When designing for the next wave of technologies, a challenge is how to culturally appropriate the semantic idioms of new technology to users with little experiential knowledge about the technology. This is especially a challenge, when more and more attractions are becoming unmanned, with little possibility for guidance. In this paper, we hypothesise that non-idiomatic technologies can be supported by leveraging existing idiomatic knowledge on more conventional technologies and thus lower the participation barrier. In two cases collected with several Danish attractions we experimented with supporting design with traditional technology, such as video signs, social media and physical signs to assess how idiomatic formats could facilitate the use of the non-idiomatic technology. We contribute with a set of lessons learned for how non-idiomatic design situations can be facilitated through using the users existing knowledge with more conventional technological practices.
This paper discusses the problem of assessing shared value from collaborative design research projects through the lens of evolving digital literacy. Through mapping a seven-year co-design case study, based on multiple collaborative design research interventions in the same organisational practice at the Danish aqua zoo 'The North Sea Oceanarium'. The development of contextual literacy is identified as an important dimension when discussing co-design, but also an issue in which the stakeholders rarely will reach equal literacy. However, we argue this gap is not a fault of co-design, but rather an indicator of a gradual mutual increase in innovative capacity among project stakeholders. We argue that the gaps in digital literacy, which may initially be seen as an inhibitor, might evolve to one of the strongest value propositions of collaborative design research projects within the broader area of interest; design of digital media systems.
In this paper we examine how ethical challenges can be approached in and through design fiction. To do so, we develop a new framework for analysis as well as creation of design fictions. Our main focus will be on design fiction within a strategical setting, connecting the notion of design fiction to the design process within large corporations as well as strategic design and decision making. Three cases are presented to support our findings. The final contribution will be the design fiction framework found in the conclusion.
This paper investigates how design process models are implemented and used in design-driven organisations. The archetypical theoretical framing of process models, describe their primary role as guiding the design process, and assign roles and deliverables throughout the process. We hypothesise that the process models also take more communicative roles in practice, both in terms of creating an internal design rationale, as well as demystifying the black box of design thinking to external stakeholders. We investigate this hypothesis through an interview study of four major danish design-driven organisations, and analyse the different roles their archetypical process models take in their organisations. The main contribution is the identification of three, often overlapping roles, which design process models showed to assume in design-driven organisations: process guidance, adding transparency in external communication, and internally as a formal description of an organization's design rationale. We discuss how the mix of these three roles added together can support and catalyse how design-driven organisations define themselves, and position them in practice, as well as how the theoretical discourse of process literature might be recatalysed by these very different roles observed in practice.
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