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Facilitating design for the unknown: An inclusive innovation design journey with a San community in the Kalahari Desert
Heike Winschiers-Theophilus1, Veera Virmasalo2, Marly Samuel1, Brit Stichel3, Helena Afrikaner1
1NUST, Namibia; 2Malmö University; 3Flensburg University of Applied Sciences
This paper presents a 2-year collaboration that explored how we as design researchers may support an isolated and marginalised indigenous San community to innovate technology products for affluent consumer markets on the other side of the world. The goal was to design a product that brings income to the community, builds skills while facilitating a creative design of self-expression. Community-based co-design was integrated into an inclusive innovation approach. The resulting product was a series of fridge magnet souvenirs using augmented reality technology. As the community was designing not only for a technology but also for an audience unknown to them, we conceptualised the unknown within the process. Our role extended to facilitating negotiations between commercial goals and communities’ creative self-expression. We present the appropriated community-based co-design process and reflect on how our facilitation of the unknown affected the process, the creativity and the self-expression by the San participants.
Value conflict, convergence and evolution – values shaping cross-disciplinary design
University of Oulu, Finland
Values are shaping and underlying our behaviour, including creative design. In cross-disciplinary design, there may be a multitude of values shaping and underlying design. So far, there is a lack of studies on values in cross-disciplinary design. This study utilizes a value lens to examine cross-disciplinary design of a learning application within which Human Computer Interaction (HCI), educational science and Information Technology (IT) specialists as well as users acted as design participants. The study reveals numerous values implicated in design. Educational science specialists emphasized a multitude of values; sometimes even conflicting ones, in their design for learners, while HCI specialists and IT specialists advocated Security and Self-Actualization values for users. Both value conflicts and convergence emerged and those were identified both between and among these designer groups as well as between designers and users. Evolution and negotiation of values was also observable. Implications for research and practice are discussed.
DESIGN FOR ONE: PERSONALISATION AND EXPERIENCES OF DESIGN RESEARCHERS AND PARTICIPANTS
M.C. den Haan, R.G.A. Brankaert, Y. Lu
University of Technology Eindhoven, Netherlands, The
Personalisation in design is desired to address the uniqueness of people, and the design for one process is suitable to achieve this. However, more research is needed on people’s experience with such a process to learn from it and improve it. We describe and examine the design for one processes of three different design cases, where young design researchers co-design with older adults to create personal designs. We found that the process is beneficial to interpret results better. However, the workload needs to be considered, and we can potentially extend further in personalizing the process by defining the users’ creative strengths beforehand. Furthermore, we discuss applying this design for one process with other target groups and discuss the value of the unique findings of each particular case. Hereby, we contribute to how to execute and evaluate the design for one process and further enhance it for application in sensitive settings.
Empathy and Idea Generation: Exploring the Design of a Virtual Reality Controller for Rehabilitation Purposes
Yazan A M Barhoush1, Georgi V Georgiev1, Brian Loudon2
1Center for Ubiquitous Computing, University of Oulu, Finland; 2Loud1Design, Glasgow, UK
The paper explores the ideation and design of a Virtual Reality (VR) proof-of-concept controller for rehabilitation of users with limited physical mobility (upper-limb disability). An existing tracker solution is used to map input (actions and movements) in VR. The main challenge was integrating some of the default functionalities existing in current commercial VR controllers, while providing an empathic setup and a use-case for disability rehabilitation, as well as keeping the controller compact, lightweight, and handheld. The prototyping process followed a human-centred explorative design idea generation. Only limited functionality of existing commercial controllers was maintained, with the feasibility and readiness for implementing additional functionalities to use the controller with existing applications and future use cases. An experiment was performed to investigate the usability of the system and the effectiveness and reliability of the controller in empathic re-mapping of real-life disability to VR.