International audienceThe practice of eco-design requires relating traditional design criteria to new environmental criteria. So far, few studies have investigated the nature and singularities of eco-design. This article provides some elements of response based upon the redesign of a consumer product (disposable razor). The study was conducted by three groups of experienced eco-designers using existing eco-design tools (SIMAPRO, ECOFAIRE, ECODESIGN PILOT). A protocol analysis with a three-level coding of transactions was carried out for this purpose. Two main findings are reported: (1) environmental assessment, solution finding and strategy definition are the activities which differentiate eco-design from design; (2) environmental initial assessment and strategy definition are more heavily influenced by eco-designers’ expertise than support from tools.Highlights► This study investigates the nature and singularities of eco-design compared to traditional design. ► A protocol analysis based on the observation of three experienced eco-designers' teams is conducted. ► Each team implements a different existing eco-design tool to redesign the same consumer product. ► Environmental assessment, solution finding and strategy definition appear to be specific to eco-design practice. ► Initial environmental assessment and strategy definition are heavily influenced by eco-designers' expertise
Travelers interact with a large number and variety of products and services during their journeys. The quality of a travel experience depends on a whole urban mobility system considered in space and time. This paper outlines the relevant concepts to be considered in designing urban mobility. The goal is to provide a language and insights for the early stages of a design process. A literature review sheds light on the complexity of urban mobility from technical, sociotechnical, and user experience perspectives. Observations of experiences in urban areas provide data for describing and understanding travel experience patterns and issues. The paper proposes a conceptual model to describe and analyze different facets of traveler experience and categorizes problems that travelers face when they interact with an urban mobility system. A case study is reported illustrating the use of the conceptual model in identifying travel problems for a demand-responsive transport service.
Serious games (SGs) as a new educational format have gained interest among many scholars from diverse fields. SGs seem to be useful tools for teaching innovation processes (IP) as they guarantee intrinsic motivation and provide situated learning. So far, there is no guideline on designing IP games and lowering their development time while ensuring their effectiveness. To fill this gap, we should first analyse the existing IP games with evaluation methods and synthesise their commonalities. Numerous methods have been put forward in the literature to assess digital SGs; however, most of the SGs for IP are board games. That is why we explore in this paper the use of Serious Game Design Assessment (SGDA) framework to analyse IP board games. According to the case study on an open innovation board game, we suggest applying this method to examine the a priori relevance of game elements (components that make up a game system). Moreover, we make recommendations to complement the SGDA framework with Game and Learning Mechanics, and real-world information. This contribution should help designers transform traditional educational supports into serious board games for teaching IP.
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