Design Management & Strategic Design: Cross Perspectives
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Design for the Triple Top Line: New Tools for Sustainable Commerce
www.corporate-env-strategy.com Tools for Sustainable Design Design for the Triple Top Line: New Tools for Sustainable Commerce William McDonough and Michael Braungart* The triple bottom line has been, and remains, a useful tool for integrating sustainability into the business agenda. Balancing traditional economic goals with social and environmental concerns, it has created a new measure of corporate performance. A business strategy focused solely on the bottom line, however, can obscure opportunities to pursue innovation and create value in the design process. New tools for sustainable design can refocus product development from a process aimed at limiting end of pipe liabilities to one geared to creating safe, quality products right from the start. This new design perspective creates triple top line growth: products that enhance the well being of nature and culture while generating economic value. Design for the triple top line follows the laws of nature to give industry the tools to develop systems that safely generate prosperity. In these new human systems, materials become food for the soil or flow back to industry forever. Value and quality are embodied in products, processes and facilities so ecologically intelligently designed, they leave footprints to delight in rather than lament. When the principles of ecologically intelligent design are widely applied both nature and commerce can thrive and grow. ᮊ 2002 Published by Elsevier Science Inc. William McDonough is an architect, industrial Tel.: q49-40-8797-620; fax: q49-40-8797-6226; designer, and educator. He is the founding prin- E-mail: [email protected]. cipal of William McDonough&Partners, Architec- ture and Community Design. -
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). -
Discussion on Application for Interior Space Design and the Application of Interior Design Style
3rd International Conference on Education, Management and Computing Technology (ICEMCT 2016) Discussion on Application for Interior Space Design and the Application of Interior Design Style Xiaodong Zhang Institute of Environmental art design, Hebei Institute of Fine Art, Shijiazhuang hebei, 050700, China Keywords: interior design, psychological space, design style Abstract. Interior design is the essence of the interior space design, including physical space design and psychological space design two levels. Interior design style is an important issue for interior designers and owners. Through analysis and Research on the relationships between design and interior design style of interior space, summed up the "interior space design to create a style of interior design" and "interior design style shape the psychological space two obvious characteristics. Interior Space Design and Its Content The Meaning of Interior Space Design. Interior space design is a creative activity of human transformation of living space, through the interior space design can make human living environment become more comfortable [1]. Although the "interior space design" theory is not a long time, but has been constantly being human practice. Since ancient times, human beings have been in the pursuit of the security of living space. Full, comfortable and beautiful. People in the primitive society in the cave laying leaves, weeds and skins and in the walls of the cave with color drawing lines and patterns, and so on for living space transformation, which all belong to the indoor space design. Interior space design is not only focused on solving the relationship between people and nature, but also more and more focus on solving the problem of the relationship between people and society, so that people in the community better work and life. -
Geometric Modeling in Shape Space
Geometric Modeling in Shape Space Martin Kilian Niloy J. Mitra Helmut Pottmann Vienna University of Technology Figure 1: Geodesic interpolation and extrapolation. The blue input poses of the elephant are geodesically interpolated in an as-isometric- as-possible fashion (shown in green), and the resulting path is geodesically continued (shown in purple) to naturally extend the sequence. No semantic information, segmentation, or knowledge of articulated components is used. Abstract space, line geometry interprets straight lines as points on a quadratic surface [Berger 1987], and the various types of sphere geometries We present a novel framework to treat shapes in the setting of Rie- model spheres as points in higher dimensional space [Cecil 1992]. mannian geometry. Shapes – triangular meshes or more generally Other examples concern kinematic spaces and Lie groups which straight line graphs in Euclidean space – are treated as points in are convenient for handling congruent shapes and motion design. a shape space. We introduce useful Riemannian metrics in this These examples show that it is often beneficial and insightful to space to aid the user in design and modeling tasks, especially to endow the set of objects under consideration with additional struc- explore the space of (approximately) isometric deformations of a ture and to work in more abstract spaces. We will show that many given shape. Much of the work relies on an efficient algorithm to geometry processing tasks can be solved by endowing the set of compute geodesics in shape spaces; to this end, we present a multi- closed orientable surfaces – called shapes henceforth – with a Rie- resolution framework to solve the interpolation problem – which mannian structure. -
Analyzing Space Dimensions in Video Games
SBC { Proceedings of SBGames 2019 | ISSN: 2179-2259 Art & Design Track { Full Papers Analyzing Space Dimensions in Video Games Leandro Ouriques Geraldo Xexéo Eduardo Mangeli Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Computação, COPPE/UFRJ Computação, COPPE/UFRJ Computação, COPPE/UFRJ Center for Naval Systems Analyses Departamento de Ciência da Rio de Janeiro, Brazil (CASNAV), Brazilian Nay Computação, IM/UFRJ E-mail: [email protected] Rio de Janeiro, Brazil Rio de Janeiro, Brazil E-mail: [email protected] E-mail: [email protected] Abstract—The objective of this work is to analyze the role of types of game space without any visualization other than space in video games, in order to understand how game textual. However, in 2018, Matsuoka et al. presented a space affects the player in achieving game goals. Game paper on SBGames that analyzes the meaning of the game spaces have evolved from a single two-dimensional screen to space for the player, explaining how space commonly has huge, detailed and complex three-dimensional environments. significance in video games, being bound to the fictional Those changes transformed the player’s experience and have world and, consequently, to its rules and narrative [5]. This encouraged the exploration and manipulation of the space. led us to search for a better understanding of what is game Our studies review the functions that space plays, describe space. the possibilities that it offers to the player and explore its characteristics. We also analyze location-based games where This paper is divided in seven parts. -
Chapter 6: Design and Design Frameworks: Investing in KBC and Economic Performance
323 | DESIGN AND DESIGN FRAMEWORKS: INVESTMENT IN KBC AND ECONOMIC PERFORMANCE CHAPTER 6. DESIGN AND DESIGN FRAMEWORKS: INVESTMENT IN KBC AND ECONOMIC PERFORMANCE This chapter addresses the nature and the economic impact of design by looking at design-related intellectual property and how businesses protect their knowledge based capital. The chapter reviews the nature and various definitions of design and how design-related IP, specifically registered designs, relates to other formal IP mechanisms such as patents, trademarks, and copyright. It looks at the primary areas of design activity in a subset of OECD countries and investigates the similarities and differences of the constituent design IP regimes as well as the various treaties governing international design IP regulation. The review continues with an examination of how design-related IP functions in comparison to and in conjunction with other formal and informal IP protection mechanisms and what factors motivate firms to choose and appropriate combinations of protection mechanisms. By examining historical patterns of design registrations in a variety of ways, this chapter identifies trends, at the national level, of how firms perceive the importance of design-related IP. Analysis of national origins of registrations in both the European Community and the United States provides an indicator of the activity of those countries’ businesses relative to their proximities to the markets. It explores the existence of possible alternative indicators for design activity and of industry-specific variations across the sample set. The chapter concludes with a review of input and output measures as stated in the limited set of studies that have endeavoured to establish or quantify the value and/or benefit of design and design-related IP. -
Theoretically Comparing Design Thinking to Design Methods for Large- Scale Infrastructure Systems
The Fifth International Conference on Design Creativity (ICDC2018) Bath, UK, January 31st – February 2nd 2018 THEORETICALLY COMPARING DESIGN THINKING TO DESIGN METHODS FOR LARGE- SCALE INFRASTRUCTURE SYSTEMS M.A. Guerra1 and T. Shealy1 1Civil Engineering, Virginia Tech, Blacksburg, USA Abstract: Design of new and re-design of existing infrastructure systems will require creative ways of thinking in order to meet increasingly high demand for services. Both the theory and practice of design thinking helps to exploit opposing ideas for creativity, and also provides an approach to balance stakeholder needs, technical feasibility, and resource constraints. This study compares the intent and function of five current design strategies for infrastructure with the theory and practice of design thinking. The evidence suggests the function and purpose of the later phases of design thinking, prototyping and testing, are missing from current design strategies for infrastructure. This is a critical oversight in design because designers gain much needed information about the performance of the system amid user behaviour. Those who design infrastructure need to explore new ways to incorporate feedback mechanisms gained from prototyping and testing. The use of physical prototypes for infrastructure may not be feasible due to scale and complexity. Future research should explore the use of prototyping and testing, in particular, how virtual prototypes could substitute the experience of real world installments and how this influences design cognition among designers and stakeholders. Keywords: Design thinking, design of infrastructure systems 1. Introduction Infrastructure systems account for the vast majority of energy use and associated carbon emissions in the United States (US EPA, 2014). -
Intelligent Design Creationism and the Constitution
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Washington University St. Louis: Open Scholarship Washington University Law Review Volume 83 Issue 1 2005 Is It Science Yet?: Intelligent Design Creationism and the Constitution Matthew J. Brauer Princeton University Barbara Forrest Southeastern Louisiana University Steven G. Gey Florida State University Follow this and additional works at: https://openscholarship.wustl.edu/law_lawreview Part of the Constitutional Law Commons, Education Law Commons, First Amendment Commons, Religion Law Commons, and the Science and Technology Law Commons Recommended Citation Matthew J. Brauer, Barbara Forrest, and Steven G. Gey, Is It Science Yet?: Intelligent Design Creationism and the Constitution, 83 WASH. U. L. Q. 1 (2005). Available at: https://openscholarship.wustl.edu/law_lawreview/vol83/iss1/1 This Article is brought to you for free and open access by the Law School at Washington University Open Scholarship. It has been accepted for inclusion in Washington University Law Review by an authorized administrator of Washington University Open Scholarship. For more information, please contact [email protected]. Washington University Law Quarterly VOLUME 83 NUMBER 1 2005 IS IT SCIENCE YET?: INTELLIGENT DESIGN CREATIONISM AND THE CONSTITUTION MATTHEW J. BRAUER BARBARA FORREST STEVEN G. GEY* TABLE OF CONTENTS ABSTRACT ................................................................................................... 3 INTRODUCTION.................................................................................................. -
An Overview of the Building Delivery Process
An Overview of the Building Delivery CHAPTER Process 1 (How Buildings Come into Being) CHAPTER OUTLINE 1.1 PROJECT DELIVERY PHASES 1.11 CONSTRUCTION PHASE: CONTRACT ADMINISTRATION 1.2 PREDESIGN PHASE 1.12 POSTCONSTRUCTION PHASE: 1.3 DESIGN PHASE PROJECT CLOSEOUT 1.4 THREE SEQUENTIAL STAGES IN DESIGN PHASE 1.13 PROJECT DELIVERY METHOD: DESIGN- BID-BUILD METHOD 1.5 CSI MASTERFORMAT AND SPECIFICATIONS 1.14 PROJECT DELIVERY METHOD: 1.6 THE CONSTRUCTION TEAM DESIGN-NEGOTIATE-BUILD METHOD 1.7 PRECONSTRUCTION PHASE: THE BIDDING 1.15 PROJECT DELIVERY METHOD: CONSTRUCTION DOCUMENTS MANAGEMENT-RELATED METHODS 1.8 PRECONSTRUCTION PHASE: THE SURETY BONDS 1.16 PROJECT DELIVERY METHOD: DESIGN-BUILD METHOD 1.9 PRECONSTRUCTION PHASE: SELECTING THE GENERAL CONTRACTOR AND PROJECT 1.17 INTEGRATED PROJECT DELIVERY METHOD DELIVERY 1.18 FAST-TRACK PROJECT SCHEDULING 1.10 CONSTRUCTION PHASE: SUBMITTALS AND CONSTRUCTION PROGRESS DOCUMENTATION Building construction is a complex, significant, and rewarding process. It begins with an idea and culminates in a structure that may serve its occupants for several decades, even centuries. Like the manufacturing of products, building construction requires an ordered and planned assembly of materials. It is, however, far more complicated than product manufacturing. Buildings are assembled outdoors by a large number of diverse constructors and artisans on all types of sites and are subject to all kinds of weather conditions. Additionally, even a modest-sized building must satisfy many performance criteria and legal constraints, requires an immense variety of materials, and involves a large network of design and production firms. Building construction is further complicated by the fact that no two buildings are identical; each one must be custom built to serve a unique function and respond to its specific context and the preferences of its owner, user, and occupant. -
Public Space Design for Urban Complex Public Space Design of the Metropolitan Urban Complex, Xuyong, Luzhou, China
Public Space Design for Urban Complex Public Space Design of the Metropolitan urban complex, Xuyong, Luzhou, China SHAN XIAO Professional Project Report April 9, 2014 D e p a r t m e n t of Urban and Regional Planning University of Wisconsin - M a d i s o n CCC Executive Summary I choose this project as a continuity of what I did during the internship last summer. It’s a large-scale urban design project; I cooperated with the project team to come up with an urban design sketch, I took the responsibility of the public space design of the Metropolitan urban complex. I begin this paper by asking myself as planners, as urban designers, what can we do to make the public space attractive, comfortable, and at the same time support and reflect the attributes of the urban complex? In search of the answers, I did extensive literature readings and researches to explore the fundamental principles of landscape and environmental design of urban complex. I also did plenty of case studies of excellent public space design to learn practical techniques designers employed when doing an actual project. Through studying, I concluded several principles that are particularly worth noting, such as designs should be people oriented and commerce oriented, should be integrated into larger cultural context and urban texture, and should shape a sense of place. Bases on these guidelines, I developed my public space design for the Metropolitan urban complex in Xuyong, Luzhou, China. I used Photoshop, CAD, Sketchup to come up with the final deliverables. I finished this report with acknowledgement of the significance of architectural environment, and conclusions of schemes to improve the environment during the design process. -
Managing Design with the Effective Use of Communication Media: the Relationship Between Design Dialogues and Design Team Meetings
1072 CIB World Building Congress 2007 CIB2007- 213 Managing Design With The Effective Use Of Communication Media: The Relationship Between Design Dialogues And Design Team Meetings Stephen Emmitt and Ad den Otter ABSTRACT Effective and efficient design team communication is an essential component of architectural design and construction projects. Face-to-face communication, via meetings and dialogue, is an essential means for design team members to discuss and communicate design ideas. Meetings represent an important forum in which all parties have an opportunity to understand the implications of design decisions on a number of levels. Dialogue between design team members forms an important part of the interpersonal communication that occurs during design development. Dialogues have the highest chance of achieving understanding of the design, especially in the early phases when uncertainty is high and less design information is generated compared with later stages in the project. A survey of communication practices via project websites across multiple cases found that design team members chose dialogues as their preferred communication medium. The results are discussed against research findings from communication in design and management team meetings. The relationship between dialogues and team meetings is then explored from a design team management perspective. The results have implications for the effectiveness of communications within international design teams and hence the manner in which communications are planned and managed. Keywords: Design management, Team communication, Dialogues, Interaction, Meetings, Project Websites. CIB World Building Congress 2007 1073 1. INTRODUCTION Architectural design is a collaborative act that relies on effective interaction between project actors and stakeholders. Interaction affects the strength of relationships between the actors and ultimately colors their ability to work together successfully. -
Changing Cultures of Design Identifying Roles in a Co-Creative Landscape
Changing Cultures of Design Identifying roles in a co-creative landscape Marie Elvik Hagen Department of Product Design Norwegian University of Science and Technology ABSTRACT The landscape of design is expanding and designers today are moving from expert practice to work with users as partners on increasingly complex issues. This article draws up the lines of the emerging co-creative design practice, and discusses the changing roles of the designer, the user as a partner, and design practice itself. Methods and tools will not be considered, as the roles will be discussed in terms of their relations. The co-design approach breaks down hierarchies and seeks equal participation. Research suggests that the designer needs to be responsive or switch tactics in order to take part in a co-creative environment. A case study exploring co-creative roles complements the theory, and finds that the designer role needs to be flexible even when having equal agency as partners and other stakeholders. Sometimes it is necessary to lead and facilitate as long as it is a collaborative decision. Bringing users in as partners in the process changes the design culture, and this article suggests that Metadesign can be the holistic framework that the design community need in order to understand how the different design practices are connected. KEYWORDS: Co-design, Co-creativity, Roles in the Design Process, Participatory Design, Metadesign, Cultures of participation, Design Agenda 1. INTRODUCTION This article seeks to examine how the role of the designer, the role of the user and the role The landscape of design is changing.