- The Fabric of Design Wisdom What is wisdom? What is design wisdom? This paper will explore the first question using established and emerging definitions. For the second question, I will propose that design wisdom is a fabric that emerges from the intersection of scientific and designerly ways of knowing and doing. Design wisdom can be used both for making sense […]
- Jobo: System Driven Products through Upcycling Consumer culture has disconnected us from the things we own. We are immersed in a cycle of buying commodities and producing waste. Replacing and/or buying new things instead of fixing, reusing, and making has become the obvious solution. In this project, my partner Sie Gal and I aimed to bring back these ideas by confronting individuals […]
- Prototyping Risks when Design is Disappearing The following takes inspiration from Liz Sanders and Pieter Jan Stappers’ recent metahistorical editorial article which periodizes design as: 1980s – expert discipline-specific design of products on the basis of market research 2010s – interdisciplinary designing of interactive experiences on the basis of participatory research through practice 2040s – generalized co-design of sustainable systems [21] […]
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LifeBooster:
Wearable Technology for Heavy Industry Workers Introduction LifeBooster approached my smart objects core design class at Emily Carr to create a safety-monitoring wearable technology for labour workers in fall 2014. I immediately saw the opportunity for such an object to be used within the ever-growing construction and forestry industries in British Columbia (B.C.). LifeBooster sees a niche market for wearable technology […] - Design as Collective Intelligence Design as an Agent for Change: The Need for Collective Intelligence. We see design as a profession whose aim is the improvement of the welfare of people. To achieve this, the very nature of the problems faced force us to work collaboratively. If one is going to do something important, it’s quite likely one is […]
- Design Principles & Practices Conference Design is our collective intelligence: it shapes the world we live in. We can recognize design in the materiality of our objects, the environments we dwell in, and the visual communications we share. It pervades every form of societal expression; we conceive our material and virtual world through design. Design is the common ground of […]
- Meta-designing Design Education Today the types of services, forms of media, and methods of creation a designer will confront in their future career are as broad in scope as they are uncertain. It’s no longer reasonable to study only a discrete area of specialization that may, four years later, be largely outdated. Design education has begun to focus […]
- Anthropology & Design “An increasingly common approach to graphic design research involves the application of user-centred design (UCD) methods. The focus of a UCD methodology is to understand and accommodate the needs of users and audience members as a means for improving the designed artifact.” [1] Design practice is centred on audience(s). It matters little whether the audience […]
- Bulletin: An Interactive Project Abstract This paper focuses on the process of designing an interactive digital space. Aiming to facilitate growth and connection within the Vancouver local music scene, the resulting project is a user-centered web space named Bulletin that enables interaction between event planners, artists and audience members. The importance of co-creation in the developmental and end stages […]