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An Initial Model for Generative Design Research: Bringing together Generative Focus Group (GFG) and Experience Reflection Modelling (ERM)

机译:生成设计研究的初始模型:将生成焦点小组(GFG)和经验反射建模(ERM)结合在一起

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Understanding people's experiences and the context of use of a product at the earliest stages of the design process has in the last decade become an important aspect of both the design profession and design education. Generative design research helps designers understand user experiences, while also throwing light on their current needs, preferences and future expectations. In this paper, two complementary methods, namely the Generative Focus Group (GFG) approach and Experience Reflection Modelling (ERM), will be presented through a research case focusing on the development of sustainable design considerations in the areas of effective use of resources, and product maintenance and repair. The first method makes use of generative tools (i.e. diaries and timelines) to gain feedback from a group of experienced users. It facilitates group discussions and enables engaging user participation to develop potential design directions. In contrast, the second method utilizes a special toolkit of abstract two- and three-dimensional product parts to reveal the needs, preferences, and expectations of the individual in a more in-depth manner, with the intention being to further explore the insights and design directions that emerged during the application of the first method. This paper proposes an initial model that brings together these two methods, incorporating generative tools and techniques that are adaptable, participatory and engaging, and discusses their implications for design education.
机译:在设计过程的最早阶段,了解人们的经验和产品使用的上下文已经成为过去十年设计专业和设计教育的重要方面。生成式设计研究可帮助设计师理解用户体验,同时还可以阐明其当前需求,偏好和未来期望。在本文中,将通过一个研究案例来介绍两种互补的方法,即生成焦点小组(GFG)方法和经验反思模型(ERM),这些案例的重点是在有效利用资源方面发展可持续性设计考虑因素,以及产品维护和修理。第一种方法利用生成工具(即日记和时间表)从一群有经验的用户那里获得反馈。它促进了小组讨论,并使用户参与制定潜在的设计方向。相比之下,第二种方法利用抽象的二维和三维产品部件的特殊工具包,以更深入的方式揭示个人的需求,偏好和期望,目的是进一步探索见解和建议。应用第一种方法时出现的设计方向。本文提出了一个初始模型,将这两种方法结合在一起,并结合了适应性,参与性和参与性的生成工具和技术,并讨论了它们对设计教育的影响。

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