Beyond User Centered Design Co-Creative Emergent Approaches in the Industrial Design Discipline

Total Page:16

File Type:pdf, Size:1020Kb

Beyond User Centered Design Co-Creative Emergent Approaches in the Industrial Design Discipline BEYOND USER CENTERED DESIGN CO-CREATIVE EMERGENT APPROACHES IN THE INDUSTRIAL DESIGN DISCIPLINE Kevin Shankwiler, IDSA / Claudia B. Rebola Georgia Institute of Technology [email protected] / [email protected] 1. INTRODUCTION New understanding of people as users has forced the industrial design discipline to change. Since its origins, industrial design has traditionally attempted to design products for “most” - the target market where new opportunities are identified through market research. In this realm, the emphasis was on fabrication technologies that could produce products affordable for most users. More recently, however, there has been a shift in focus by applying universal design principles with the goal of creating products usable by more people. Universal design principles allowed designers to expand that focus and design for “more.” Currently, most industrial design institution curricula apply user-centered approaches, where universal design is the backbone. However, these methods are still not enough to allow designers to reach "all." In an attempt to accommodate demands of design for all, new methods have been injected into the design process. Linking the two aforementioned approaches advances a new business model in the design discipline. This paper discusses a co-creative emergent approach in the industrial design discipline that allow an understanding of users as individuals and therefore deliver more targeted design solutions for “all”. Novel design methods are discussed including participatory design and parametric modeling linked with digital fabrication. The authors discuss the links and relationships between the methods and how they complement each other throughout the course of the design process. The significance of this paper is to advance a new model of delivering better-suited products and services to the user needs within the discipline. The more the user is engaged in the process, the more attachment to the product they have resulting in increased perceived value of the design. Overall, the methods discussed have relevance to the evolving nature of business by designing more valuable products. 1.1. OVERVIEW ID TRADITIONAL PRACTICE The practice of “industrial design” emerged during the early part of the twentieth century, as mass produced machine goods became attainable and desirable by the masses. Advances in mass manufacturing efficiencies, distribution of electricity and expansion of transportation infrastructure lowered the cost of goods and brought technology and convenience within reach of the household. Early application of industrial design was driven by a desire to produce and sell goods with style – in part a reaction to an American economy based solely on standardized mass production (Meikle, 1979). Design was heavily influenced by the glamour of technology and the promise of a better future through designed products. Design teams at the time were suggested to be comprised of “a designer, an engineer, a technical expert, a manufacturer, a merchandiser, and others with a knowledge of production planning and channels of distribution” (Woodham, 1997). The emphasis was given to mass-produce products than can be marketable to the majority of people (Bürdek, 2005; Flores, 1999). Within this approach, designs were conceived by their creators and placed to the users hand. The relationship between designer-user was unidirectional, placing the user at the end of the spectrum in the receiving role. Much of the product concept generation was based on artistic views as well as experimentations with new material and processes. An example can includes a chair designed by Gerrit Rietveld (Conran & Bayley, 1985). The “Red and Blue” chair was designed in 1917 representing explorations guided by the De Stijl movement focused on building and strategically painting a chair to make it disappear or float in the environment. The chair is an outstanding piece of design yet it exemplifies the lack of end users playing a role in the design process. Figure 1. Designer-User relationship evolution The relationship between designer and the user is shown in fig. 1. In the first instance, as described above, the designer had little interaction with the user until the delivery phase when the product was purchased. 1.2. EVOLUTION OF USERS IN DESIGN Henry (Dreyfuss, 2003) was one of the first designers to start focusing on the user. The “Hoover” vacuum cleaner project showcases the designer’s interest in looking at needs from users’ perspectives. Such needs included understanding what housewives needed from the products (i.e. to be light to carry). Dreyfuss also expanded his work with the work on “Joe and Josephine”, positioning the designer as the founder of modern industrial design and of human factors (Tilley & Associates, 2002). Joe and Josephine helped designers understand fundamental differences between men and women users, and to design for their unique needs. The aforementioned project and the designer’s focus exemplify how the user started to shift its role towards being inspirational for product design. From this point, the user starts to have a more involved role in the design process. More of this approach can be seen on the work of (Papanek, 1985) focused on meeting the basic needs of struggling population by design. He states that the only important thing about design is how it relates to people. The more the user was incorporated in the design process, the more additional disciplines were integrated with industrial design. Disciplines from the cognitive sciences, psychology, physiology and even social sciences were instrumental in developing a new concept referred to as “user-centered design.” User-centered design formalized the role of the user in design, as designs were determined by the specific needs both physical and cognitive, as well as the wants and limitations of the user. From this standpoint, industrial design was populated with different research approaches to better involve the user and make informed decisions in product characteristics (Laurel, 2003; Martin & Hanington, 2012). Today’s designers are offered a myriad of methods such as context mapping, survey questionnaires, behavioral mapping and participatory design to mention a few. The second and last rows of fig. 1 further illustrate this evolution of users in the design process, showing the growing relationship between designer and user and exchange of information during the initial research, middle development and final delivery stages. 1.3. CO-CREATION Co-creation is a new term that has emerged in the design discipline describing the active role users plays in the design process. Frameworks have emerged to articulate the necessary approach to decide which design methods, tools and techniques to use in a specific project.(Elizabeth B. N. Sanders, Brandt, & Binder, 2010). Sanders et all proposes a framework describing methods for deciding how to probe, prime, understand and induce creativity from users though a variety of tools. The methods are also articulated for users to express their attitudes and opinions under three areas, ”what they say, what they do and what they make.” New generative tools have also emerged to harness creativity from the users (Martin & Hanington, 2012; E. B. N. Sanders & William, 2001). Users can be approached in terms of what they “say” by telling their thoughts about particular things through methods such as interviews. They can also “do” or express their opinions by acting, engaging and playing through observational or scenario based design techniques. Lastly, users can “make” tangible things through collages or “Velcro” toolkits. This last category differentiates from the others, as users become more active participants in the design process, co-designing products with professionals. The overall message from this new co-creative approach is that to drive truly human-centered product design, it requires harnessing creativity of ordinary users through the right variety and type of tools. Fig. 2 illustrates the increased integration of users in the first two phases of design due to co-creation practices (row four). Figure 2. User centered Designer-User relationship 1.4. UNIVERSAL DESIGN IMPLICATIONS One of the most significant advances in design related to understanding users has been documented within a universal design approach. Universal Design (UD) claims that design should not be accessible for just a few people. Neither should a product should be designed for groups sharing specific characteristics. Rather, products should be designed to satisfy the need of most people without stigmatizing users. Universal Design, as such, is defined as the design of products and environments to be usable by all people, to the greatest extent possible, without the need for adaptation or specialized design (The Center for Universal Design, 1997). The authors, a working group of architects, product designers, engineers and environmental design researchers, collaborated to establish seven principles that may be used to evaluate existing designs, guide the design process and educate both designers and consumers about the characteristics of more usable products and environments. The principles have been influential for designing better products and widely adopted when designing accessible products. Numerous examples and guiding principles have been approached (Lidwell, Holden, & Butler, 2003). Lidwell et all presents a large number of principle examples around answering the question, “how can design be better perceived?”
Recommended publications
  • 'Design for All' Versus 'One-Size-Fits-All': the Case Of
    ‘Design for All’ versus ‘One-Size-Fits-All’: the Case of Cultural Heritage 1 2 Daniela Fogli , Alberto Arenghi 1Dipartimento di Ingegneria dell'Informazione Università degli Studi di Brescia, Brescia, Italy [email protected] 2Dipartimento di Ingegneria Civile, Architettura, Territorio e Ambiente e di Matematica Università degli Studi di Brescia, Brescia, Italy [email protected] Abstract. This paper would like to discuss the design trade-offs that might emerge during the development of technological solutions for promoting and enhancing the fruition of cultural heritage. To this aim, the paper briefly describes the UniBSArt4All project, which employs advanced interactive technologies, such as artwork recognition and wireless sensors, to obtain engaging and accessible visitor experiences customized to different users’ profiles. By reflecting on the project development and its preliminary results, the paper finally proposes a meta-design approach to inclusive design in the CH domain. Keywords: Cultural heritage, augmented reality, beacon, end-user development, meta-design, inclusive design, design for all 1 Introduction In our everyday life, we often encounter trade-offs, namely situations where we need to renounce to something in order to gain something else. Problem solving usually represents such a situation, in which a solution must be designed by taking into account both the goals one would like to satisfy and the different constraints that impose choosing among those goals. Therefore, usually design “is the identification, discussion and resolution of trade-offs” [15]. Indeed, as underlined by Gerhard Fischer, a design problem does not have a correct solution or a right answer, but the solution or the answer depends on the values and interests of the involved stakeholders [6][7].
    [Show full text]
  • Linking Design Management Skills and Design Function Organization: an Empirical Study of Spanish and Italian Ceramic Tile Producers
    CASTELLÓN (SPAIN) LINKING DESIGN MANAGEMENT SKILLS AND DESIGN FUNCTION ORGANIZATION: AN EMPIRICAL STUDY OF SPANISH AND ITALIAN CERAMIC TILE PRODUCERS Ricardo Chiva (1), Joaquín Alegre (2), David Gobert (3), Rafael Lapiedra (1) (1) Universitat Jaume I, (2) Universitat de València, (3) ITC, Universitat Jaume I, ABSTRACT Design management is an increasingly important concept, research into which is very scarce. This paper deals with the fit between design management skills and design function organization, ranging from solely in-house to solely outsourced and including a mixture of the two. We carried out a survey in the Spanish and Italian ceramic tile industry, to which 177 product development managers responded. Our results revealed that companies have different degrees of design management skills depending on the approach to design function organization. Solely in-house design approach companies are the most skilled firms and solely outsourced ones are the least skilled. Despite the fact that the design function has apparently evolved towards outsourcing, this research supports the idea that, under certain conditions, the in-house design department is the best option in order to attain higher degrees of design management skills. Implications of the findings for both academics and practitioners are examined. P.BA - 79 CASTELLÓN (SPAIN) 1. INTRODUCTION In today’s competitive environment, design is becoming increasingly important. Good design, though, does not emerge by accident but as the result of a managed process (Bruce and Bessant, 2002, p. 38). Apart from the development process leading up to the creation of an artifact or product, the concept of design has traditionally involved a series of organizational activities, practices or skills that are required for this development to be achieved (Gorb and Dumas, 1987).
    [Show full text]
  • Roundabout Planning, Design, and Operations Manual
    Roundabout Planning, Design, and Operations Manual December 2015 Alabama Department of Transportation ROUNDABOUT PLANNING, DESIGN, AND OPERATIONS MANUAL December 2015 Prepared by: The University Transportation Center for of Alabama Steven L. Jones, Ph.D. Abdulai Abdul Majeed Steering Committee Tim Barnett, P.E., ALDOT Office of Safety Operations Stuart Manson, P.E., ALDOT Office of Safety Operations Sonya Baker, ALDOT Office of Safety Operations Stacey Glass, P.E., ALDOT Maintenance Stan Biddick, ALDOT Design Bryan Fair, ALDOT Planning Steve Walker, P.E., ALDOT R.O.W. Vince Calametti, P.E., ALDOT 9th Division James Brown, P.E., ALDOT 2nd Division James Foster, P.E., Mobile County Clint Andrews, Federal Highway Administration Blair Perry, P.E., Gresham Smith & Partners Howard McCulloch, P.E., NE Roundabouts DISCLAIMER This manual provides guidelines and recommended practices for planning and designing roundabouts in the State of Alabama. This manual cannot address or anticipate all possible field conditions that will affect a roundabout design. It remains the ultimate responsibility of the design engineer to ensure that a design is appropriate for prevailing traffic and field conditions. TABLE OF CONTENTS 1. Introduction 1.1. Purpose ...................................................................................................... 1-5 1.2. Scope and Organization ............................................................................... 1-7 1.3. Limitations ...................................................................................................
    [Show full text]
  • Privacy When Form Doesn't Follow Function
    Privacy When Form Doesn’t Follow Function Roger Allan Ford University of New Hampshire [email protected] Privacy When Form Doesn’t Follow Function—discussion draft—3.6.19 Privacy When Form Doesn’t Follow Function Scholars and policy makers have long recognized the key role that design plays in protecting privacy, but efforts to explain why design is important and how it affects privacy have been muddled and inconsistent. Tis article argues that this confusion arises because “design” has many different meanings, with different privacy implications, in a way that hasn’t been fully appreciated by scholars. Design exists along at least three dimensions: process versus result, plan versus creation, and form versus function. While the literature on privacy and design has recognized and grappled (sometimes implicitly) with the frst two dimensions, the third has been unappreciated. Yet this is where the most critical privacy problems arise. Design can refer both to how something looks and is experienced by a user—its form—or how it works and what it does under the surface—its function. In the physical world, though, these two conceptions of design are connected, since an object’s form is inherently limited by its function. Tat’s why a padlock is hard and chunky and made of metal: without that form, it could not accomplish its function of keeping things secure. So people have come, over the centuries, to associate form and function and to infer function from form. Software, however, decouples these two conceptions of design, since a computer can show one thing to a user while doing something else entirely.
    [Show full text]
  • Choosing a Mixed Methods Design
    04-Creswell (Designing)-45025.qxd 5/16/2006 8:35 PM Page 58 CHAPTER 4 CHOOSING A MIXED METHODS DESIGN esearch designs are procedures for collecting, analyzing, interpreting, and reporting data in research studies. They represent different mod- R els for doing research, and these models have distinct names and procedures associated with them. Rigorous research designs are important because they guide the methods decisions that researchers must make dur- ing their studies and set the logic by which they make interpretations at the end of studies. Once a researcher has selected a mixed methods approach for a study, the next step is to decide on the specific design that best addresses the research problem. What designs are available, and how do researchers decide which one is appropriate for their studies? Mixed methods researchers need to be acquainted with the major types of mixed methods designs and the common variants among these designs. Important considerations when choosing designs are knowing the intent, the procedures, and the strengths and challenges associated with each design. Researchers also need to be familiar with the timing, weighting, and mixing decisions that are made in each of the different mixed methods designs. This chapter will address • The classifications of designs in the literature • The four major types of mixed methods designs, including their intent, key procedures, common variants, and inherent strengths and challenges 58 04-Creswell (Designing)-45025.qxd 5/16/2006 8:35 PM Page 59 Choosing a Mixed Methods Design–●–59 • Factors such as timing, weighting, and mixing, which influence the choice of an appropriate design CLASSIFICATIONS OF MIXED METHODS DESIGNS Researchers benefit from being familiar with the numerous classifications of mixed methods designs found in the literature.
    [Show full text]
  • The LUCID Design Framework (Logical User Centered Interaction Design)
    The LUCID Design Framework (Logical User Centered Interaction Design) developed by Cognetics Corporation LUCID – Logical User Centered Interaction Design – began as a way of describing the approach to interface design at Cognetics Corporation. Over the years, it has evolved into a framework to manage the process of designing an interface in a way which can, if not guarantee, at least encourage software usability. Its goals are: q To provide UI designers with a framework within which to apply best practices q To allow for seamless integration of design and usability activities with software development methodologies q To support a user-centered approach to interface design q To enhance the usability of the finished software LUCID Logical User Centered Interaction Design The design process builds Software is designed in the Interaction design is treated on a strong conceptual context of the overall tasks as distinct from technical model. and work flow (including design. both manual and Iterative review and The scope of the design is computerized activities). refinement includes user "everything but code" and feedback at all critical Design is based on user includes: stages. activity and employs the q look and feel user's language and context. Successive prototypes and q language team reviews allow The design model fits the opportunities for technical user's mental model rather q screen objects & layout review and ensure viability than the technical q navigation of the design implementation model. q user assistance © 1998, Cognetics Corporation, All Rights Reserved Phone: 609-799-5005 Web: http://www.cognetics.com Email: [email protected] An Introduction to the LUCID Framework Page 2 Over the past 30 years, several techniques for managing software development projects have been developed and documented.
    [Show full text]
  • Principles of Design
    Principles of Design Balance Proportion/Scale Emphasis Rhythm Introduction The principles of design are essential to the development and production of clothing used by individuals and families around the world. Each principle has a specific role in creating an aesthetically pleasing garment or ensemble. The principles of design consist of: balance, proportion (also referred to as scale), emphasis, and rhythm. When a garment or ensemble uses the elements and principles of design to create a visual unity, harmony is achieved. Garments often integrate more than one principle, while drawing from the elements of design to create a cohesive look. The following discussion will present background information on each of the principles of design and applications to clothing design and construction. Balance According to Wolfe (2011) balance implies that there is an equilibrium or uniformity among the parts of a design (p. 205). To achieve balance, a garment or ensemble should have equal visual weight throughout the design. The use of structural features, added embellishments, or decorations to a garment contribute to the appearance of a garment or ensemble being balanced or not. A clothing designer can utilize surface designs on fabric to construct a garment creating visual balance. Further, color, line, and texture can impact the balance of a design. For example, cool and light colors have less visual weight than dark, warm colors. If an individual is wearing a small amount of a dark, warm color it can be balanced out with a larger amount of cool, light colors. Balance used in clothing design can be categorized into two groups: Formal and Informal Balance.
    [Show full text]
  • Strategic Approach to Product Design and Development Process, And
    İşletme Fakültesi Dergisi, Cilt 8, Sayı 1, 2007, 43-67 STRATEGIC APPROACH TO PRODUCT DESIGN AND DEVELOPMENT PROCESS, AND EFFECTIVENESS OF INDUSTRIAL DESIGN PRACTICES Aykut Berber *, İbrahim Aksel ** ABSTRACT Emerging economies face international competition and moreover, similar technology applies to organizations in the relevant industry. Therefore companies must strive to keep their market positions or create new business opportunities. Novel and innovative strategies are required in either case, which depends on differentiation in the market. Recognized as a value for sustainable competitive advantage and commercial success, industrial design (ID) has an essential role. This paper proposes that strategic approach to product design and development process is beneficial for the effectiveness of ID practices. Context of the research in the study is divided into two sections. The first section derived from a study previously conducted in Poland and aimed to observe whether Turkish companies recognized ID as a strategic tool for differentiation. A comparison of the results was made with the results obtained in Poland. The second section of the research context focuses on Turkish companies. To explore how strategic approach to product design and development process impacts on ID practices; factors and hypotheses were generated through principal components analysis prior to regression analysis to analyze the relationship. 198 companies from textile, furniture, and home appliances industries took part in the research. Major indications of the research show that strategic effect of teamwork has a central role in effective ID practices. Keywords: Industrial Design, Strategic Innovation, Product Development ÜRÜN TASARIM VE GELİŞTİRME SÜRECİNE STRATEJİK YAKLAŞIM VE ENDÜSTRİYEL TASARIM FAALİYETLERİNİN ETKİNLİĞİ ÖZET Gelişmekte olan ekonomilerdeki işletmeler, hiç kuşkusuz bir yandan uluslararası rekabet koşullarıyla öte yandan aynı alanda faaliyet gösteren diğer işletmelerin aynı teknolojiyi kullanmasının yaygınlaşmasıyla mücadele etmek durumundadır.
    [Show full text]
  • Design for All: Not Excluded by Design
    A Friendly Rest Room: Developing Toilets of the Future for Disabled and Elderly People 7 J.F.M. Molenbroek et al. (Eds.) IOS Press, 2011 © 2011 The authors. All rights reserved. doi:10.3233/978-1-60750-752-9-7 Design for All: Not Excluded by Design Johan F.M. MOLENBROEKa,1, Theo J.J. GROOTHUIZENb, R. DE BRUINc a Faculty of Industrial Design – Delft University of Technology, Delft, The Netherlands b Design Consultant – Groothuizen Beheer bv, Rotterdam, The Netherlands c Erin Ergonomics and Industrial Design, Nijmegen, The Netherlands Abstract. Inclusive Design or Design for All refers to the design philosophy of including as many users groups as possible in the target population of a to-be- designed product and to be aware of the ones that are excluded. This paper explains about the history, current status and possibilities of Inclusive Design as strategy. Within the FRR-project this strategy was leading when design decisions had to be taken. The outcome is a truly Friendly Rest Room, fulfilling the needs of disabled and elderly in a non-stigmatizing manner, and thus favoured by us all. Keywords: Inclusive Design, Design for All, Universal Design 1. Introduction 1.1. The Need to Design for All In Europe and the Western world in general, the quality of life for its inhabitants has dramatically improved over the last couple of decades. The numbers of people that reach the age of 65 have been fast growing. For instance in the Netherlands 6% of the population in 1900 was aged 65+ to more than 12% in 2000 and perhaps 25% in 2050.
    [Show full text]
  • The Principles of Inclusive Design
    Proceedings of COBEM 2005 18th International Congress of Mechanical Engineering Copyright © 2005 by ABCM November 6-11, 2005, Ouro Preto, MG THE PRINCIPLES OF INCLUSIVE DESIGN Flavia Bonilha Alvarenga Universidade Estadual de Campinas – DPM/FEM/UNICAMP – C.P.- 6122 – Cep 13083-860 Campinas - SP [email protected] Franco Giuseppe Dedini Universidade Estadual de Campinas – DPM/FEM/UNICAMP – C.P.- 6122 – Cep 13083-860 Campinas - SP [email protected] Abstract. The world population is aging and the number of people with special needs is also increasing. Nowadays, new technology and products have been developed to improve quality of life. In general, the products are designed for a specific target, the able-bodied people, excluding the rest of the population. It is known that many products are not accessible to large sections of the population. Hence, there is an urgent need for developing an inclusive methodology based on better understanding of the principles of inclusive design, which will lead to minimizing the impact of impairments and thereby extend life quality. A discussion about what constitutes good inclusive design is presented. The aim of this paper is to introduce and discuss the principles of inclusive design for implementing an inclusive methodology. Keywords: Inclusive design, Design for all, Inclusive methodology, Inclusion, Accessibility. 1. Introduction The world population is aging and the number of people with special needs is increasing. There is a need to design inclusive products to accommodate this wide range of capabilities and develop a methodology to guide the designers. The design of a product, when initiated, follows a sequence of events, in a chronological order, forming a model, which usually is common to all the designs (Back, 1983).
    [Show full text]
  • Fashion Designers' Decision-Making Process
    Iowa State University Capstones, Theses and Graduate Theses and Dissertations Dissertations 2013 Fashion designers' decision-making process: The influence of cultural values and personal experience in the creative design process Ja-Young Hwang Iowa State University Follow this and additional works at: https://lib.dr.iastate.edu/etd Part of the Art and Design Commons Recommended Citation Hwang, Ja-Young, "Fashion designers' decision-making process: The influence of cultural values and personal experience in the creative design process" (2013). Graduate Theses and Dissertations. 13638. https://lib.dr.iastate.edu/etd/13638 This Dissertation is brought to you for free and open access by the Iowa State University Capstones, Theses and Dissertations at Iowa State University Digital Repository. It has been accepted for inclusion in Graduate Theses and Dissertations by an authorized administrator of Iowa State University Digital Repository. For more information, please contact [email protected]. Fashion designers’ decision-making process: The influence of cultural values and personal experience in the creative design process by Ja -Young Hwang A dissertation submitted to the graduate faculty in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY Major: Apparel, Merchandising, and Design Program of Study Committee: Mary Lynn Damhorst, Co-Major Professor Eulanda Sanders, Co-Major Professor Sara B. Marcketti Cindy Gould Barbara Caldwell Iowa State University Ames, Iowa 2013 Copyright © Ja Young Hwang, 2013. All rights
    [Show full text]
  • Inclusive Design for Mobile Devices with WCAG and Attentional Resources in Mind
    Linköping University | Department of Computer and Information Science Master’s thesis, 30 credits | Cognitive science Spring term 2020 | ISRN: LIU-IDA/KOGVET-A--20/010--SE Inclusive Design for Mobile Devices with WCAG and Attentional Resources in Mind An investigation of the sufficiency of the Web Content Accessibility Guidelines when designing inclusively and the effects of limited attentional resources. Josefin Carlbring Tutor: Erik Marsja (IBL) Examinator: Arne Jönsson (IDA) Copyright The publishers will keep this document online on the Internet – or its possible replacement – for a period of 25 years starting from the date of publication barring exceptional circumstances. The online availability of the document implies permanent permission for anyone to read, to download, or to print out single copies for his/hers own use and to use it unchanged for non-commercial research and educational purpose. Subsequent transfers of copyright cannot revoke this permission. All other uses of the document are conditional upon the consent of the copyright owner. The publisher has taken technical and administrative measures to assure authenticity, security and accessibility. According to intellectual property law the author has the right to be mentioned when his/her work is accessed as described above and to be protected against infringement. For additional information about the Linköping University Electronic Press and its procedures for publication and for assurance of document integrity, please refer to its www home page: http://www.ep.liu.se/. © Josefin Carlbring ii iii Abstract When designing for the general population it is important to design inclusively in order to invite to participation in today’s digital society.
    [Show full text]