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1 – 10 of over 3000The author offers a five-step “ERY method’ that expands the thinking around the core idea of a business” basic function and ideally translates it into an experience that is new…
Abstract
Purpose
The author offers a five-step “ERY method’ that expands the thinking around the core idea of a business” basic function and ideally translates it into an experience that is new and unique in the world.
Design/methodology/approach
Illustrates how experience designers use creative ideation as an effective method to help understand how to elevate an offering transaction to memorable customer experience.
Findings
The challenge for business is to avoid commoditization by producing engaging experiences that differentiate their offerings of services and goods.
Originality/value
Experience design has become a key skill for executives now that the competitive advantage and the economic value experiences create has become a critical success factor for corporations in many markets. This approach to ideation of experience design is unique.
Hatana El-Jarn and Glen Southern
The purpose of this paper is to explore the benefits of co-creation/co-design using extended reality (XR) technologies during the initial stages of the design process. A review of…
Abstract
Purpose
The purpose of this paper is to explore the benefits of co-creation/co-design using extended reality (XR) technologies during the initial stages of the design process. A review of the emerging co-creation tools within XR will be examined along with whether they offer the potential to improve the design process; this will also highlight the gaps on where further research is required.
Design/methodology/approach
The paper draws on professional and academic experiences of the authors in creative practices within the realm of XR technology, co-creation and co-design. In addition, a review of the current literature on emerging technologies and work-based learning will offer further insight on the themes covered.
Findings
To design, collaborate, iterate and amend with colleagues and peers in a virtual space gives a wide range of obvious benefits. Creative practitioners both in education and employment are working more collaboratively with the advancement of technology. However, there is a need to find a space where collaboration can also offer the opportunity for co-creation that improves the initial stages of the design process. This technology also offers solutions on the constraints of distance and ameliorates creative expression.
Research limitations/implications
There is an opportunity to test the ideas expressed in this paper empirically; this can be done through testing co-creation tools with professionals, work-based learners and students.
Originality/value
The paper will add to the existing literature on emerging technologies as a unique environment to improve co-create/co-design the visuals created during the fuzzy front end of the design process and offer a potential framework for future empirical work.
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Keywords
Mi Jeong Kim, Yeon Sook Hwang and Ha Sung Hwang
A variety of collaborative technologies have been developed to support design communication among members of design teams, and understanding the affordances of these technologies…
Abstract
Purpose
A variety of collaborative technologies have been developed to support design communication among members of design teams, and understanding the affordances of these technologies is critical to effective design collaboration. This research explores the potential of social networking as a collective medium that encourages design communication among student designers at the conceptual stage of design in a studio course.
Design/methodology/approach
For one semester, the student participants used different social networking services to communicate with their team members, and the authors analysed how they collaborated when solving a given problem using the collaborative tools.
Findings
The results show that various social networking platforms support students' communication of design and exploration of problems differently by affecting their clarification of ideas and information sharing. Collective discussion and online support are useful for framing problems and ideation in collaborative design.
Originality/value
This research proposes that social networking services appropriate to the activities needed to be chosen and provided to enable design communication to promote students' active learning through team collaboration.
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Raghu Pucha, Kata Dosa, Sunni Newton, Meltem Alemdar, Ruthie Yow and Jennifer Hirsch
In January 2016, Georgia Tech launched a campus-wide academic initiative (“Center for Serve-Learn-Sustain”) aimed at preparing undergraduate students in all majors to use their…
Abstract
In January 2016, Georgia Tech launched a campus-wide academic initiative (“Center for Serve-Learn-Sustain”) aimed at preparing undergraduate students in all majors to use their disciplinary knowledge and skills to contribute to the major societal challenge of creating sustainable communities. The initiative calls for faculty members from all six Georgia Tech colleges to develop courses and co-curricular opportunities that will help students learn about sustainability and community engagement and hone their skills by engaging in real-world projects with nonprofit, community, government, and business partners. Affiliated courses address various aspects of the Center’s sustainable communities framework, which presents sustainability as an integrated system connecting environment, economy, and society. This chapter reports on one engineering instructor’s ongoing efforts that bring sustainability into the engineering classroom through sociotechnical project-based learning. This cornerstone design course is one of more than 100 Center-affiliated courses currently offered; the full set of Center-affiliated courses enrolls over 5,000 students per year across all six colleges. The sustainability activities introduced in the freshman design course pertain particularly to the Center’s vision that all graduates of the institute, a majority of whom will graduate with engineering degrees, are able to contribute to the creation of sustainable communities and to understand the impact of their professional practice on the communities in which they work. A situated knowledge and learning pedagogical theory is used in the Center-affiliated course, where concept, activity, and context are involved in student learning to produce useable robust knowledge. The sociotechnical project-based teaching model with contextualized design problems is used to engage students throughout the course by utilizing computer-aided-design problems that incorporate sustainability within both individual and team projects. In this chapter, the authors present the pedagogical approaches to learning, strategies, and challenges for implementation and assessment of intervention activities, and data analyses of both student reflection data and pre- and post-survey data.
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Fernando R. Jiménez, Kevin E. Voss and Gary L. Frankwick
A growing body of literature reveals that the domain of customer co-production of goods is expansive. Many research articles in the area of co-production of goods, however, have…
Abstract
Purpose
A growing body of literature reveals that the domain of customer co-production of goods is expansive. Many research articles in the area of co-production of goods, however, have focused on specific sub-areas within the larger domain. One result of these multiple lines of inquiry is that they establish overlapping construct names and definitions. The purpose of this article is to propose a classification schema of customer co-production of goods based on general systems theory (GST).
Design/methodology/approach
A logical partitioning approach was employed.
Findings
A classification schema of co-production of goods is derived from two criteria: the nature of the customer's input and the customer's autonomy. The classification suggests six sub-areas of co-production of goods: restricted co-manufacturing, unrestricted co-manufacturing, co-ideation, co-design, mass customization, and participation loop.
Practical implications
The distinction of activities involving co-production of goods guides practitioners in the generalization of research findings and the selection of participation opportunities for their customers.
Originality/value
This study proposes the first classification schema of co-production activities resulting in tangible goods. The classification reduces the overlap of constructs and definitions, defines the domain of co-production of goods, aids in the construction of nomological networks, and delimits generalizations drawn from empirical research. The authors recommend that researchers interested in co-production of goods should use the schema to guide their theory development and empirical research designs.
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María José Quero and Rafael Ventura
The purpose of this paper is to analyse the structures of the relationships between actors in the creative industries sector using crowd-funding, and how co-creation is the basis…
Abstract
Purpose
The purpose of this paper is to analyse the structures of the relationships between actors in the creative industries sector using crowd-funding, and how co-creation is the basis for reaching balanced centricity in the creative industries.
Design/methodology/approach
The Many-to-Many Marketing Theory, Service-Dominant Logic and Service Logic are the theoretical bases for explaining how the changing roles of the actors in the creative industries sector have given the crowd a great capacity for deciding in the value-creation process. A qualitative, case-based approach is used, given the complexity of the phenomenon to be analysed.
Findings
The findings of the empirical approach have important theoretical and practical implications. On the theoretical side, it analyses the importance of balanced centricity instead of customer centricity as the basis for system stability. Findings also have implications for service managers, as this can be considered an alternative for certain business projects, especially in the creative industries sector, where a growing demand is identified, not only as a method of financing, but also as a strategy for strengthening the bond with customers.
Practical implications
The study has implications for practitioners and scholars. With respect to managers, the “balanced centricity in cultural crowd-funding” model constitutes a significant contribution, because it replaces the prominent position which until now has been enjoyed by the consumer, with the overall balance of the system, in other words, with aiming to benefit all agents. This translates into a change in how strategies are understood and applied in organisations, as in every decision organisations will have to keep in mind the implications that their decisions and actions have on the rest of the agents, with the objective of managing to exploit their “strategic potential”. Strategic planning actions are identified.
Originality/value
This paper is the first to analyse balanced centricity as the basis for system stability in the creative industries. The new tasks of the customer as a selector and financer of projects increase the roles assigned to the co-creation concept and improve the knowledge of Network Theory for the creative industries.
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Weidan Du, Zhenyu Cheryl Qian, Paul Parsons and Yingjie Victor Chen
Modern Web browsers all provide a history function that allows users to see a list of URLs they have visited in chronological order. The history log contains rich information but…
Abstract
Purpose
Modern Web browsers all provide a history function that allows users to see a list of URLs they have visited in chronological order. The history log contains rich information but is seldom used because of the tedious nature of scrolling through long lists. This paper aims to propose a new way to improve users’ Web browsing experience by analyzing, clustering and visualizing their browsing history.
Design/methodology/approach
The authors developed a system called Personal Web Library to help users develop awareness of and understand their Web browsing patterns, identify their topics of interest and retrieve previously visited Web pages more easily.
Findings
User testing showed that this system is usable and attractive. It found that users can easily see patterns and trends at different time granularities, recall pages from the past and understand the local context of a browsing session. Its flexibility provides users with much more information than the traditional history function in modern Web browsers. Participants in the study gained an improved awareness of their Web browsing patterns. Participants mentioned that they were willing to improve their time management after viewing their browsing patterns.
Practical implications
As more and more daily activities rely on the internet and Web browsers, browsing data captures a large part of users’ lives. Providing users with interactive visualizations of their browsing history can facilitate personal information management, time management and other meta-level activities.
Originality/value
This paper aims to help users gain insights into and improve their Web browsing experience, the authors hope that the work they conducted can spur more research contributions in this underdeveloped yet important area.
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Hamid Abdirad and Carrie S. Dossick
The purpose of this paper is to clarify that while integrated project delivery (IPD) methods can be momenta for restructuring architectural practice, they do not predetermine…
Abstract
Purpose
The purpose of this paper is to clarify that while integrated project delivery (IPD) methods can be momenta for restructuring architectural practice, they do not predetermine specific patterns of restructuration for the roles, responsibilities and services of architects.
Design/methodology/approach
This paper is based on a multiple case study design; two IPD projects were theoretically sampled and studied. The data collection methods included semi-structured interviews and observations. An inductive data analysis approach was applied to frame the phenomena, conduct cross-case comparisons and develop propositions.
Findings
While IPD implementations set expectations for new structures for practices, it is the project participants’ situated decisions that lead to the restructuration of some dimensions of architectural practice. The dimensions in this study included team formation, design leadership and collaboration and architectural services. IPD project participants locally changed and redefined conventional roles, responsibilities and project artifacts (e.g. drawings and models) that concerned design development and coordination.
Practical implications
IPD context, by itself, does not predetermine a fixed pattern of change in establishing designers’ roles, responsibilities and services because restructuration is highly negotiated amongst the IPD parties and can lead to different responses to this contractual setting. Contracts set expectations for collaborative behavior, but the fulfillment of these expectations is situated and emerging as project participants negotiate to develop practices.
Originality/value
While IPD research and guidelines aim to provide recipes for IPD implementation, this study contributes to the body of knowledge by clarifying that IPD is a context in which unprecedented ways of practice restructuration could emerge.
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Martins Ugonna Obi, Patrick Pradel, Matt Sinclair and Richard Bibb
The purpose of this paper is to understand how Design for Additive manufacturing Knowledge has been developing and its significance to both academia and industry.
Abstract
Purpose
The purpose of this paper is to understand how Design for Additive manufacturing Knowledge has been developing and its significance to both academia and industry.
Design/methodology/approach
In this paper, the authors use a bibliometric approach to analyse publications from January 2010 to December 2020 to explore the subject areas, publication outlets, most active authors, geographical distribution of scholarly outputs, collaboration and co-citations at both institutional and geographical levels and outcomes from keywords analysis.
Findings
The findings reveal that most knowledge has been developed in DfAM methods, rules and guidelines. This may suggest that designers are trying to learn new ways of harnessing the freedom offered by AM. Furthermore, more knowledge is needed to understand how to tackle the inherent limitations of AM processes. Moreover, DfAM knowledge has thus far been developed mostly by authors in a small number of institutional and geographical clusters, potentially limiting diverse perspectives and synergies from international collaboration which are essential for global knowledge development, for improvement of the quality of DfAM research and for its wider dissemination.
Originality/value
A concise structure of DfAM knowledge areas upon which the bibliometric analysis was conducted has been developed. Furthermore, areas where research is concentrated and those that require further knowledge development are revealed.
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Nanami Furue and Yuichi Washida
The purpose of this paper is to first suggest scanning focal areas in new product development (NPD) by comparing with design thinking and, second, to uncover what people in…
Abstract
Purpose
The purpose of this paper is to first suggest scanning focal areas in new product development (NPD) by comparing with design thinking and, second, to uncover what people in different occupations expect of NPD based on future scenarios.
Design/methodology/approach
Authors place scanning and design thinking into a matrix of product-market strategies. In addition, this study adopts several open-end-type questionnaire surveys of employees at Japanese companies who have taken part in idea generation workshops that take a medium- to long-term perspective.
Findings
Authors found that innovations generated through scanning can cover the most difficult and uncertain areas in practice compared with design thinking. This manuscript also reveals occupational categories can be divided into two groups according to different expectations of NPD: the rapid-fire NPD expectation group and late-bloomer NPD expectation group. The former group which consists of marketing and engineering experts tends to expect that NPD is simply a response to existing needs and that profit will be gained expeditiously through NPD, while the latter, which comprising design and research experts, tends to expect that NPD will realize future innovations.
Originality/value
This study shows some common and different points between scanning and design thinking by using a theoretical framework of product-market strategies. Also, this study reveals who will lead innovation based on foresight in business.
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