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ADVANCEMENTS

IN DESIGN RESEARCH

11 PhD theses on Design as we do in POLIMI

edited by Lucia Rampino and Ilaria Mariani In October 1998, on the occasion of the first conference on design

edu-cation, Richard Buchanan, then Director of The School of Design at Carne-gie Mellon University, envisioned doctoral education in Design as a “neoteric enterprise”, aimed at finding novel ways of addressing the new problems, “thereby creating a new body of learning and knowledge”. Twenty years after, these words can still be shared: the new problems af-fecting our globalised, bewildered and worried society are growing in num-bers and in complexity, and novel ways of sorting them out are more sought-after than ever.

The present book is part of a series that, since 2017, documents the pro-duction of the Politecnico di Milano Design Programme, presenting a sum-mary of the doctoral theses defended each year. Eleven essays are here gathered into four sections: Design Education; Collaborative Processes; Cul-tural and Creative Companies; Technology for Social Change.

In the variety of the researched topics, a common trait can be found in the continuous need of updated ways of addressing complex problems. It is such need that drives the evolving boundaries of design research forward, not just within our Doctoral Programme, but within all the national and in-ternational Doctoral Programmes in Design we are acquainted with.

Lucia Rampino is an Associate Professor at Politecnico di Milano, Depar-tment of Design. In her research activity, she explores theories of design and the nature of design processes, in particular as they pertain to knowledge creation and product innovation. She has taken part in various research pro-jects and serves as reviewer for both Design Journals and Conferences. Since 2009, she is on the Design PhD Faculty of Politecnico di Milano.

Ilaria Mariani, PhD in Design, is Contract Professor at the School of Design, and post-doc Research Fellow at the Department of Design, Politecnico di Mi-lano. She designs and researches games (physical, digital and hybrid) and interactive narratives as complex systems for communication, learning and social innovation, focusing on assessing their impact on users. On such topics, she has been taking part in national and international research projects, and she has been often involved in organizing conferences, reviewing journal and conference articles.

7000.486

L. RAMPINO,

I.

MARIANI

AD

VANC

EMENT

S

IN

DESIGN

RESEARC

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FrancoAngeli

La passione per le conoscenze

ISBN 978-88-917-7229-9 10319.2-7000.486_319.1-7000.319 21/01/19 17:37 Pagina 1

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ADVANCEMENTS

IN DESIGN RESEARCH

11 PhD theses on Design as we do in POLIMI

edited by Lucia Rampino and Ilaria Mariani

FRANCOANGELI DESIGN INTERNATIONAL

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Cover by:

Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International By downloading this work, the User accepts all the conditions of the license agreement for the work as

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5

Contents

The evolving boundaries of design research at Polimi: education, soft skills, creative companies and digital tech

Lucia Rampino and Ilaria Mariani pag. 9

We need new steps

Alessandro Biamonti » 19

Perspectives in Design Education Dialogues on the relationship

between Spatial and Service Design

Annalinda De Rosa » 25

Internationalizing the Fashion Design Curriculum: Nurturing Internationalized Talents

Xiaozhu Lin » 39

Designing Knit Designers.

Teaching tools and methods to train professionals for the knitwear industry

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Collaborative Processes Enabled by Design Design as enabling agent.

Design culture and non-designers in the changing role of disciplines

pag. 77

Designing the empathic experience. Suggestions from art practices

Alice Devecchi » 89

Intermediate urban space.

Design and light art as catalysts for change: participation beyond fruition

Isa Helena Tibúrcio » 103

Design for Cultural and Creative Companies Handling the Complexity of Design Support

Programmes. An interpretative framework for barriers and drivers to introducing design innovation into Brazilian MSMEs

Mariana Fonseca Braga and Francesco Zurlo » 125

FashionTech: Interaction Across Boundaries. Integration practices for design-enhanced user experiences

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Design and Technology for Social Change A taxonomy of data visualization projects

for alternative narratives

María de los Ángeles Briones R. pag. 163

Studying digital images in groups: the folder of images

Gabriele Colombo » 185

The Materials Generation

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FashionTech: Interaction Across Boundaries.

Integration practices for design-enhanced

user experiences

Susanna Testa

Department of Design, Politecnico di Milano

Abstract

-the integration process between -the disciplines and -the actors involved.

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142

A Border Line Condition

Modern Wearable Technologies

-et al.

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-Market Limitations and Design Opportunities

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-144

-quickly and as easily as possible.

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-behaviour and perception with regards to the product they are designing.

The Project Within Fashiontech

The Premise

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-146

-ability are all applied to the electronics and digital technology sectors, the

-Towards a Hybrid Process of Product Design

-search’s practical part.

-tigate user needs and desires across the sectors, ascertain which products and

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-technology product engineering.

-sign process: the graphic representation tool known as storyboard illustrates

-nologies which will eventually be included in the project concept.

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148

-connecting node between creativity, planning, design, synthesis, creation,

-aspects on which to concentrate innovation, and to the evaluation stage to

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1 points. 1

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-150

Case Study: Technology-Driven Processes. Smart Bag Project | Politecnico di Milano

Goal.

and prototyping procedures within the FashionTech sector, with a special

-tant product supplied by the brand as starting point. The actors involved were in order to turn said backpack into an interactive object that could encourage

-relationship between design and new digital production processes, and

pro-The Actors Involved

The project envisaged a learning-by-doing part which was

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-The Outcome. -The products designed by the various groups envisaged

-with the client brand’s aesthetics. The groups’ various outputs brought to the

view, conversely, the proposed solution tended not to be very original.

Fi

-Case Study: Design-Driven Processes.

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152

was adopted as starting point.

The Actors Involved.

Process Stages. • • • • technology • • • • • Test The Outcome.

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-Case Study: Mixed Processes.

Smart Bag Design at Politecnico di Milano

Goal

-The Actors Involved

interaction.

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154

-additions. The project participants continuously shared knowledge and pro-cesses throughout all the relevant stages, and thus developed a generative

-creative process by engaging in constant dialogue with the designer and by

-their behavioural interaction with the relevant products. The groups also

videos and on websites.

A Proposal for a Methodology for Wearable Technologies Based on a Scientific Approach and on the Creative Process

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-These steps are crucial to set the project on the right course: the procedure their needs and issues in order to develop the project originally. The proper

-Conclusions

The contribution of this research A toolkit

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-156

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-158

-designing, especially during their university training, would help young de

-inventing new shapes, but rather originating new behaviour.

Critical Points and Suggestions for Future Developments

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-References

-ny.

Design multi verso

-15, 2018. Failed. Fashnerd.com -gy-startups-wearables Wareable. com

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-160

Design for innovative Technologies. Da cosa nasce cosa

pub/03.

The Wearable Lab scales up with a 360° fashion tech offer

-design. Design Studies, 27

www.

-Teoria dello sviluppo economico

Smartphone sales in the United States from 2005 to 2018

-Futures for fashion: functional accessories between innovation and fashion

-.

Mattturck.com.

-.

Design Driven Practice

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