Research into Design for a Connected World
Proceedings of ICoRD 2019 Volume 2
- 2019
- Buch
- Herausgegeben von
- Dr. Amaresh Chakrabarti
- Verlag
- Springer Singapore
Über dieses Buch
This book showcases cutting-edge research papers from the 7th International Conference on Research into Design (ICoRD 2019) – the largest in India in this area – written by eminent researchers from across the world on design processes, technologies, methods and tools, and their impact on innovation, for supporting design for a connected world. The theme of ICoRD‘19 has been “Design for a Connected World”. While Design traditionally focused on developing products that worked on their own, an emerging trend is to have products with a smart layer that makes them context aware and responsive, individually and collectively, through collaboration with other physical and digital objects with which these are connected. The papers in this volume explore these themes, and their key focus is connectivity: how do products and their development change in a connected world? The volume will be of interest to researchers, professionals and entrepreneurs working in the areas on industrial design, manufacturing, consumer goods, and industrial management who are interested in the use of emerging technologies such as IOT, IIOT, Digital Twins, I4.0 etc. as well as new and emerging methods and tools to design new products, systems and services.
Inhaltsverzeichnis
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Frontmatter
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Design Ideation, Synthesis and Creativity
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Frontmatter
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Chapter 1. Standardization of Terminologies for Physical Models in Design Process
T. N. Subramanya, B. K. ChakravarthyAbstractThis paper proposes a generalized approach to classify physical models, considering the existing classifications by researchers in the past. The terms like models, mock-ups, prototypes, etc. are used to convey different meanings at each stage of the design process which lacks clarity. Although many high-level classifications of the physical models exist, the information available is very little and conflicting. A detailed guideline-based approach across a design process is required which is not rigid but flexible without infringing on the importance of language in creativity. The first part of the paper describes the role of physical models in design. The second part explains existing classifications and the underlying factors for classification and lists a set of guidelines to generalize the classification and standardize the terminologies. The third part of the paper proposes a set of terminologies to classify the physical models across different phases of the design process. -
Chapter 2. Perceiving Design Processes as Embodied Experience
Mia A. Tedjosaputro, Yi-Teng ShihAbstractDesigners in action deal with numerous information flows. In this paper, design processes are examined with an alternative view of embodied cognition. The feedback loops across mind, body, and environment are investigated using this lens. Aiming to understand how the interplay of internal and external processes is constructed, verbal data was collected through a think-aloud experiment with 12 novice designers who contributed to 24 forty-five-minute design sessions with three design environments. Comparisons between interplay in sketching and mental imagery sessions are presented. It is concluded that it is possible to extend the view of designing by elaborating mind, body, and design environment into the cognition mix. The notions such as cognitive self-stimulation, design affordances, design effectivities, and designers as self-structures possibly expand the possibilities to understand the role of designing and design tools. -
Chapter 3. Improving Experience at Indian Railways Reservation Counters by Digitizing the Ticketing Process
Abhishek Bose, Jyotsana, Satyaki RoyAbstractIn the current Indian Railways counter ticket reservation scenario, the applicant has to write all the journey details on the reservation requisition form and then has to hand it over to the ticket booking staff at the counter. The staff then has to re-enter those details into the computer system manually. It takes more time for the staff to type the information when the form has multiple passengers for the same journey. Though the counters work on first-come-first-serve basis but the service time at the counter window varies drastically between 4 and 6 min per applicant. This creates a much bigger problem for the applicants during Tatkal booking hours where even a fraction of second makes or breaks a journey for many passengers. With an extensive user survey of applicants and staffs at various reservation counters across the country, we identified the core reasons for non-uniformity in ticket booking timings. It was found that the major factor for this non-uniformity of ticketing time is due to variable human proficiency factors such as number of passenger names in the requisition form, handwriting of the applicant in the requisition form, and typing speed of the staff at the counter. This paper proposes a new digital system comprising of a mobile-based application and kiosks (for non-smartphone owners) that will generate a unique code for booking counter tickets. This code will help to eliminate the manual data entry of the journey details into the reservation system by the staff and make the booking process more efficient and faster by reducing the cognitive load on the staff. With this system, the service time to book the ticket at the reservation counter window will be 40–45 s regardless of the number of passengers in the list. -
Chapter 4. Out-of-the-Bucket Thinking Among Students with Heterogeneous Background While Solving Creative Problem by Using Combinatorial Tool
Avinash Shende, Amarendra Kumar DasAbstractMaster of design students at IIT Guwahati come from four different backgrounds—these are technical background, architecture background, fine arts background and design and fashion design background. The students were given a problem of technical in nature to be solved without any external support. The same set of students was given same problem to be solved introducing a combinatorial tool (designed based on visual stimuli and forced fitting). The introduction of combinatorial tool at the early stage of problem-solving process changed the approach from linear to nonlinear thinking, which affects the overall outcome of the creative problem-solving task. The paper will discuss the observations made on the results of both the tests and tried to establish the comparative statement between the results. -
Chapter 5. Discovering Strategies for Design of Purposeful Games—A Preliminary Study
Sandeep Athavale, Girish DalviAbstractPurposeful games are games having a purpose such as education, in addition to entertainment. Though there has been significant interest and research in educational game design recently, the design of games that seamlessly deliver engagement and learning is still a challenge. Games with endogenous design are likely to balance engagement and learning. Endogenous design implies that the gameplay emerges from the educational content. We, therefore, focus on discovering strategies for the endogenous design in our research. As part of preliminary study, we conduct an exploratory workshop as well as pilot studies using protocol analysis to understand strategies that designers use. The main contribution of this paper is an early report on strategies for the endogenous design of educational games. We find three broad themes of strategies—(a) the process and the steps, (b) the extraction of ‘gameable’ elements from the content, and (c) the translation to game elements. This research is a stepping-stone toward deeper research into endogenous design of educational games. -
Chapter 6. A Thought on Models of Design Processes: Abstraction, Representation and Reality
Paul VargheseAbstractIssues of epistemology/knowledge representation and how it functions in design is explored. Some categorisation methods are looked at, and how it can be used is studied. Definitional problems of ‘design’ are viewed, and an elementary classificatory system is proposed. One extends the argument to tackle issues of representation, and ways to rationalise the processes. Representational models, mostly logical, computational or cognitive, are explored. -
Chapter 7. A Concept-Synthesizing Construction Set for Bisociative Thinking
Deny Willy Junaidy, Yukari Nagai, Budi Isdianto, Shintaro MoriAbstractWe designed a puzzle to stimulate bisociative thinking. This puzzle is an educational tool to challenge children’s creativity using Koestler’s theory of bisociation, which means combining two dissimilar concepts that are not related to produce an unfamiliar and unconventional idea. We explored the possibility of mental imagery formation of a particular creature with physical-ontological puzzle components that rather being ambiguous are in the familiar form of head, body, and support. The absurdity of the puzzle components, e.g. head-body-like components, head-tail-like components, and fin-tail-horn-wing-like components, would reportedly encourage users to generate unexpected imaginary figures that activate imaginative storytelling skills: e.g. ‘A finned BIRD crawling in the ocean’, ‘A winged SNAKE swimming in the sky’, and ‘A footed FISH flying on land’. The puzzle combinations were observed qualitatively through storytelling (A: Animal; B: Body; C: Capability; D: Domain). The reports show that ambiguous figure combinations have the potential to create rich storytelling. -
Chapter 8. Fusion of TRIZ and Axiomatic Design Principles: An Investigation in Scalability of System Design Processes to Contemporary Design Frameworks
Himanshu Panday, Bishakh BhattacharyaAbstractThe research paper reflects on advancements in the amalgamation of established methods of TRIZ and axiomatic design techniques in the context of system design. The fusion of problem rendering capabilities of axioms and innovation potential of TRIZ matrix is explored and examined by multiple theoretical standpoints. An analytical conclusion is derived through comparative analysis of contemporary developments in the mixed method technique. Methodological voids in the advancements are also constituted by analogical comparisons in the design cycle. A reference to the human-centered design process is established as a demonstration of scalability of TRIZ–Axiom framework to contemporary multi-dimensional design practices. -
Chapter 9. Design Templates in Purposeful Games: A Case Study of a Creative Decision-Making Game
Akash Mohan, Sandeep Athavale, Sushovan ChandaAbstractDesigners often work in time-constrained situations during the design process. Among others, one strategy that they use to overcome such difficulty is by using design templates or patterns. A design template is a pre-defined structure of solution, which can be repurposed based on different problem scenarios. The major advantage of using such a template is that the designer does not have to start from scratch, which gives him/her a head start. In this paper, we discuss the use of design templates in game design, which is an under explored area. We also present a case study of how we repurposed the game design template to build a creative decision-making game for novice project managers.
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Innovation Management and Entrepreneurship
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Frontmatter
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Chapter 10. Integration of Mechatronic Product Development Methods in an Agile Development Area
Kristin Goevert, Maximilian Brombeiss, Udo LindemannAbstractCurrently, a lot of companies transfer their product development processes from a phase-oriented to an agile process. This paper describes our research on the integration of mechatronic product development methods into the agile development process. The integration of the methods supports agile product development of mechatronic products with the goal to develop better products and increase the success of agile development processes in non-IT areas. For the analysis of product development methods for agile development, a process model with six steps is required. The result is a model, which integrates agile steps with mechatronic tasks and usable product development methods. -
Chapter 11. Leveraging Design Innovation for Ensuring Creation of Value: An Approach to Identify the Corresponding Design Concerns Towards Enabling the Design Practice
Doji Samson Lokku, Prasad S. Onkar, Deepak John MathewAbstractDesign Innovation aims at harnessing human creativity for value creation. Towards this aim, Design Innovation attempts to address simultaneously the dimensions of human desirability, technological feasibility, and business viability. The practice of design lends a handle to address each of these intersecting dimensions, whereby it leads to design outcomes, which correspond to respective business elements that are aimed at overall value creation and entrepreneurship. Design combined with Innovation makes the notion of value explicit, as innovation is exclusively about finding new ways of value creation. Accordingly, with respect to the context of Design Innovation, the design practice ought to explicitly address and ensure creation of value. This is where identifying the design concerns, in support of Design Innovation, with its exclusive emphasis on value creation, becomes very important. To this extent, it would require certain study and investigation. This is what has been attempted in the proposed paper. -
Chapter 12. Innovative Business Model that Creates Nano-curcumin-Based Enterprise (With Respect to Sustainable Enterprise Management)
Sumit Kumar, Amit Kumar DwivediAbstractIn recent years, research on innovation has shown significant potential for start-up ideas with special reference to turmeric. The nano-curcumin has significant properties of nutritional components and thus has the potential for new business development. But at the same time, due to the competitive market and intervention of global players—in regional markets—industries suffer from various obstacles. In such situation, ‘business model innovation’ works as a core driver to gain competitiveness and superior performance. The paper highlights the Intellectual Property Protection on curcumin-based research and proposes triple helix model that can enable institutions in commercializing IPR that may lead to innovative product development. This study also addresses possible opportunities in nano-curcumin-based product development in the emerging market. -
Chapter 13. Transformation Is a Game We Can’t Play Alone: Diversity and Co-creation as Key to Thriving Innovation Ecosystems
Pauliina Mattila, Boris Eisenbart, Anita Kocsis, Charles Ranscombe, Tiina TuulosAbstractInnovation ecosystems and their prosperity have drawn increasing interest in research and practice. Through a literature review, diversity in terms of the types of collaborators and the nature of interactions are identified as key ingredients for innovation ecosystems to thrive. Co-creation practices and culture help coping with inherent, added complexities in the collaboration among actors and create more sustainable, mutually beneficial value for all stakeholders in the ecosystems.
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- Titel
- Research into Design for a Connected World
- Herausgegeben von
-
Dr. Amaresh Chakrabarti
- Copyright-Jahr
- 2019
- Verlag
- Springer Singapore
- Electronic ISBN
- 978-981-13-5977-4
- Print ISBN
- 978-981-13-5976-7
- DOI
- https://doi.org/10.1007/978-981-13-5977-4
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