project with the working title \"pressbrake for industry 4.0\" has been developed for Bystronic AG in Gotha/Thuringia. The Bystronic AG is a subsidiary of a Swiss company and produces laser cutting and waterjet systems as well as pressbrakes.
16

Metodología de diseño como plataforma para la X-disciplinaridad en proyectos tecnológicos: surfing disciplines

Blanco Bascuas, María Teresa 23 January 2017 (has links)
[EN] The transgression of the boundaries between disciplines is one of the main consequences of the progress of the Knowledge Society, and the simultaneous role of technological innovation as a factor and transformation framework is evident. This has led to a metamorphosis in society itself, establishing new models of behavior in a stream of technological innovation that is plural, multicultural and multidisciplinary. In this propagative and faceted scenario, the engines of innovation are no longer confined exclusively to the intrinsic progress of the technology itself, but also come into play those deliberate changes in the meaning of the product. As a consequence, the design of intelligent products and solutions represents a complex activity, involving the coordinated push of elements belonging to different fields and different ways of understanding reality. In the analysis of this reality, the term "x-disciplinarity" is coined as a compromise between all possibilities of collaborative work, immersed until now in a terminological confusion of variants derived from the indistinct use of prefixes (multi-, inter-, cross-, trans-, among others). X-disciplinarity is studied as an obvious principle of innovation, but taking into account that bringing together professionals from different disciplines in the same process does not guarantee the achievement of a truly successful solution. An effective implementation of the collaborative philosophy has remarkable limitations, such as communication difficulties, devaluation or lack of trust between disciplines, ignorance of the overall process, conflicts of interest, or different motivations and responsibilities regarding the project. This doctoral thesis approaches the subject from a design perspective, proposing as hypothesis its strategic application as a means, facilitator and engine of synergies between disciplines, as well as its potential in all phases of the technological product design process. This dual hypothesis is based on two paradigms: on the one hand, the need for the application of the design to be the result of a reasoned and defined ad hoc strategy and on the other, the need to train x-disciplinary professionals from the academic base. The result is expressed through new models of design processes, in the form of methods, methodologies and design tools. Specifically, it presents the design, development and validation of four complete methodological proposals --getGo, Community, Maximum Common Scenario and Xassess - and two teaching proposals, one of which - Common Understanding Area - is later derived into a design tool. This has also led to reflection and the development of new theoretical concepts such as Relational Needs, which, through its transversality and adaptability to methodologies and contexts, also becomes a design tool in itself. We can talk about a total of eight individualized contributions, launched and evaluated - reproducing the subtitle of the thesis "surfing disciplines", with a total sample that includes 446 people, including professionals of different specialties and users. The thesis brings the value of new methodologies validated in highly relevant environments, as well as the formulation of new theory that advances in the knowledge of both x-disciplinarity -in terms of behavior, attitudes, strengths and weaknesses of disciplines-, as well as specific design segments associated with the themes of the projects -with new concepts associated with social networks, disability, evaluation, or service design, among others-. In addition, the potential of design thinking as a catalyzer and binder in x-disciplinary projects is evidenced and it is expected that the thesis will contribute to the promotion and dissemination of the value of design in technology, research and society in general; and in the same way, to the valuation of other disciplines within the scope of the design. / [ES] La transgresión de las fronteras entre disciplinas es una de las principales consecuencias que ha traído consigo el progreso de la Sociedad del Conocimiento, siendo evidente el papel simultáneo de la innovación tecnológica como factor y como marco de transformación. Este hecho ha provocado una metamorfosis en la propia sociedad, instaurado nuevos modelos de comportamiento en una corriente de innovación tecnológica que es plural, multicultural y multidisciplinar. En este escenario, los motores de innovación ya no se ciñen exclusivamente al progreso intrínseco de la propia tecnología, sino que también entran en juego aquellos cambios deliberados en el significado del producto. Como consecuencia, el diseño de productos y soluciones inteligentes representa una actividad compleja, que implica el empuje coordinado de un sistema de elementos pertenecientes a diversos campos y a diversos modos de entender la realidad. En el análisis de esta realidad, se acuña el término "x-disciplinaridad" como compromiso entre todas las posibilidades de trabajo colaborativo, inmersas hasta ahora en una confusión terminológica de variantes derivadas del uso indistinto de prefijos (multi-, inter-, cros-, trans-, entre otros). La x-disciplinaridad se estudia como un principio evidente de innovación, pero teniendo en cuenta que el hecho de reunir a profesionales de diferentes disciplinas en un mismo proceso no garantiza la consecución de una solución verdaderamente exitosa. Una implementación efectiva de la filosofía colaborativa no está exenta de limitaciones, debiendo considerar factores tales como las dificultades de comunicación, la desvalorización o falta de confianza entre disciplinas, el desconocimiento del proceso global, los conflictos de intereses, o las diferentes motivaciones y responsabilidades con respecto del proyecto. Esta tesis doctoral aborda el tema desde la perspectiva del diseño, planteando a modo de hipótesis su aplicación estratégica como medio, facilitador y motor de sinergias entre disciplinas, así como su potencial en todas las fases del proceso de diseño de producto tecnológico. Esta doble hipótesis se apoya, a su vez, en dos paradigmas: por un lado, la necesidad de que la aplicación del diseño sea fruto de una estrategia razonada y definida ad hoc y por otro la necesidad de formar profesionales x-disciplinares desde la base académica. El resultado se expresa a través de nuevos modelos de procesos de diseño, en forma de métodos, metodologías y herramientas de diseño. En concreto se presenta el diseño, desarrollo y validación de cuatro propuestas metodológicas completas -getGo, Community, Máximo Escenario Común y Xassess- y dos propuestas docentes, una de las cuales -Área de Entendimiento Común- deriva posteriormente en herramienta de diseño. Esto ha llevado asimismo aparejados la reflexión y el planteamiento de nuevos conceptos teóricos como Relational Needs, que por su transversalidad y adaptabilidad a metodologías y contextos, que se convierte asimismo como una herramienta de diseño en sí misma. La tesis aporta el valor de las nuevas metodologías validadas en entornos de gran relevancia, así como la formulación de nueva teoría que avanza en el conocimiento, tanto de la x-disciplinaridad -en cuanto al comportamiento, actitudes, fortalezas y debilidades de las disciplinas-, como de los segmentos de diseño específicos asociados a las temáticas de los proyectos -con nuevos conceptos asociados a las redes sociales, a la discapacidad, a la evaluación, o al diseño de servicios, entre otros-. Además de ello, se evidencia el potencial del pensamiento de diseño como catalizador y aglutinante en proyectos x-disciplinares tecnológicos y se espera, pues, que la tesis contribuya a la promoción y la difusión del valor del diseño en la tecnología, en la empresa, en la investigación y en la sociedad en general; y de igual forma, a la valoración de otras disciplinas / [CA] La transgressió de les fronteres entre disciplines és una de les principals conseqüències que ha portat aconseguisc el progrés de la Societat del Coneixement, sent evident el paper simultani de la innovació tecnològica com a factor i com a marc de transformació. Aquest fet ha provocat una metamorfosi en la pròpia societat, instaurat nous models de comportament en un corrent d'innovació tecnològica que és plural, multicultural i multidisciplinària. En aquest escenari, els motors d'innovació ja no se cenyeixen exclusivament al progrés intrínsec de la pròpia tecnologia, sinó que també entren en joc aquells canvis deliberats en el significat del producte. Com a conseqüència, el disseny de productes i solucions intel¿ligents representa una activitat complexa, que implica l'embranzida coordinada d'un sistema d'elements pertanyents a diversos camps i a diverses maneres d'entendre la realitat. En l'anàlisi d'aquesta realitat, s'encunya el terme "x-disciplinaridad" com a compromís entre totes les possibilitats de treball col¿laboratiu, immerses fins ara en una confusió terminològica de variants derivades de l'ús indistint de prefixos (multi-, inter-, cros-, trans-, entre uns altres). La x-disciplinaridad s'estudia com un principi evident d'innovació, però tenint en compte que el fet de reunir a professionals de diferents disciplines en un mateix procés no garanteix la consecució d'una solució veritablement reeixida. Una implementació efectiva de la filosofia col¿laborativa no està exempta de limitacions, havent de considerar factors tals com les dificultats de comunicació, la desvaloració o falta de confiança entre disciplines, el desconeixement del procés global, els conflictes d'interessos, o les diferents motivacions i responsabilitats respecte al projecte. Aquesta tesi doctoral aborda el tema des de la perspectiva del disseny, plantejant a manera d'hipòtesi la seua aplicació estratègica com a mitjà, motor de sinergies entre disciplines, així com el seu potencial en totes les fases del procés de disseny de producte tecnològic. Aquesta doble hipòtesi es recolza, al seu torn, en dos paradigmes: d'una banda, la necessitat que l'aplicació del disseny siga fruit d'una estratègia raonada i definida ad hoc i per un altre la necessitat de formar professionals x-disciplinessis des de la base acadèmica. El resultat s'expressa a través de nous models de processos de disseny, en forma de mètodes, metodologies i eines de disseny. En concret es presenta el disseny, desenvolupament i validació de quatre propostes metodològiques completes -getGo, Community, Màxim Escenari Comú i Xassess- i dues propostes docents, una de les quals -Àrea d'Enteniment Comú- deriva posteriorment en eina de disseny. Açò ha portat així mateix aparellats la reflexió i el plantejament de nous conceptes teòrics com Relational Needs, que per la seua transversalitat i adaptabilitat a metodologies i contextos, que es converteix així mateix com una eina de disseny en si mateixa. La tesi aporta el valor de les noves metodologies validades en entorns de gran rellevància, així com la formulació de nova teoria que avança en el coneixement, tant de la x-disciplinaridad -quant al comportament, actituds, fortaleses i febleses de les disciplines-, com dels segments de disseny específics associats a les temàtiques dels projectes -amb nous conceptes associats a les xarxes socials, a la discapacitat, a l'avaluació, o al disseny de serveis, entre uns altres-. A més d'açò, s'evidencia el potencial del pensament de disseny com a catalitzador i aglutinant en projectes x-disciplinessis tecnològics i s'espera, doncs, que la tesi contribuïsca a la promoció i la difusió del valor del disseny en la tecnologia, en l'empresa, en la recerca i en la societat en general; i d'igual forma, a la valoració d'altres disciplines dins de l'àmbit del disseny. / Blanco Bascuas, MT. (2016). Metodología de diseño como plataforma para la X-disciplinaridad en proyectos tecnológicos: surfing disciplines [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/77149

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