Academic literature on the topic 'Meaning driven design'

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Journal articles on the topic "Meaning driven design"

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de Goey, Heleen, Per Hilletofth, and Lars Eriksson. "Design-driven innovation: Making meaning for whom?" Design Journal 20, sup1 (July 28, 2017): S479—S491. http://dx.doi.org/10.1080/14606925.2017.1352998.

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Battistella, Cinzia, Gianluca Biotto, and Alberto F. De Toni. "From design driven innovation to meaning strategy." Management Decision 50, no. 4 (April 27, 2012): 718–43. http://dx.doi.org/10.1108/00251741211220390.

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Lottersberger, Anna. "Design Driven Innovation for Textile Industry." Advanced Materials Research 331 (September 2011): 730–34. http://dx.doi.org/10.4028/www.scientific.net/amr.331.730.

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This paper outlines a different perspective to look at research and product development in textile design. The aim is to provide a strategic model and specific tools for starting a Design Driven Innovation process into a textile company, in order to achieve radical meaning innovations. This studio is typically exploratory, because of the contemporary of the issue and the fewness of references connecting Design-oriented theories, and specifically Design Driven Innovation, to textile manufacturing field. The objective of the work is to suggest prepositions and tools for the textile sector to be consequently validated with the collaborating industrial partners.
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Knudsen, Line Sand, and Louise Møller Haase. "The construction of meaning in design-driven projects: a paradox initiated process." International Journal of Design Creativity and Innovation 7, no. 3 (July 27, 2018): 129–43. http://dx.doi.org/10.1080/21650349.2018.1501281.

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Baha, Ehsan, Taresh Ghei, and Anne Kranzbuhler. "MITIGATING COMPANY ADOPTION BARRIERS OF DESIGN-DRIVEN INNOVATION WITH HUMAN CENTERED DESIGN." Proceedings of the Design Society 1 (July 27, 2021): 2097–106. http://dx.doi.org/10.1017/pds.2021.471.

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AbstractIn Design-Driven Innovation (D-DI) the meaning of a product or service is radically innovated to introduce a new paradigm that ideally can benefit people, companies, and society as a whole. However, due to the associated risks, most companies are hesitant to engage with and adopt D-DI. Human Centered Design (HCD) is preferred while innovation is limited to incremental change. This dichotomy is also reflected in design literature where D-DI is pitted against HCD. We propose the symbiosis of the two approaches as a strategy to create space for and the adoption of D-DI within companies. An instrumental design case study explores a design-driven service innovation and its adoption in a renowned airline. Results show an adopted D-DI where HCD evidence mitigates for the market and organization uncertainty while D-DI enabled a paradigm shift in the company’s current service operation. Advantages and limitations of this mitigation strategy are discussed. With this design precedent, we aim to encourage designers and companies to further explore the benefits of a symbiotic use of D-DI and HCD.
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De Kock, Pieter Marthinus. "Buildings, Faces, Songs of Alienation: How Interiority Transforms the Meaning Out There." Interiority 3, no. 1 (January 24, 2020): 41–60. http://dx.doi.org/10.7454/in.v3i1.68.

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This paper presents a theoretical framework that explores visual meaning in the design and use of interior space. It is comprised of three main parts. The first outlines the framework and draws on several key theories. The second introduces three very different constructs as case studies that in#uence (or are a product of) spatial quality, namely: buildings, faces, and songs of alienation. The third part is a discussion about how each of these three constructs are linked to each other as well as to the idea of interiority. While architectural forms are containers of meaning, the way in which interior space is curated is driven by deeper meaning–one that transcends form and function because people ultimately produce the meaning. And because each person is different, the conditions of interiority (in this case, the meaning that resides within each person) drives the meaning of external constructs that act as enclosures of meaning (buildings and their interiors). The findings are that the mind and body can be projected beyond the facade and into the spaces contained in the buildings we occupy. The role of technology is also important because changes in technology help mediate the process of linking the meaning inside with the meaning out there.
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Boik, John C. "Science-Driven Societal Transformation, Part I: Worldview." Sustainability 12, no. 17 (August 24, 2020): 6881. http://dx.doi.org/10.3390/su12176881.

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Humanity faces serious social and environmental problems, including climate change and biodiversity loss. Increasingly, scientists, global policy experts, and the general public conclude that incremental approaches to reduce risk are insufficient and transformative change is needed across all sectors of society. However, the meaning of transformation is still unsettled in the literature, as is the proper role of science in fostering it. This paper is the first in a three-part series that adds to the discussion by proposing a novel science-driven research-and-development program aimed at societal transformation. More than a proposal, it offers a perspective and conceptual framework from which societal transformation might be approached. As part of this, it advances a formal mechanics with which to model and understand self-organizing societies of individuals. While acknowledging the necessity of reform to existing societal systems (e.g., governance, economic, and financial systems), the focus of the series is on transformation understood as systems change or systems migration—the de novo development of and migration to new societal systems. The series provides definitions, aims, reasoning, worldview, and a theory of change, and discusses fitness metrics and design principles for new systems. This first paper proposes a worldview, built using ideas from evolutionary biology, complex systems science, cognitive sciences, and information theory, which is intended to serve as the foundation for the R&D program. Subsequent papers in the series build on the worldview to address fitness metrics, system design, and other topics.
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Nicolescu, Razvan, Michael Huth, Petar Radanliev, and David De Roure. "Mapping the Values of IoT." Journal of Information Technology 33, no. 4 (December 2018): 345–60. http://dx.doi.org/10.1057/s41265-018-0054-1.

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We investigate the emerging meanings of “value” associated with the Internet of Things. Given the current political economy, we argue that the multiple meanings of “value” cannot be reduced to a single domain or discipline, but rather they are invariably articulated at the juxtaposition of three domains: social, economic, and technical. We analyse each of these domains and present domain challenges and cross-domain implications – drawing from an interdisciplinary literature review and gap analysis across sources from academia, business, and governments. We propose a functional model that aggregates these findings into a value-driven logic of the emerging global political economy enabled by digital technology in general and IoT in particular. These conceptual contributions highlight the critical need for an interdisciplinary understanding of the meaning of “value”, so that IoT services and products will create and sustain such concurrent meanings during their entire lifecycle, from design to consumption and retirement or recycling.
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Faerm, Steven. "Evolving ‘places’: The paradigmatic shift in the role of the fashion designer." Fashion, Style & Popular Culture 8, no. 4 (October 1, 2021): 399–417. http://dx.doi.org/10.1386/fspc_00099_1.

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This study examines the concept of ‘place’ in the design process and the evolving role of the fashion designer. The contemporary fashion marketplace has reached unprecedented levels of abundance. This is altering society’s relationship with design. Consumers’ basic needs are being over-met and have moved well beyond the material realm; consumers are increasingly driven by their search for meaning and emotional fulfilment through design. The result of this process is the altering of their perception of design ‘value’ from the tangible to the intangible. While the traditional values of aesthetics and function remain essential components to design, a product’s ability to deliver ‘emotional value’ to the user must increasingly become the focus for designers. To succeed, a designer must shift his/her sense of ‘place’ ‐ namely, the figurative ‘place’ from which he/she designs. Rather than creating fashion from myopic, personal biases, future designers must enter the ‘place’ of the design process by rigorously researching their consumers’ psychographics and emotional needs to ‘design emotion’. The new role of the fashion designer ‐ the ‘Designer-As-Social-Scientist’ ‐ takes a much broader view of the consumers’ needs. The evolution of the ‘place’ of the design process will result in products having greater meaning and emotional value; designers standing out in the oversaturated market; and businesses increasing consumer loyalty and resultant sales by offering only those products that are truly desired by their target audience.
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Dos Santos Martins, Rui Helder. "Sustainable Development Requires an Integrated Design Discipline to Address Unique Problems." tripleC: Communication, Capitalism & Critique. Open Access Journal for a Global Sustainable Information Society 8, no. 1 (February 21, 2010): 28–35. http://dx.doi.org/10.31269/triplec.v8i1.179.

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Sustainable development has taken centre stage in our global conscience. Until recently, wehave been focused on economic prosperity, driven by the mechanistic worldviewof the scientific method. Once the cracks appeared, as a society, we have beenlooking for a deeper meaning and approach to life. Through a literature review,the paper proposes that current ‘experts’, using the engineering profession asan example, are not able to address the wicked problems confronting us, sincethey prevail within the reductionist mode of knowledge production. We needdesign thinkers - who are natural systemic practitioners -to solve systemicproblems, which is characterised by sustainable development.A futuresecond paper will draw on the behaviour of non-linear, complex adaptive systemsas self-organising emergence at the edge of chaos and re-interpret the designthinking process in a way which encompasses the intuitive, non-linear andqualitative way in which sustainable development problems need to be addressed.
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Dissertations / Theses on the topic "Meaning driven design"

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Kylmäaho, Mirka. "Att knyta ihop en konstbiennal i stadsrummet : Rummen mellan verken." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-55057.

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This work is for the completion of a bachelor's degree in Information design with a focus on Spatial Design. The project has been carried out in collaboration with OpenArt, a biennial art exhibit that occurs across Örebro city center every other year. In this thesis I’ve explored how design in the exhibition space can contribute to visitors wayfinding processes, attract passers-by and how design can contribute to visitor flow. In previous years, the biennial has not worked with clear in-space wayfinding systems for spontaneous orientation. Visitors have experienced difficulties in finding the art works and navigating in the exhibition. A visit is further complicated by long distances and greatly affected by the city's readability. In this work, readability by city elements has been explored in order to identify needs and a specific place to work with. To increase flow, theories about wayfinding and storytelling have been explored to develop a system that connects the exhibition through the spaces between the art works. The system includes node-strengthening track markings with quotes from previous visitors. The system can be used for orientation in the environment through the wayfinding strategy track following. The results have been produced through documentary analyzes, questionnaires and various analyzes of maps, movement patterns and space. Through workshops and close collaboration with OpenArt, the story someone met the city and art has been identified, which is proposed to be the theme of the exhibition space.
Detta arbete är för avläggande av kandidatexamen i informationsdesign med inriktning mot rumslig gestaltning. Examensarbetet har utförts i samarbete med OpenArt, en utställning som breder ut sig över Örebro citykärna vart annat år. Genom arbetet har jag utforskat hur utställningsrummet kan gestaltas för orienterbarhet, för att bidra till flöde och locka besökare. Vid tidigare utställningar har biennalen inte arbetat med tydliga system i stadsrummet för spontan orientering. Besökare har upplevt att det varit svårt att hitta och besöken försvåras ytterligare av långa avstånd och påverkas i högsta grad av stadens läsbarhet,som utforskats i detta arbete för att identifiera behov och en specifik plats att arbeta med. För att öka flöde har teorier kring wayfinding och berättande utforskats för att ta fram ett system som knyter ihop utställningen i rummen mellan verken. Systemet innefattar nodförstärkande ledmarkeringar med citat från tidigare besökare. Systemet kan användas för orientering direkt i rummet genom wayfindingstrategin track following. Resultatet har tagits fram genom dokumentära analyser, enkät och olika analyser av kartor, rörelsemönster och plats. Genom workshop och nära samarbete med OpenArt har berättelsen någon mötte staden och konsten kunnat identifieras, som föreslås vara tema för utställningsrummet.
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De, Goey Heleen. "Exploring design-driven innovation : A study on value creation by SMEs in the Swedish wood products industry." Licentiate thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Industriell organisation och produktion, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-36129.

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Design-driven innovation, focused on the innovation of product meanings, provides a new perspective to better understand the contribution of design to innovation. Additionally, it enables new opportunities for value creation. At small and medium-sized enterprises (SMEs) in the Swedish wood products industry there is a need for such new value creation in order to remain competitive. However, design-driven innovation is not yet common in this context. Furthermore, there is little research on the innovation of product meanings focused on value creation. Therefore, the aim of this research is to explore value creation through design-driven innovation, in the context of SMEs in the Swedish wood products industry. This research addresses what value might be expected from design-driven innovation, as well as what enables and hinders this value creation.  To address the aim, three studies have been conducted which are described in four appended papers. The studies consist of one systematic literature review and two case studies. The findings demonstrate that design-driven innovation contributes to value creation by focusing on product meanings, which intentionally addresses both tangible and intangible needs and therefore increases the perceived value of products. This research identified five facets of design-driven innovation which provide a structure to discuss what enables and hinders value creation. These are: (1) understanding new product meanings, (2) knowledge generation, (3) actors and collaborations, (4) capabilities, and (5) process. The facets can be seen as the origin of both enablers and barriers to value creation through design-driven innovation, depending on how they are addressed. Moreover, this research suggests that whether or not value is created is further influenced by the SMEs, their networks and the context in which they operate.
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Lund, Andreas. "Massification of the Intangible : An investigation into embodied meaning and information visualization." Doctoral thesis, Umeå : Univ, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-145.

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Books on the topic "Meaning driven design"

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Khendek, Ferhat. SDL 2013: Model-Driven Dependability Engineering: 16th International SDL Forum, Montreal, Canada, June 26-28, 2013. Proceedings. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013.

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Jürgen, Kazmeier, Breu Ruth, Atkinson Colin, and SpringerLink (Online service), eds. Model Driven Engineering Languages and Systems: 15th International Conference, MODELS 2012, Innsbruck, Austria, September 30–October 5, 2012. Proceedings. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012.

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Magalhães, Rodrigo. Designing Organization Design. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780198867333.001.0001.

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As a topic, organization design is poorly understood. While it is featured in most management textbooks as a chapter dedicated to organizational structures, it is unclear whether organization design is a one-off event or an ongoing process. Thus, it has traditionally been understood to be the same as an organizational configuration, with neat lines of communication and distribution of responsibilities, following pre-set typologies. However, what can be said to constitute organizational structure in this first half of the 21st century? The extraordinary growth of digital communications, the decreasing relevance of hierarchical bureaucracies, and the general demise of command-and-control have all but decimated the traditional notion of organizational structure. In this book it is argued that organization design needs a theoretical revamping. Using a mix of design and social sciences theories and concepts, the new approach is divided into three parts: design logics, design processes, and design leadership. A generic definition of organization design logics is offered, as a set of beliefs shared by managers and entrepreneurs in given sectors of the economy about the way organizations should be designed. Five logics and three types of designing processes are put forward. Logics: (1) the identity logic, (2) the normative logic, (3) the service logic, (4) the logic of effectual reasoning, (5) the logic of interactive structure. Processes: (1) intended design, (2) emergent design, (3) perceived design. For the leadership part, a model of leaderful organization design(ing) is proposed, with the following distinguishing features: (a) practice-based, (b) guided by values of democratic participation, (c) places meaning-making and meaning-taking at the centre of organizational life, (d) driven by design logics, which can be adopted and adapted to suit different internal and external environments.
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Toeroe, Maria, Ferhat Khendek, and Abdelouahed Gherbi. SDL 2013 : Model Driven Dependability Engineering: 16th International SDL Forum, Montreal, Canada, June 26-28, 2013, Proceedings. Springer, 2013.

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Reed, Rick, Maria Toeroe, Ferhat Khendek, and Abdelouahed Gherbi. SDL 2013 : Model Driven Dependability Engineering: 16th International SDL Forum, Montreal, Canada, June 26-28, 2013, Proceedings. Springer, 2013.

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Brine, Kelly Gordon. The Art of Cinematic Storytelling. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190054328.001.0001.

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The Art of Cinematic Storytelling: A Visual Guide to Planning Shots, Cuts, and Transitions is a practical introduction to the design of shots, cuts, and transitions for film, video, television, animation, and game design. The author-illustrator is a storyboard artist who has worked with and learned from over 200 professional directors and cinematographers. This book’s clear and concise explanations and vivid examples demystify the visual design choices that are fundamental to directing and editing. Hundreds of illustrations and diagrams support the text. The primary emphasis is on blocking actors and positioning the camera for mood, meaning, and continuity editing. This book delves deeply into controlling the audience’s understanding and perception of time and space; designing in-camera time transitions; compressing and expanding time; composing creative shots for cinematic storytelling; choosing between objective and subjective storytelling; motivating camera moves; choosing lenses; using screen geography and film grammar for clarity; planning shots with continuity editing in mind; knowing how and when to cut; beginning and ending scenes; and using storyboards for planning and communication. Several chapters are devoted to how to block and shoot action involving travel, pursuits, searches, dialogue, groups, and driving. While the approach is based largely on well-established techniques of cinematography and continuity editing, attention is also given to jump cuts, tableau shots, and unconventional framing. The topics are covered thoroughly and systematically, and this book serves both as an introductory text and as a reference work for more advanced students of film.
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Breu, Ruth, Robert B. France, Colin Atkinson, and Jürgen Kazmeier. Model Driven Engineering Languages and Systems: 15th International Conference, MODELS 2012, Innsbruck, Austria, September 30 -- October 5, 2012, Proceedings. Springer, 2012.

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Breu, Ruth, Robert B. France, and Jürgen Kazmeier. Model Driven Engineering Languages and Systems: 15th International Conference, MODELS 2012, Innsbruck, Austria, September 30 -- October 5, 2012, Proceedings. Springer, 2012.

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Perramond, Eric P. Unsettled Waters. University of California Press, 2018. http://dx.doi.org/10.1525/california/9780520299351.001.0001.

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Water rights adjudications happen quietly every day across the western United States, sorting Indian water rights, claims by cities, and use by agriculture. This book argues that these state-driven court procedures change what they purport to merely measure and understand about water within state boundaries. Adjudications have unwittingly brought back to the surface old disputes over the meaning of water and access to it. Because of their adversarial court process and identity cleaving between Indian and non-Indian water rights, the state simultaneously faces resistance and friction over water use. Unsettled Waters uses insights from ethnography, geography, and critical legal perspectives to demonstrate the power of local negotiation in water settlements and to examine the side effects of these legal agreements and lawsuits in New Mexico, a state struggling with water scarcity. As the process unfolded in the twentieth century, new expert measures and cultures of expertise developed into an adjudication-industrial complex. These added layers of bureaucracy and technology complicated the state’s view of water. Water users have also pushed back against the state and have used the glacial pace of adjudication to adapt to changes in water law while making new demands. The process will also now have to account for climate-related water supply shifts and unquantified Indian water rights, as well as the demands endangered species and rivers themselves. Adjudication in the twenty-first century may serve a completely different purpose than what it was designed for over a century ago.
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Book chapters on the topic "Meaning driven design"

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Masè, Stefania, and Geneviève Cohen-Cheminet. "Repetto, a Paris-Based Craft Enterprise Growing into a Global Brand: Design-Driven Innovation and Meaning Strategy." In Product Innovation in the Global Fashion Industry, 113–42. New York: Palgrave Macmillan US, 2017. http://dx.doi.org/10.1057/978-1-137-52349-5_5.

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Shore, Cris, and Susan Wright. "The Kafkaesque Pursuit of ‘World Class’: Audit Culture and the Reputational Arms Race in Academia." In Evaluating Education: Normative Systems and Institutional Practices, 59–76. Singapore: Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-15-7598-3_5.

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AbstractSince the 1980s universities have been subjected to a seemingly continuous process of policy reforms designed to make them more economical, efficient and effective, according to yardsticks defined by governments and university managers. The pursuit of ‘excellence’, ‘international standing’ and ‘world class’ status have become key drivers of what Hazelkorn (High Educ Pol 21(2):193–215, 2008) has termed the ‘rankings arms race’ that now dominates the world of academia. These policies are changing the mission and meaning of the public university and, more profoundly, the culture of academia itself. While some authors have sought to capture and analyse these trends in terms of ‘academic capitalism’ and the ‘enterprise university model’, we suggest they might also be usefully understood theoretically as illustrations of the rise of audit culture in higher education and its effects. Drawing on ethnographic examples from the UK, Denmark and New Zealand, we ask: how are higher education institutions being reconfigured by these new disciplinary regimes of audit? How are ranking and performance indicators changing institutional behaviour and transforming academic subjectivities? What possibilities are there for alternative university futures? And what insights can anthropology offer to address these questions?
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Magalhães, Rodrigo. "A Design-Driven Epistemology for Organization Design." In Designing Organization Design, 47–71. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780198867333.003.0003.

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It is argued that the epistemological foundations of organization design can be built on a dual theoretical base: design-as-practice and design-as-meaning. The first is founded upon practice as part of current sociological theory applied to organizations (Schatzki, 2001; Nicolini, 2012) and the second is based on design theory (Krippendorff, 2006). If designing is defined as ‘to create meaning’ and if the symbolic action of managers plays a central role in the social construction of organizational reality, then meaning becomes a central concern for organization designing. On the other hand, while asserting that practice provides an ontological foundation for the artefacts which constitute the organization’s design, practice theory does not contain the mechanisms of intentionality and direction required by managerial action. The chapter ends with a broad interpretation of Davidson’s (2001) three types of knowledge—subjective, objective, and intersubjective—in terms of three broad groups of meanings found in organizations: managerially generated intended meanings, organizationally generated emergent meanings, and stakeholder generated perceived meanings.
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Marlatt, Rick, Magdalena Pando, and Miles M. Harvey. "This Is Next Level." In Advances in Educational Technologies and Instructional Design, 1–28. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-5805-8.ch001.

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This chapter features instructional approaches positioning video games and literature as text sets that can promote reading and writing engagement in English language arts. Smartphone-accessible games were recently combined with middle school literary assignments in an after-school esports club in which students who identify as English language learners expressed an increased interest in academic tasks that prioritized smartphone usage. Grounded in digital literacies and text-based gameplay, this chapter showcases how a text set framework can offer literacy instructors multiple pathways for student engagement that leverage diverse learners' sociocultural meaning-making toward success in school. Recommendations are offered for teachers, including a series of pedagogical moves that can be implemented in secondary language arts classrooms, as well as affordances and challenges to smartphone-driven teaching.
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Yoon, Kanghyun, and Jeanetta D. Sims. "Re-Conceptualizing Relational Integrated Marketing Communications from the Perspective of Social CRM." In Integrating Social Media into Business Practice, Applications, Management, and Models, 222–53. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-6182-0.ch012.

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As a new emerging trend, social Customer Relationship Management (social CRM) can be defined as the business practice of promoting voluntary customer engagement activities driven by social media into the value creation process in order to build long-term co-beneficial relationships with target customers as the ultimate end-goal of customer relationship management. Following the spirit of social CRM, this chapter is intended to propose conceptual guidelines for the design of effective relational integrated marketing communications strategies, including message and media strategies, with particular focus on the promotion of opinion leaders' voluntary engaged efforts with others in a typical social network setting. By implanting the power of social media in relational integrated marketing communications strategies, marketers are able to put the “relationship” back into CRM in order to restore its true meaning – building better long-term relationships with customers.
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Yoon, Kanghyun, and Jeanetta D. Sims. "Re-Conceptualizing Relational Integrated Marketing Communications from the Perspective of Social CRM." In Marketing and Consumer Behavior, 2102–34. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-7357-1.ch104.

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As a new emerging trend, social Customer Relationship Management (social CRM) can be defined as the business practice of promoting voluntary customer engagement activities driven by social media into the value creation process in order to build long-term co-beneficial relationships with target customers as the ultimate end-goal of customer relationship management. Following the spirit of social CRM, this chapter is intended to propose conceptual guidelines for the design of effective relational integrated marketing communications strategies, including message and media strategies, with particular focus on the promotion of opinion leaders' voluntary engaged efforts with others in a typical social network setting. By implanting the power of social media in relational integrated marketing communications strategies, marketers are able to put the “relationship” back into CRM in order to restore its true meaning – building better long-term relationships with customers.
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"Homo Informaticus." In Examining the Informing View of Organization, 34–66. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-5986-5.ch002.

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This chapter discusses the concept of homo informaticus—the individual organization member framed in the IVO perspective. Homo informaticus is a cognitive microcosm that performs complex cognitive processes, engages in decision making and satisfying of informing needs, and designs and evaluates information systems (IS). Discussed are cognitive processes of thinking, feeling, perceiving, memorizing/memory recalling, and learning. These cognitive processes are involved in the fundamental informing process that starts with perception of external data, continues with applying knowledge to data, and ends with inferring information (meaning). The perspective of key cognitive processes enriches the informing model: perception is driven by previous knowledge, memory retrieval is engaged, and thinking is an overall driver, engaging both ratio and emotions. The discussion addresses cognitive limitations. Memory is limited in volume and content, perception is prone to illusions, and thinking is susceptible to biases. These limitations influence the outcomes of informing (information created) and learning (knowledge acquired). Decision making is affected as well, as indicated in its various models that reveal non-rational aspects. It is argued that homo informaticus is subject to informing (information) needs and actively seeks to satisfy them. Several models addressing this topic are examined. The chapter also covers cognitive and learning types that can be used for understanding the diversity characterizing homo informaticus. Karl Jung's typology is coupled with the dimensions of data scope, location, and processing mode. Kolb's learning styles are discussed in turn. Furthermore, the system evaluation capability of homo informaticus is demonstrated in the context of system adoption models. Finally, the system design capability is discussed in the historical context of Scandinavian experience.
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Sanmark, Alexandra. "Elite Rituals at Scandinavian Assemblies." In Viking Law and Order. Edinburgh University Press, 2017. http://dx.doi.org/10.3366/edinburgh/9781474402293.003.0004.

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This chapter builds on the evidence of thing sites as elite foci in the landscape. Previous chapters have shown that the elite strived for the ‘right’ site architecture and competed with rivals through the design of their thing sites. The assembly features were not only symbolic, but also played important roles in the various assembly site rituals. The majority of these rituals seem to have been elite-driven and modifications to the sites can therefore be seen as reflections of societal change, for example in terms of ruler ship and religion. In this chapter, the identified assembly site features will be investigated in terms of their meaning and function in elite rituals carried out at these sites. The differing roles and experiences of the thing participants and the attendees add to the multi-layered nature of the assembly gatherings The assembly rituals can be defined as ‘commemorative’, which entail performances, that is evocation and declarations of key components of ritual narratives, but also bodily movements, such as gestures, postures and motion. In addition, dramatic spectacle tends to be employed to strengthen memory creation.
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Giraldo, Macario. "Between being and meaning: between drive and desire." In The Dialogues in of the Group, 79–90. Routledge, 2018. http://dx.doi.org/10.4324/9780429481475-9.

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Dasgupta, Subrata. "Toward a Holy Grail." In It Began with Babbage. Oxford University Press, 2014. http://dx.doi.org/10.1093/oso/9780199309412.003.0009.

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Sometime between 1936 and 1946, there was a change in etymology, at least in the English language. The word computer came to mean the machine not the man. Old habits, of course, die hard. And so, such terms as automatic calculating machines and computing machines remained in common use, along with the cautious adoption of computer, until the end of the 1940s. But at the beginning of that war-ravaged, bomb-splattered decade, George Stibitz (1904–1995), a mathematical physicist working for Bell Telephone Laboratories in New Jersey, wrote a memorandum on a machine he and his colleague Samuel B. Williams had built in which computer unequivocally meant a machine. Indeed, they named their creation the Complex Computer because it was designed to perform arithmetic operations on complex numbers—computations necessary in the design of telephone networks, which was Bell’s forte. There was, of course, much more happening in the realm of computing than a change in the meaning of a word. Computers were actually being built, increasingly more complex, more ambitious in scope, more powerful, faster, and physically larger than the punched-card machines that largely dominated automatic calculation. They were being built in at least three countries: America, Germany, and England. These machines, developed in different centers of research, formed evolutionary families, in the sense that machine X built at a particular center gave rise to machine X + 1 as its successor. The word “evolution” carries with it much baggage. Here, I am speaking not of biological evolution by natural selection à la Darwin, but cultural evolution. The latter differs from the former in a fundamental way: biological evolution is not driven by goal or purpose; cultural evolution is always goal driven. In the realm of computers—artifacts, therefore part of culture—for example, a goal is established by the designers/engineers or potential client, and a machine is built that (one hopes) satisfies the goal. If it does satisfy the goal, then well and good (at least for a time); otherwise, a new effort will be initiated that strives to correct the flaws and errors of the earlier machine.
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Conference papers on the topic "Meaning driven design"

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Lee, Seong geun, James Self, and Ekaterina Andrietc. "Most Advanced yet Acceptable: A case of referential form - driven meaning innovation." In Design Research Society Conference 2016. Design Research Society, 2016. http://dx.doi.org/10.21606/drs.2016.187.

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Behzadipour, Saeed. "A Hybrid Self-Stressed Cable-Driven Mechanism." In ASME 2008 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2008. http://dx.doi.org/10.1115/detc2008-49658.

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A new hybrid cable-driven manipulator is introduced. The manipulator is composed of a Cartesian mechanism to provide three translational degrees of freedom and a cable system to drive the mechanism. The end-effector is driven by three rotational motors through the cables. The cable drive system in this mechanism is self-stressed meaning that the pre-tension of the cables which keep them taut is provided internally. In other words, no redundant actuator or external force is required to maintain the tensile force in the cables. This simplifies the operation of the mechanism by reducing the number of actuators and also avoids their continuous static loading. It also eliminates the redundant work of the actuators which is usually present in cable-driven mechanisms. Forward and inverse kinematics problems are solved and shown to have explicit solutions. Static and stiffness analysis are also performed. The effects of the cable’s compliance on the stiffness of the mechanism is modeled and presented by a characteristic cable length. The characteristic cable length is calculated and analyzed in representative locations of the workspace.
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Zou, Yu, Yuru Zhang, and Yaojun Zhang. "On the Design of Singularity-Free Cable-Driven Parallel Mechanism Based on Grassmann Geometry." In ASME 2012 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/detc2012-71076.

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This paper deals with the design of singularity-free cable-driven parallel mechanism. Due to the negative effect on the performance, singularities should be avoided in the design. The singular configurations of mechanisms can be numerically determined by calculating the rank of its Jacobian matrix. However, this method is inefficient and non-intuitive. In this paper, we investigate the singularities of planar and spatial cable-driven parallel mechanisms using Grassmann line geometry. Considering cables as line vectors in projective space, the singularity conditions are identified with clear geometric meaning which results in useful method for singularity analysis of the cable-driven parallel mechanisms. The method is applied to 3-DOF planar and 6-DOF spatial cable-driven mechanisms to determine their singular configurations. The results show that the singularities of both mechanisms can be eliminated by changing the dimensions of the mechanisms or adding extra cables.
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Yang, Q. Z., and Y. Zhang. "Design Semantics Capturing With Product Models to Support Information Sharing in Collaborative Design." In ASME 2006 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2006. http://dx.doi.org/10.1115/detc2006-99318.

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A challenge in effective sharing of product information in collaborative design is the lack of explicit and compatible semantics in the product digital content. Substantial difficulties arise in understanding and interpreting the intended meaning of product data across collaborating design teams and applications. This paper presents a method to capture design semantics with product models for more consistent representation, understanding and interpretation of data semantics to support heterogeneous information sharing. The method incorporates the STEP based interoperability standard, ontology engineering, and object-oriented product modeling to capture and share the semantically interoperable product information. It focuses on: modeling of product data with additional semantics in object-based representations; extension of STEP with supplementary design information; domain ontology development; and semantics-driven schema mapping. A software prototype has been implemented to validate the method and tested with case studies.
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Trocchianesi, Raffaella, Daniele Duranti, and Davide Spallazzo. "Tangible interaction in museums and temporary exhibitions: embedding and embodying the intangible values of cultural heritage." In Systems & Design: Beyond Processes and Thinking. Valencia: Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/ifdp.2016.3322.

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Moving from a design perspective, the paper explores the potential of tangible interaction in giving shape to intangible contents in museums and temporary exhibitions. Going beyond tangibility intended in the strict sense of touching assets (Dudley 2010), we use here a wider interpretation of tangibility that considers touch in the sense of embodied experience. In this way we consider as tangible all those experiences that foster a strong involvement of the body. Tangible interaction is interpreted as a practice able to multiply the levels of the narrative, to make the visit experience memorable and to give physicality to intangible values. This approach sees the use of tangible interaction as a way to transfer practices and rituals linked to the contents and representative of the intangible values embedded in the assets. Therefore we can identify “gesture-through” and “object-through” interactions able to enhance the visitor experience and the understanding of cultural heritage. The rituals of gestures is linked to the concept of museum proxemics (author 2013) that involves both sensuousness and movements in space. If proxemics is the discipline which deals with investigating the relationship between individuals and space, and the significance of gestures and distances among people, then museum proxemics relates to the forms of behaviour which govern the relationship between individuals and museum space, between the visitor and the items on display and among visitors. In the paper we outline existing practices by analysing some case studies representative of the potential of tangible interaction in the cultural heritage field and classified according to the categories in the following: - Smart replicas: visitors interact with a technology-enhanced replica of the artworks to feel sensorial aspects and activate further levels of narrative; - Symbolic objects: visitors interact with objects, icons or elements imbued with symbolic meaning as a vehicle to reach the intangible value of the cultural asset; - Touchable screens: visitors interact with a surface mediating their relationship with contents and allowing for a personalised path within them; - Perfoming gestures: visitors perform meaningful gestures in order to trigger specific effects able to stage the narrative of intangible contents. In conclusion we highlight three actions in the cultural experience driven by tangible interaction and matter of design: (i) interacting with a sensitive object able to trigger intangible values; (ii) revealing contents difficult to transmit; (iii) multiplying the levels of knowledge and narrative.DOI: http://dx.doi.org/10.4995/IFDP.2016.3322
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Lenzi, Sara, and Francesca Gleria. "Humanising Data through Sound: Res Extensae and a User-Centric Approach to Data Sonification." In The 24th International Conference on Auditory Display. Arlington, Virginia: The International Community for Auditory Display, 2018. http://dx.doi.org/10.21785/icad2018.003.

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In this paper, starting from a case study (the mixed-media data sonification installation Res Extensae), we discuss a number of assumptions on the efficacy of sound as a means to represent and communicate numerical data. The discussion is supported by the results of a questionnaire aimed at validating our assumptions and conducted with fifteen of the participants to the experience. At the same time, we have the ambition to contribute to a wider debate on the value of data sonification. We introduce the first stage of a research on sonification as a design-driven, user-centred and multi-modal experience, in that closer to data design practices rather than to traditional composition and computer music. We describe the usage of physical objects to help users to put sounds and data into a wider context, improving the user experience and facilitating the comprehension and retention of the meaning of data.
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Zhang, Yaqi, Vadim Shapiro, and Paul Witherell. "Scalable Thermal Simulation of Powder Bed Fusion." In ASME 2020 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/detc2020-22628.

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Abstract Powder bed fusion (PBF) has become a widely used additive manufacturing (AM) technology to produce metallic parts. Since the PBF process is driven by a moving heat source, consistency in part production, particularly when varying geometries, has proven difficult. Thermal field evolution during the manufacturing process determines both geometric and mechanical properties of the fabricated components. Simulations of the thermal field evolution can provide insight into desired process parameter selection for a given material and geometry. Thermal simulation of the PBF process is computationally challenging due to the geometric complexity of the manufacturing process and the inherent computational complexity that requires a numerical solution at every time increment of the process. We propose a new thermal simulation of the PBF process based on the laser scan path. Our approach is unique in that it does not restrict itself to simulations on the part design geometry, but instead simulates the formation of the geometry based on the process plan of a part. The implication of this distinction is that the simulations are in tune with the as-manufactured geometry, meaning that calculations are more aligned with the process than the design, and thus could be argued is a more realistic abstraction of real-world behavior. The discretization is based on the laser scan path, and the thermal model is formulated directly in terms of the manufacturing primitives. An element growth mechanism is introduced to simulate the evolution of a melt pool during the manufacturing process. A spatial data structure, called contact graph, is used to represent the discretized domain and capture all thermal interactions during the simulation. The simulation is localized through exploiting spatial and temporal locality, which is based on known empirical data. This limits the need to update to at most a constant number of elements at each time step. This implies that the proposed simulation not only scales to handle three-dimensional (3D) printed components of arbitrary complexity but also can achieve real-time performance. The simulation is fully implemented and validated against experimental data and other simulation results.
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Fakhrhosseini, S. Maryam, Myounghoon Jeon, Pasi Lautala, and David Nelson. "An Investigation on Driver Behaviors and Eye-Movement Patterns at Grade Crossings Using a Driving Simulator." In 2015 Joint Rail Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/jrc2015-5731.

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Collisions at grade crossings are often attributed to driver failure to detect warnings, to comprehend their meaning, or to react appropriately. One of the solutions to tackling these problems is the development of various visual signs. We designed three types of visual warnings at virtual grade crossings: a gate with lights and crossbuck, a gate with a crossbuck, and a crossbuck alone. Study 1 shows that vehicle speeds of 18 participants in the period 20 seconds before approaching the crossing (critical zone) decreased in comparison to the baseline (pre-critical zone) for visual warning type 1, a gate with lights. Additionally, participants, who were exposed to a train early in the scenario, showed more defensive driving behaviors than the other case. In study 2, we considered drivers’ eye movement pattern in the pre-critical and the critical zone for 17 participants. Design applications of warnings in vehicles and on roads and further research directions are discussed.
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Lecce, Chiara, and Marinella Ferrara. "The Design-driven Material Innovation Methodology." In Systems & Design: Beyond Processes and Thinking. Valencia: Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/ifdp.2016.3243.

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The paper here proposed introduces the Design-driven Material Innovation Methodology as a systematic approach in new material-product development processes as a possible strategic tool for design schools, practitioners and SMEs. Scientists and engineers are problem solver, but to engender innovations of success requires not only technological exploitations but also a broader understanding of materials meaningful application for consumers. For the design language, material performances are based in technological performance and also on experience, perception and cultural values. Nowadays the design knowledge and skills are approaching us to a new materials research scenario where creative communities, scientists and material industries are becoming deeply engaged in the creative challenge to achieve material functionality and meanings. Considering these and others factors, the Design Department of Politecnico di Milano promoted in October 2014 the Material Design Culture Research Center (MADEC) funded by FARB (University Funds for Basic Research). Within the MADEC research program, one critical point has been the identification of a specific methodology able to integrate tailor-made materials during the design process, in order to create new scenarios of concepts material and product. So, the Design-driven Material Innovation Methodology arose to enhance new products innovation starting from a specific material and suggesting a method able to manage the entire design process. After a brief forward of the method theoretical premises, the paper will analyzes the seven steps (Data collection about materials, Sensing, Sensemaking, Envisioning, Specifying, Setting up, Placing) suggested by the method associated with a selection of case studies to help its comprehension.Actually the DdMIM is part of the Design for Enterprises, the winner project of the Tender Capabilities for Design-Driven Innovation in European SMEs funded by EASME (Executive Agency for SMEs-European Commission). D4E is a consortium estabilished between MIP- Politecnico di Milano, D’Appolonia and ADIPER and will be a three years long European training program in order to help SMEs to manage a design process for product and services innovation where different actors like materials scientists, suppliers, creative communities and consumers are getting engaged.DOI: http://dx.doi.org/10.4995/IFDP.2016.3243
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Fornasier, Cleuza Bittencourt Ribas, Ana Paula Perfetto Demarchi, and Rosane Fonseca de Freitas Martins. "Design Thinking and its visual codes enhanced by the SiDMe Model as strategy for design driven innovation." In Systems & Design: Beyond Processes and Thinking. Valencia: Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/ifdp.2016.3298.

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The society is changing, leaving the old paradigm of work to a new one that is more dynamic and complex. In this context the way that the people consumes chance. In order to survive this scenery the companies has to innovate, but not only innovate based in the behaviours of the actual users, but innovate based in a person and its relations that do not exist yet, therefore the companies have to adopt the design driven innovation which brings advances dealing with knowledge of visual codes and meanings. This article aims to demonstrate how the model Strategic Integrator Design Management enhanced (SiDMe), which treat the design as a knowledge and adopt the design thinking, can lead companies to adopt incremental and radical innovation through design driven innovation. To do so it will discourse about the design driven innovation, design Thinking and present the SiDMe conceptual model. This research will work with the ex-post-facto delineation, using ethnography as a strategy, through the non-participant observation. After the application of the model it is evident that by the application of Design Thinking it will be able to help the companies to achieve incremental and radical innovation by the design driven innovation. DOI: http://dx.doi.org/10.4995/IFDP.2016.3298
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