Human Dynamics and Design for the Development of Contemporary Societies

book-cover

Editors: Daniel Raposo, Nuno Martins, Daniel Brandão

Topics: Human Dynamics

Publication Date: 2022

ISBN: 978-1-958651-01-8

DOI: 10.54941/ahfe1001364

Articles

Decoration and Nostalgia - Historical Study on Visual Matrices and Forms of Diffusion of Fêtes Galantes in the 20th Century

In São Paulo/Brazil, between the years 1950 and 1980, porcelain sculptures representing courtesy scenes were fashionable in wealthy and middle-class homes. Several Brazilian factories started to produce such images and many others were imported, the most of them from Germany. These representations were inspired by the fêtes gallants, a rococo style genre from the 18th century. Factories like Meissen, Limoges and Capodimonte produced thousands of copies which circulated in Western Europe and the Russian Empire. During the 19th century, from French institutional policies, the fêtes galantes were revalued along with the recovery of the rococo. This political and cultural movement resulted not only in domestic interiors decorated with authentic pieces from the 18th century gathered together by collectors, but also in the production of new objects. Following decorative practices, studies anachronistically reclassified 18th artisans as artists, constructing their biographies, circumscribing their peculiarities, and identifying their works. Many pieces from the privates collections ended in museums. The porcelain aristocratic figures won the world and are produced until today. It was at the end of the 19th century, in the region of Thuringia, that the technique of lace porcelain emerged. Produced by women in a male-dominated environment, the technique involved the use of cotton fabric soaked with porcelain mass which was then sewed and molded over the porcelain bodies of male and female figures. After that, the piece was placed in the oven at high temperature, burning the fabric and leaving the lace porcelain. It is significant and relevant for the purposes of this research that the lace porcelain technique was never recognized as a object of interest by the academic literature on porcelain. It is likely that the presence of the female labor, the practice of sewing and the use of fabric have been interpreted by the male academic and amateur elite as discredit elements. Added to this, the lace porcelain became very popular in the 20th century. The reinterpretation of rococo in the 20th century was also understood as a lack of artistic inventiveness associated with marketing interests, which resulted in the marginalization of these sculptures. What is proposed here is to study these objects as pieces of domestic decoration practices, recognizing in them capacities to act on the production of social, age and gender distinctions. I intend, therefore, to demonstrate how these small and seemingly insignificant objects were associated with decorative practices of fixing women in the domestic space in Brazil during the 20th century. They acted not alone but in connection with other contemporary phenomena such as post-war fashion, the glamorization of personalities from the American movie and European aristocracy and the rise of Disney movies, which promoted the gallant pair as a romantic idea for children in the western world.

Vânia Carneiro De Carvalho
Open Access
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Somewhere Between Architecture and Jewelry

Our projects talk about knowledge and experience accumulated through time, so they work like powerful memory boxes. All that information reappears when we start sketching our first exploratory drawings. Architecture always influenced the way we see and understand the world and things in general, the “real” architecture which surrounds us every day, but maybe in a particular way the imaginary one that we can discover through set design projects, ephemeral exhibition design, even visionary drawings related to unbuilt ideas. We aim to demonstrate that jewels and architecture can share fundamental principles. When we look at a jewellery piece, we can observe its volumetric, how does light and shadow model the piece, the scale, the contrast between full and empty spaces, the composition, the sense of horizontality or verticality, its symmetry or asymmetry, its ergonomics, among other aspects but how can we relate to this intriguing object, what kind of emotions can it arouse in us? Perhaps we can play with similar feelings in other scales. In this perspective, our article focuses on the relation between architecture and jewellery applied research considering the philosophy “learning-by-doing” pursued by Charles and Ray Eames, inspiring and timeless references from the past. We follow a design methodology that implies continuous research about other authors and movements, the continuous selection of waste objects and materials, the development of sketches along with all the processes, and experimental prototyping. On the other hand, we incorporate specific goals related to product sustainability since the beginning of the present projects, namely upcycling. The main goals transversal to these experimental series consists of exploring space as a concept, interaction, and, at last, wearability. The jewel itself can have a strong presence in a certain way very close to the artwork but it is created and materialized for real people so we prefer to think about it as design because it is supposed to be owned and appropriated by someone and to contribute simultaneously to communicate their personality, to break with typified and mass fashion design, to conquer an immaterial dimension, to provoke emotion the moment we “dress” it.

Mónica Romãozinho
Open Access
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Second Skin’s Sensitivity: Memories and Consciousness

In order to explore the relationship between people and clothing products, this study addresses material culture and consumption in recent years in the face of the construction of heritage narratives related to the history of fashion design. According to the social circle of values consecration, connections between subjects and objects are fluid and the approach to the material culture and memories can be created and conduct. The history of fashion can be restricting to the materiality of objects or including the intangible elements related to this. The study is based on theoretical approaches and bibliographic review; a case study and ethnographic research on fashion exhibitions and correlated subjects; and comparative analysis including five hundred institutional exhibitions promoted in the last 50 years. This research also comprehends an exploratory study on the project Tati-Viana, which resulted in a fashion design output included in the heritage collection at the National Costume Museum (Portugal). Results showed that emotion and the relationship between people-objects through memories can be an alternative and deliberate tool for sensitizing actions to conscious consumption.

Rafaela Norogrando
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Hand-Made Jewelry in the Age of Digital Technology

People have always been central players in the world of jewelry. Not only as artisans who have given life to masterpieces of inestimable material and creative value, but also as users who have used jewelry as a means of expression, as a guardian of immaterial values or as a vehicle for messages. Over time, the human being has accepted the support of the machine in the productive, creative, and communicative processes, and today the world of jewelry swings between handmade and machine-made. Digital technology is increasingly affecting the production processes, the product itself, and the services connected to it. First, the paper aims to highlight the complexity in defining the role of luxury and handmade associated with the world of jewelry. Secondly, it aims to analyze the handmade relationship in the world of jewelry as a driving force for creating new values, of which the designer is the mediator. How the machine-made paradigm fits into the design, production, or communication of jewelry is described with contextual research from the second half of the last century until today, outlining the best examples in Italy and abroad. Then, an academic workshop is presented to investigate better the role of design in managing craftsmanship combined with new emerging technologies. The research on the context brings out the different declinations that the hand-machine relationship brings out in the world of jewelry. Then, the results obtained involve the analysis of the projects developed during the workshop, mediated through the relationship between hand and machine, underlining the designer's role. Innovation and technology, together with design methodology, redefine the stylistic features but also - and above all - deconstructs the classic concept of preciousness, resulting in the modification of the perception of the value. This implies a redefinition of the traditional parameters of luxury and the role of the human being, and a different way of designing its products. Finally, the paper analyzes the jewelry field and the designer's ability to develop the relationship between craftsmanship and new technologies, underlining the new value systems that this relationship can create.

Livia Tenuta, Alba Cappellieri, Susanna Testa, Beatrice Rossato, Fernando Moreira Da Silva
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Design Practices within Contemporary Societies

This paper addresses pedagogical practices developed in the context of the Communication Design BA at Lusófona University in Porto, Portugal, aimed at highlighting the importance of social design innovation as a fundamental field of application for the area of design hence promoting a socially aware design practice towards human needs and global sustainability. These practices are based on collaborations made with local social institutions, such as Portuguese Red Cross, Alzheimer Portugal Association, and Eu Sou Eu - Association for the Social Inclusion of Children and Young People, and are anchored on three axes: (i) the need to integrate students in the professional activity, through the development of specific projects for real contexts; (ii) the inexistence of curricular units structured in the scope of Social Design in the curricular programs of Design BAs in Portugal; (iii) the difficulty of social institutions to harness the potential of Design tools and methodologies to respond to the needs of both the institution and the community it serves, due to the lack of human and financial resources. Since 2018, several projects have been developed with students including fundraising campaigns, cognitive stimulation materials for individuals with dementia, signage for day care centres and visual identities. These projects provided students with a professional context, requiring direct contact with the client, in-depth knowledge of the institution and awareness of the community it serves to achieve suitable solutions. For their development, Design Thinking methods were used as the basis of a work process divided into three essential phases: (i) problem definition which included meetings with the client, visits to the institution, interviews with its collaborators, research on issues related to the institution and the community it serves; (ii) project ideation where ideas were discussed and tested, the financial and material feasibility was assessed, as well as the suitability of the project under development regarding the defined problem; (iii) project implementation which included the production and dissemination of the project and possible future developments, envisaging the materialization of a professional relationship between student and institution beyond the academic context. These projects highlighted the importance of the designer's role as a social agent: students were confronted with real social problems found in the community (situations of poverty, domestic violence, special educational needs, dementia), and the needs of the institutions themselves. At the end of each project, the knowledge acquired was not limited to the domain of academic design exercises, but extended to social learning, humanitarian values and ways of acting through design projects aimed at citizenship. It is argued that in times of change, marked by the growing identification of social needs, the Designer can assume an essential role as a social agent. Hence the need to integrate social issues in Design curricular programs, envisaging an approach to Design that is more oriented towards human needs and in line with the global sustainability and social equality. In this paper, design methodologies adopted for these projects are described with a view to the replication of this pedagogical model in other contexts.

Cláudia Lima
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Symbiosis Design: An Interdisciplinary Methodology

Thinking conceptually on what is tangible results in ideas that feed cycles of thought. This incremental continuum gives rise to a reflection on the current crisis of temporal dispersion.Creativity can be continuously stimulated through life-long learning. When exploring societal active methodologies within teaching and learning processes, Design is an interdisciplinary subject aided by: Artificial Intelligence in rethinking the positioning that humans conquered as conscious beings, but which underestimates nature and fails to recognize its dependency on other species; User-centered Psychotherapy and Spatial Interaction towards strategies for emotions and mind impulses which correspond to societal behaviors; Social Sciences in the context of Landscapes and Territorial Dynamics; Bionics and Mimetics reformulating technology through Nature as a model; Human Factors Engineering in the investigation of the cognitive system in the adequacy of physical and digital agents. It is projected consolidate the design of the procedural spiral in the design orientation of a methodology for the Design that leads the memory in anticipation to the retroactive effect of the knowledge that will operationalize responsible creative contents, aiming at the expansion of a remembrance against the forgetfulness of the human being to care Mother Earth.The intention to develop and validate this societal active methodology started from a model (4Xself) elaborated in the context of the PhD that, with the guidance of the respective Practical Assignments Guide, intends to guide a Symbiosis Proto-Methodology. This model was applied in 2019/20 and 2020/21 with students, and preliminary conclusions have already been reached in the scope of SPIRAL project. This project aligns with the 4th SDG on education, specifically target goal 4.7, as we aim to contribute to the SDGs defined by the UN in a transversal way with the methodology. We aspire to achieve acceptance of concepts and practices that integrate the research questions: How to create and implement a Symbiosis methodology that promotes interdisciplinary, sustainable, and ethically committed design processes? How can this methodology consolidate its meaning as a catalyst and aggregator system for acting in the Design process, guaranteeing the benefit of the agents involved?The expected outcomes of this project result from exploring different media channels to disseminate and implement Symbiosis’s proto-methodology whose expertise promote the crossing of knowledge in the respective areas and interactive practices in education, training in companies, in entrepreneurship and professionalization, ensuring the following principles: be transversal to the values and mission of the methodology for a more qualitative strategy in teaching; supporting a transition to information glocalization; reflect on Education as a learning channel for all; encourage a shared responsibility among everyone involved in the design process guaranteeing code of conduct; develop an operational methodology with and for society through Co-design and Participatory Design to better qualify individuals in society and this as a social collectively; improving training methodologies in education through interdisciplinarity and participatory learning; be enrolled in the ECO triangulation in which the Social, Economic and Ecological aspects are marked out between the poles Perception/Production and Nature/Culture in the domains of Design, Art, Science and Engineering

José Silveira Dias
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Sustainability (still) on Demand: Tools for Next Generation Designers

Design for Sustainability has been a persistent subject on bachelor Design Degrees curricula for the last decades. However, most of the outcome on students’ projects has been more focused on the use of recycled materials than with systemic sustainable solutions, that would generate a higher impact on the reduction of waste production and into the change into more responsible consumer habits.The actual emergency of a change in scenario in production and consumption habits, leads to the need of a refreshment in the subject of Design for Sustainability concepts and strategies, into schematic proposals as educational tools for next generation designers. Being so, this paper aims to answer the following question: How to synthetize conceptually operational design strategies, as learning tools for bachelor degree design students? To answer this question, a literature review centred on Design for Sustainability, Product Life Cycle Design, Product Service System and User-centred Design was carried out. The collected data was systematized into Design for Sustainability Innovation approaches: i) product design and ii) systemic design. The results led to a graphic systematization of design methodological steps and subsequent design questions that invite students into a reflection on the practitioner's proposals and their wider consequences into a near Future.

Rute Gomes
Open Access
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Community Engagement Methodology for the Academic Design Curriculum

Design profession has become quite resignified over time, being increasingly associated with an approach to involve people working collaboratively to co-create new opportunities for the welfare, solve complex problems or even favor innovation processes, whether they are applied in business environments or in the social sphere. By acting in this scope, Design is articulating social innovation processes, as it is developing strategies, whether through products or services, so that the actors related to the existing context can be active agents of transformation. In synergy with this approach, there is another participatory aspect, originating from other areas of knowledge: Community Engagement Methodology. This encompasses a process for providing information, empowering the community to identify solutions to their needs, as well as influencing priorities and strategic decisions. In this context, despite having enough theoretical and practical research implemented to favor community engagement, it appears that the academic curricula of Design courses do not work so specifically with community engagement/ implementation of social innovation processes. Thus, this paper reveals a methodology developed during PhD research in Design that aimed to favor the social reintegration of offenders and ex-offenders. This methodology, made up of different methods, was created in codesign with a Portuguese social cooperative, which was one of the promoters of a project co-founded by the European Union, between 2017 and 2020. The methodology was applied to professionals of the Criminal Justice System who work within the scope of reintegration in four countries (Portugal, Italy, Romania, and Germany), who evaluated it very positively. Therefore, the purpose of this article is to reveal the community involvement methodology created and propose ways that it can be implemented in Design curricula, to encourage and favor the development of solutions and improvements in different social contexts.

Caio Miolo De Oliveira, Rita Assoreira Almendra, Ana Rita Lourenço, Tiago Leitão
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The Challenge of the Development of Complexity Approach Skills in Design Education. A Study with Design Students

Based on a set of questions about the conditions of design education to complexity approach in the 21st century, proposed for reflection by a previous exploratory study, we sought to deepen this problem with another study involving a greater number of design students. Our aim is a contribution to the expansion of the reflection on the designers' capacity to respond to the complexity of reality, allowing the approach to other dimensions of the problem. We search for a more precise understanding about specific learning needs of the students. Simultaneously, we intended to contribute to a more detailed understanding of the teaching-learning environment conditions that must be answered. Keeping the theoretical framework of the exploratory study, built from an important series of recent contributions on the subject, we research through a qualitative study to understand the behavior of students from different design specialties. The students were exposed to a real problem of a real organization previously known. The study was fully carried out in the students' teaching-learning environment. We defined as focus of our analysis the students’ knowledge needed for the translation of the objectives of the organization for accurately defining the problem and for the configuration of this particular design situation. The data revealed the students chose to describe possibilities for the solution, avoiding the constraints, as it was revealed by the exploratory study. We found that given the difficulty in defining the problem students focused on solutions, resorting to creativity and invention to solve the challenge. We conclude that the learning environment must be more dominated by collaboration between system different actors, with greater articulation with diverse knowledge areas. The students’ needs must activate ways for exploring the unknown, in an environment that equips them with effective tools to support learning, in addition to their motivation and commitment. The identification of concrete dimensions for framing the configuration of support tools for design education for complexity approach has already an important territory of contributions, with resources and experimented proposals for action. Powerful design learning support tools for understanding real problems in design education, must be above all useful for the inquiry base for creativity and able to be mastered by designers. With an entrepreneur attitude for the global challenges we face, these tools must allow design students to learn about possibilities for innovative solutions.

Manuela Maia
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Interdisciplinarity and Collaboration - A Study Focusing on Experienced Biodesign Practitioners.

Biodesign is an emerging area in the design field that addresses ecological concerns by working with or learning from organic processes found in living systems. Therefore, biodesign leans on knowledge acquired from other fields, especially sciences. A direct interdisciplinary collaboration between scientists and designers happens very often in biodesign. This paper describes the findings of interviews exploring how biodesigners collaborate with scientists in their activities. The authors conducted semi-structured interviews with ten experienced biodesigners from Europe and South America. After collected, the information of the different interviewees was synthetized and compared, and a thematic analysis was made. The paper identifies and reflects on the designers’ methods to collaboration. It also shows the impact of such partnerships, their relevance to the design field and the specific contribution design brings to science. In addition to the expected impact of science in the design field, the study indicated the influence that designers are achieving inside scientific contexts as co-workers or leaders of biodesign projects.

Andrea Bandoni, Rita Almendra, Gabriela Forman
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[de]Territorialization, the Role of our Brain in a Technological World.

Since the turn of the 20th century, the act of design has gone through an exercise of problem-solving. It happened in the field of the city, architecture, or objects. Much of this discourse is present in the modernist manifestos. These goals are primarily related to Russian constructivism, in which many modern personalities were engaged. This problem-solving process, oriented toward an economic practice that articulated the available means to the proposed ends, was so necessary to the revolutionary spirit of the time. However, they answered the questions that the post-Russia zeitgeist of the Revolution intended to answer. The articulation of their intended function, coupled with the emergence of their utility, entrusted them with a good and abstract character in the city.However, in its genesis, the project contains much more than that. It cannot be merely the functional resolution of a problem. It must have the instability of that problem in its course, which becomes changeable in the search for the solution. As a result, the merely utilitarian character thus loses its initial grip. As Roger Scruton argues, the definition of a project methodology is complex if a method is indeed the correct word to use in the process. The method, that is, a path composed of specific tools to achieve a purpose, seems to us little convergent with the themes that should flow. To start from this assumption is to invalidate what we previously described as a fundamental part of the process of memory, which should have a high place in the project process. The design process is, in essence, the transit between the identification of a problem until it resolves (one, among many possible ones). To which we allude, it does not refer only to the project in Architecture but to a whole system that involves not only objects but also cities, in what we can understand as relationships with the body. More than a mere technical process, it involves an empirical component based on experience, which we define as physical and intellectual. The act of design, or project, must contain in its origin the state of emptiness, without preconceptions, that gag it. This state, which we wish to bring into discussion, is nothing more than the full potential of the task we want to accomplish.

Luis Miguel Ginja
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Integrated Pedagogy Model for Training the XXIst Century Designer

The New Degree in Design at the University of Navarra was launched in September 2016, and has recently completed the cycle of its first-generation students. The shaping process of this degree was intended to be flexible to forge the profile of a versatile and creative designer, a process that would lead to a new and innovative configuration of teaching methodologies based on the integration of contents and competences through projects.This article intends to explain how this Education Model works and which are its main principles, understood as the practical result of a permanent and ongoing research about ways of training designers for the needs of contemporary society. In fact, the scope of the text is to emphasize how this teaching methodology intends to help the students acquire the necessary skill set to face the hybrid challenges that the XXIst Century requests, challenges immersed in a world marked by an overwhelming technological development.In that sense, the entire system could be condensed into the intention of configuring mindsets of future designers in such a way that they are, at the same time, integrative and critical. That is, the development of integrative thinking is built through the aforementioned confluence of materials and knowledge in each project. And critical thinking is forged through numerous cultural subjects and through work on analysis of case studies and examples. From the combination of both faculties, the ability to integrate and the ability of critical thinking, the students will acquire the creative attitude that today’s society demands.Keywords: Teaching Methodology, Design Training, Creativity, Design Education, Integrative Thinking, Critical Thinking, Technology

Javier Anton, Victor Larripa
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Human-Centered Design since the Degree Kickoff: from Alumni Experience to Designer & User Experience

This article seeks to investigate the new paradigms of digital form and their application to the design process as a way to integrate service design from the very beginning of the process. It addresses a review of the generation of design in the key of "activity of conformation of open strategies". The aim is to open a deep reflection that allows an evolution of the understanding of the discipline of design linked to the outdated definition of "task of formalization of finished objects", which is widespread and still widely assumed. It is undeniable that engineering, urban planning, architecture, graphic design, product design, experience design and fashion design all share a common objective: all of them, in the end, can be considered as "service design".Indeed, each of the modalities of contemporary design and creation involves providing conceptual and oper-ational responses to needs (functional, aesthetic, symbolic, structural, social, individual). In short, creative activity consists of interpreting requirements and constraints in the most creative and efficient way possible. Design is not so much concerned with the need to produce "finished" objects, whether tangible or intangible. Contemporary design aims to create "formal laws", flexible and open, that can be applied according to the changing scenarios posed by today's users. To design digitally today is to create logical structures of data, algorithms and open results. This article rais-es the possibility of designing -from the genesis of the design- by integrating data referring to users and their algo-rithms as the basis of the formal, diagrammatic or structural law of the design solution. From clear mathematical rules and their parameterization, we propose the generation of the base structure of the "digital contemporary design"; from the exposition of data to the generation of “empty form”. In order to that, a preliminary reflection on the Technical drawing / CAD / BIM is proposed as well as describing the languages of the contemporary Design project (data and algorithms necessary for the construction of the form by topological transformations on simple forms). This is a con-temporary way of understanding the generation of the “empty form”. A "prepared" and "structured" format for the subsequent acquisition of successive layers of information (user data) that would trigger the "virtual twin" of the de-sign. Designing by means of topological transformations is an essential exercise in the foundations of digital culture: working with this type of algorithm is the main work of CAD programs. The conception of contemporary design must increasingly take into account the digital era, which constitutes the paradigm of our culture. The ideation and formalization of the actions that define design, architecture, urbanism and the physical environment, go through the management of formal operations within information systems that com-bine identity, visuality, materiality, measurement, financing, parameterization, industrialization, construction mainte-nance and, of course, interaction with users and systems. This phenomenon once again highlights the importance of geometry and drawing as fundamental disciplines that sustain the solid foundations of design education in the Univer-sity.Finally, the article addresses the urgency of defining new methodologies for the design process to ensure that design does not remain a mere "cultural response" to the technical advances produced by science, nor is it a purely intuitive process that proposes images but dispenses with the technical language of its time. We defend the activity of design as a purely contemporary task, which must be generated with the languages and methodologies of our current (and future) time, and for which it must have the possibility of integrating data and adapting to them with flexibility. In this way, any kind of design can be considered "service design" because it will "serve" effectively, avoiding the unnecessary iterations pursued by the LEAN system, which make human actions on reality inefficient and unsustaina-ble. Such a design would prevent the industry from having to generate an overabundance of designs and then discard the inadequate ones (by natural selection, through trial and error, dictated by the market and by user needs).Keywords: Design Training · Design Methodologies · Human-centered Design · Alumni experience · Designer experience ·User Experience · Service Design · Form · Contemporary Design process

Juan Roquette, Fernando Alonso, Pilar Salazar
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Design in-between Knowledge, Cultures, Identities, and Territories

The prefix and preposition between come from the Latin inter. It indicates the position in the middle of two things. It is a spatial and a temporal limit as inter-open, interweave, and interpose. It expresses exchange and reciproc-ity. The term in-between imbues all these meanings. It brings this open place and time where different ways of looking and living in our world mix together or complete each other in a universal perspective. We expose the interrelationships between design, knowledge, cultures, identities, and ter-ritories. We also elucidate the mixtures, miscegenation, and hybridizations between oneself and another or between a designer and an artisan. This pa-per evidences the contact zone that defines another place, which is no long-er mine or the others as told by Pratt's “between-places” [1] in an in-between-time of between-beings.

Carla Paoliello
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Mapping of Graphic-Semantic Representations: Bisar an Emotional Brand

This paper aims to demonstrate the effectiveness of the tool called the Graphic-semantic Expression Map in the creation of a new brand mark, with the intend of validating this new methodological approach. This tool was developed to assist the process of expressive code synthesis and boost the relationship between graphic expression and semantics in design practice. As a case study this tool was applied on the creation of the Bisar brand mark within the scope of the curriculum internship of the master’s degree in Digital Identity Design at Portalegre Polytechnic. Bisar – eco brand inspired by people -, consists of an identity focused on the reuse of industrial waste, specifically from the textile industries in Guimarães, through the donation of industrial waste by each company, allowing the creation of a brand focused on its values and objectives, emotional and social, through experiences, supporting sustainability and making a difference in the community. Bisar is a sub-brand of Guimarães municipality that emerged from a project called “From Granny to Trendy” by the “Vintage for a cause brand”, a sustainable brand that has won a series of awards and is supported by the Calouste Gulbenkian Foundation, which stands out for its concern at a sustainable, ecological, and environmental level and creativity. Through the application of the tool, it is intended to assess the brand's values, relating them to semantic and graphic values, aiding methodologies and instruments promoting the association between semantics and visual thinking. Visual thinking is an essential tool because it helps to clarify ideas, defines concepts, interpret the problem, and give a systemic view. In this context, concept maps are a widely used tool in design teaching to help students visualize and communicate concepts, using semantic panels, associations are made at the semantic level, which allows working the relationship between the semantic attributes and the previous experience of the receiver. The intrinsic relationship between the brand mark and what it represents can be described as a semantic differential, and, according to Formiés and Vázquez (2016), the semantic differential technique allows us to evaluate opposing adjectives, noting whether there is any relationship between elements such as the color, the set, the visual pattern and the semantic attributes that the brand intends to convey, which can also be used to determine the recognition of the graphic brand. The implementation of the new visual synthesis tool – designated Graphic-semantic Expressions Map in concrete contexts of learning in the scope of Design Education constitutes the undertaking that succeeds its conception and aims to create conditions for its scientific validation. In the end, an attempt is made to evaluate if the association of semantic elements with several communication elements promotes the convergence between the project goals and the synthesis expressive codes, while the interpretation and creation of a brand mark project.

Cátia Rijo, Vera Barradas, Mariana Dias
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Identity Design: A Procedural Approach for the Ideation, Construction, and Analysis of Logos

The present research focuses on the analysis and later proposal of a logo's ideation, construction, and interpretation process. To fulfill this objective, the concepts and methodologies of graphic design and brand identity were collected to support the function and classification of a logo. However, this is not a closed model, being just an indication that can contextualize and guide professionals in their creative process in developing a logo.

Rodrigo Morais, Jo Ribeiro
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Colour as a Distinctive Element of the Territories

This paper is part of research under development, which aims to define a set of criteria and/or parameters in the fields of design and communication, to enhance the sustainability of Low-Density Territories, through the recognition of their identity and their distinctive signs.Thus, this article aims to know if the colour is constituted as a distinctive sign and contributes to the identity of the territory.According to studies developed by several authors over the past few years, the distinctive signs, whether tangible or intangible, are identifying and differentiating elements that ensure ethical and fair competition, which encourages sustainability. They can contribute decisively to the construction of a region's iconography, the reaffirmation of its territorial imprint and are a stimulus to territorial development. In the context of signs and place identity comes the concept of genius loci, or spirit of place, created by Norberg-Schulz, which refers to the distinctiveness that characterises each place.As long as there is light, colour is in every landscape we see. Whether they are, or not, worked, by Man, each landscape holds a palette that is composed of the colours that compose it: sky, vegetation, soil, rocks, buildings, signs, among others.For Simon Bell (1993), despite the chromatic variability that landscapes present, they are associated to a limited scale of colours, a fact that facilitates the definition of a local identity.Talking about local identity, as far as colour is concerned, leads to the concept of Colore Loci, which derives from the previously mentioned Genius Loci, created by Raimondo, to demonstrate the unique characteristics of a given place.In order to achieve the established objective, three types of landscape were identified: Natural Landscape, characterized by being able to have, or not, human intervention, but where the action of nature prevails and where the presence of construction is very reduced or even null; Landscape built by Man using local natural resources, refers, for example, to urban agglomerations where local materials are used to build, i.e. where local stone is used for the design of streets and pavements, for the cladding of buildings, or for the construction of exposed stone walls; and Painted Landscape, which is one that, regardless of whether or not it uses materials from the region, stands out for its deliberate use of artificial colours, which make these landscapes unmistakable.Through the analysis carried out it was possible to conclude that colour is even a distinctive sign of the territory, since each place has different types of heritage, natural and built, and these give the landscape distinctive shades, through permanent and non-permanent colours. However, and turning the focus to the valuation and attractiveness of the territories, which is the central theme of the doctoral research, it can be stated that the colour, and its use, can also create the identity of a place, and thus enhance it and make it attractive, since according to the analysis carried out, the spaces created by colour (the painted landscapes) are the most visited.

Vera Barradas, Ana Loures, Luis Loures, José Silveira Dias, Victoria Carrillo Durán
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Co-Design as a Tool to Improve Our Cities.

This paper aims to develop an academic project in the field of design under the theme"New European Bauhaus" with the aim of contributing to a better experience andliving in the city and the development of a more sustainable city. The theme has afocus on the project developed in the Master of Digital Identity of PortalegrePolytechnic that intends to know the city of Portalegre from a singular place and itsidentity. This study is part of this international project called “Design, experience,and identity: meeting spaces to design a livable city” that has the collaboration of sixNational and International Higher Education Institutions and aims to address thisinterdisciplinary issue through the development of academic projects in thedisciplinary field of design. In these ways we can contribute to a better experience inthe city, as well as to a more sustainable development of the place, without losingsight of its identity.

Vera Barradas, Cátia Rijo
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The Creation of the Identity for the Territory Themes: The International Congress SD2021 as Case Study

This paper aims to explore the problematics of the creation of visual identity forterritories. The visual representation of territories must be illustrative of the values,culture and history of the territory, with the ultimate goal of the creation of selfrecognitionin its inhabitants... As a case study we bring the creation of the visualidentity for the International Congress on Sustainable Development, LandscapePlanning and Territorial Governance (SD2021). The challenge was launched forfirst-year students of the master’s degree in Digital Identity Design at PortalegrePolytechnic.

Vera Barradas, Cátia Rijo
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Design Thinking a Methodological Approach in Design Process: "3 seeds" as a Case Study

This article aims to demonstrate the design thinking methodology applied in a specific challenge and its inherent problems. Nowadays, with the common concern of climate change issues, design assumes a global responsibility to change habits and behaviors. Universities as living laboratories of ideas and an-swers are called to action. In the work presented here, students were challenged to develop a project under the theme, seeds. With sustainable design and circular economy at the base of the creative process, in a thinking oriented towards truth, honesty, clarity and respect for people, 3 seeds are born. A hand-made clothing brand with dyeing based on three seeds: Paprika, Saffron and Pink Pepper. From the result were part not only the garments, but also communication strategy and graphic pieces that accompanied the whole concept and process of the project. For the development of the project, we intend a methodology that integrates practice as part of the method has come to characterize our action – practice-based and practice-led (Candy, 2006) - considering: wants to practice and reflection on the results of practice, as a source of new knowledge.Move forward from this knowledge about the practice and within of practice we adopted design thinking methodology not only because is a flexible methodology but also because can be used in any work field, since it as valuable elements, such as iterating frequently based on continuous feedback from all the intervenient. Through rapid low-resolution prototyping, ideas are continuously tested with the potential users. “Fail early in order to succeed sooner” is the Design Thinking principle that helps to maximize learning and insights, crucial for human centred innovation. Collaborative work in a small groups scenar-io map, leads to the discussion of solutions, and to the innovation that emerges from the different perspec-tives given by each person.In this context, it will be important to realize that, as a methodological resource in the development of a project, design thinking is able to provide an effective approach to problem solving, naturally facilitating the development of innovative approaches to problem solving, from the perspective of prototyping, rapid analysis and potential selection of end-user-focused solutions. Design thinking, besides guiding as a meth-odology, emerges as a unifying element of visual thinking and the creative process. Our aim with the students involved, based on active research and expression, is give them with skills capable of complementing their expertise, behaviors and methodologies in real work context since this methodology offered focuses on a practical approach.

Cátia Rijo, Vera Barradas, Carolina Galegos, Patricia Pombo
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The Central Role of Empathy in Service Design

Empathy is commonly defined as “the ability to put yourself in another person’s shoes i.e. to truly see the world through others eyes in a given context or situation. This is particularly important in Service Design since it means that we are designing relationships. To do so implies a process of deep understanding and connection with different persons having a multitude of visions of the world, ways of behaving and acting. Having this central relevance Empathy is a compulsory condition to any Ser-vice Design project, being the engine both of the design thinking process and the design action process. In methodological terms this paper addresses this central role of Empathy and discloses it through the concatenation of literature review and the presentation of Design student’s service projects (developed in the Service Design Course from the Design graduation program at FA ULisbon), done with a social de-sign focus and developed in a specific conjuncture: the Covid pandemics. This peculiar context challenged the way the activities of observing and engaging with people occurred, making it hard to set aside assumptions, thus suspending each student own view of the world around her/him. The critical assessment and discussion of the results of these group design projects allowed us to develop some tactics in order to overcome the constraints imposed by the pandemics. Hopefully this reflection will somehow contribute to the design area of Education and it is in itself an empathic gesture towards the Design education agents.

Rita Almendra, Fernando Moreira Da Silva
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Emotion: A Vital Component in Design Decision Making

According to several authors, emotions are vital in decision-making, existing three fundamental components in the emotional set, that is, the affective, the cognitive and the motor, which gives emotions a central role in design projects, along with intuition, directly relating the design product with its user, which may lead to the adoption of new attitudes. Since emotions are processed at memory level, they can enable the generation of new meanings established by each user, motivating feelings of belonging, in addition to promoting greater durability in the relationship established between user/object, which may lead to positive attitudes at the level of product life cycle. Over the last few decades, there has been a paradigm shift in terms of design processes and methods, which has brought with it greater flexibility in the incorporation of concepts, promoting interaction and empathy with human beings, valuing a more cognitive and humanistic design approach. In this paper we present an investigation that fits into the disciplinary territory of Design, in which we intend to give emotion a central role in design decision-making. It uses a mixed methodology centred on literature review and practical experience in teaching design project. It is intended to stimulate reflection and bring new perspectives on the addressed object of study that may lead to a position taking the emotional component as a fundamental advantage key strategy in design decision making, contributing to a more sustained vision of the professionals but also the students, in the development of projects in design.

Fernando Moreira Da Silva, Rita Almendra
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Sustainable Design Approaches Towards Green Higher Education Campus

The primary goal of our work is to address the issues concerning the application of sustainability concepts in the Higher Education Campus of the Faculty of Architecture at Universidade de Lisboa. Sustainable actions and attitudes are part of the sustainable principles of the Sustainable Development Goals adopted in the 2030 Agenda by all member states of the United Nations. This exploratory research is based on a review of the international literature specialized in sustainability assessment in Higher Education Institutions. A qualitative research approach was applied, using a questionnaire adapted from the European University Association in 2021, as a research instrument, with the objective of knowing the perception and opinion of the Faculty of Architecture (FA) academic community on some of the collective actions of greening. Based on a survey carried out on a non-probabilistic sample selected from Campus users, a qualitative interpretation and discussion of the data obtained were performed. With this investigation, we intend to know the challenges and initiatives practiced in this Campus in defense of sustainability and contribute towards a changeover the environmental, social, and economic awareness of the campus community.

Maria João Delgado, Isabel Duarte De Almeida, Gianni Montagna
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Biomateriality Bridging Design and the Community

The current environmental crisis is turning designers to the development of new biodegradable materials, that are produced through clean processes: the biomaterials. They present not only alternatives to existing materials, but actually an opportunity to reflect upon new materialities that indicate different ways of consuming and living to their users. In order to be massively adopted and lead change, biomaterials need to be validated and possibly co-created with real communities. Complemented by a literature review and by two surveys, one directed to rapid prototyping facilities’ coordinators/founders, and another with a focus on citizens from Portugal, this research explores how biomaterials can connect Design and their surrounding communities. A deeper understanding of related dynamics and how the democratization of Design processes unfolds and is perceived is key to effective communication and implementation of holism-focused methodologies. Additionally, this study highlights aspects such as the role or the empowerment of the community through the search for solutions and activism.

Gabriela Forman, Michele Santos, Pedro Ferreira, Andrea Bandoni
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Facilitating Materials Learning into Design Education through Visual Representations

Typically, the teaching-learning process about materials and manufacturing processes for design include a range of tasks: knowledge restricted to industries; designers’ responsibilities; functional requirements; and subjective values. For instance, materials knowledge is fundamental for designers. Considering this mix of competences and additionally the quantity and complexity of the subject, the process of teaching-learning about materials is challenging. This paper discusses the visual representations as strategy for materials and manufacturing processes learning into design education. We argue that traditional sources as demonstrations and reports are important to classes, but visualizations have the causal effect. To demonstrate the proposition, we present an experience report.

Aline Teixeira Souza Silva, Fernando Moreira Da Silva
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Enveloping a day – Persona visual mapping

The following article describes a Persona Method through Visual Clues (PMVC) in a learning setting performed in the course of Interface Design I, degree of Design, School of Arts, University of Evora, Portugal, in the academic year of 2021/22. The study follows a descriptive case methodology. The purposed PMVC concerns the project’s early stage and reveals how a mosaic assemblage of visual clues allows an itinerary on cohesive information acquisition in guiding the design project. The proposed PMVC allowed students to valorize life contexts when projecting a persona, enabling a strong focus on consumers and work contexts. Although working in fictionalized settings, the PMVC triggers the reasoning on the complexity of the contexts, deploying information that will deliver more reality into Personas. Keywords: Visual methods, Communication Design, Persona Method, Design Literacy

Jose Silva, Rita Almendra, Tiago Navarro Marques, Daniel Raposo, João Neves
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Sustainable Product Service System (SPSS) for Designing a Portuguese Furniture Service: Comprehensive Approach

Product Service System (PSS) is a Sustainable Design strategy for developing product service-based solutions, that contribute towards the reduction of product waste, towards the generation of new forms of partnership among stakeholders, leading to innovative product service solutions and to new ways of responsible consumption.A research on PSS for domestic adaptable furniture is being carried out. Having in mind the Portuguese context, it is important to comprehend existing PSSs and identify models and opportunities for designing a Sustainable Product Service System (SPSS) for adaptable furniture within the Portuguese context. For this, the following research questions arise: What are the most common business models in Portuguese SPSSs? What are their fragilities and strengths? What factors may better contribute to a higher consumer satisfaction? To answer these questions, there were developed five case studies on ongoing significant Portuguese SPSSs, analysing three approaches for each of the cases in the sample: i) needs satisfaction, ii) stakeholders involved, iii) sustainable strategies. The case studies results enabled a wider comprehension of the existing Portuguese panorama on sharing economy Product Service Systems models, providing information for the development of a PSS domestic adaptable furniture.

Rute Gomes, José Manuel Silveira Dias, Marco Neves, Paulo Dinis
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Design Strategies for Socio-Environmentally Adverse Territories

In an inland southern region of Portugal, pathologies that intersect social and environmental problems have been identified, such as low density, aged and dispersed population, as well as low rainfall and high temperatures. An applied research and development initiative endorsing those problems was carried out by students and staff of the University of Lisbon along two years. This text reflects on this experience and the role of design on such predicaments.The research questions are: how and what kind of innovation can design bring to the community's quality of life in territories under adverse conditions of that kind?A previous analysis, carried out between local authorities and our design school, allowed us to trace two lines of investigation, one aimed at intensifying the flow of people within the territory, and the other focused on promoting the relationship between Man and his environment.Considering that design can contribute to the process of social change, through design for social innovation and collaborative services, we reflect on the main characteristics that the design projects must contemplate, which are: a user-centered perspective; be a participatory process; to draft with a sustainability perspective; adopt a multilevel perspective; to endorse innovation and; sustain problem solving.The research methodology involves the transversal use of design methods and participatory processes, immersion in the territory, collection of primary and secondary data, definition of the concept, development of proposals, communication and validation by the municipal authorities.The results are a set of projects with a wide range of solutions in the field of social innovation, with the aim of valuing social interaction, valuing culture and regenerating the local landscape, namely: a cultural caravan service; a Lab-desk service; a cultural project to reactivate community wood-fired bread ovens; a website to publicize local projects focused on agroecological food; a Center for the Intangible Cultural Heritage; a co-working and co-living service; an environmental festival; a research service aimed at better understanding the needs of the “silent population”; a garden at the historic urban center of Mértola town; a public botanical garden; and, the renovation of a public area in a small village.The relevance of this work lies in the assertion of the potential of design strategies for social inovation, particularly in a context of social and environmental adversity, where design can fullfill a key role valuing the daily lives of populations. This article demonstrates that there is an immense space for work involving the public institutions managing this type of territories and the design academia. From our experience, a transversal line stands out: the intersection between local knowledge and the external population. This converges it the idea that the value that design brings to this kind of community is the drafting of arenas of social interaction where the local social fabric is nurtured and, simultaneously, beholding people´s awareness of the surrounding environment’s frailty.

Ana Thudichum Vasconcelos, Joao Cruz
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The Process of Creation: Artistic Creation and Creative Processes.

This research is built upon the search for the understanding of today's status of the process of creation, and how it has been considered through time, first through an philosophical approach, then through psychological aesthetics and finally, more recently, through psychology. If all construction of reality are built upon the interaction between physical world, the psychological or subjective world and the world of human creation, it seems to be clear that the creative process is, by excellency, a paradigm of the human experimental or experiential phenomena. Assuming a descriptive case study approach, Boa Nova Tea House of Siza Viera is analyzed. In Siza Vieira´s creative process, the drawing constantly validates his work. Architecture balances between art and technique as a creative act resulting from the artist mental reflective and experimental construction.

Maria Silvia Barros De Held, Carlos Alho, Vanda Matos
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Smart and Inclusive Built Environment: Is Remote Work the Key?

This paper discusses the contribution of remote work to metropolitan areas’ resilience, sustainability, inclusion, and equity. These premises are the support of smart and 15-minute city models. The traditional model of idealization, planning, and living in metropolitan areas is based on the automobile, in the commuting movements, and in a dependent relationship between city centre and suburbs. The pandemic context exposed, in practice, the choice and the need for a human centred design model for metropolitan areas planning. The disrupted reality experienced in the last two years exposed the need to change traditional practices to guarantee global, and local sustainability. Remote work impacts commuting as well as the interactions between individuals and their home environs. To support this statement, the case studies of Paris and Barcelona, are both examples of 15-minute city model implementation. In the end, some questions: Why insist on unsustainable commuting centred planning? If the remote work experience along the lockdown was positively perceived, why its adoption is so difficult, almost impossible?

Cristina Caramelo Gomes, Houria Ariane
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Radial Visualization Model in Healthcare: A Survey

One of the main focuses of research in healthcare involves the processing of large amounts of data accumulated in Electronic Health Records and their communication in an interactive, understandable, and adequate way to the needs of each user, either healthcare professionals, patients, or care givers. One way of conveying the information to all of them is in a graphical way. There are, traditionally, two types of graphic models for data presentation: Cartesian/linear mod- els and radial models. From literature one can observe that there is an increasing interest in radial models to analyze and present large amounts of data. In this paper an exploratory study is presented aiming to understand how radial visualization model evolved throughout history, as well as its importance and relevance in data visualization with a particular interest in clinical data. The methodology used is focused on case studies found in literature, collecting all the relevant references about the radial visualization model and conclude on their weaknesses and strengths.

Rute Bastardo, Mariana Castro, Luís Filipe Da Silva Ramos, João Pavão
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Design, Information, and Accessibility: News in Pandemic Times

Daily newspapers play a decisive role in informing citizens and involving them in society. The information they transmit must be clear and easily accessible. The design determines, to a great extent, the ease of access to information through page organization, content hierarchy, images, and color. To understand the importance of information about the pandemic in Portugal and how this relevance was manifested through design, we selected three key moments of the pandemic and analyzed the news published in the three Portuguese daily newspapers Correio da Manhã, Jornal de Notícias, and Público, regarding the number of pieces published, length, location on the page and use of iconography.

Maria Luísa Costa, Bruno Paixão
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“ALImentáRIO” - Holder for the Supplementary Feeding of Wild Birds

This is an animal design project (design thinking to meet the needs of animals) which aims to bring birds into contact with humans and - through this solution - to bring the sound and movement produced by them into our lives (whether in the countryside, whether in the urban landscape), which can be translated into joy and peace achieved by the harmony of natural wildlife in our domestic environment.Starting question Knowing that birds are elusive and fearful animals, but also can bring joy and movement to our daily lives, how can we attract them to our coexistence? Supplementary feeding can be a good solution, and there are already some versions available on the international market, especially in countries where winter is more extreme. In southern Europe, feeding birds is still not a very common practice. Depending on the type of food the birds eat in their natural habitat and, depending on the endogenous birds, there are variations in the diet, and only a test of placing food available to the birds will determine the type of food to be placed in the supplementary feeder.The "AlimentáRIO" (feeder) is a ceramic supplementary feeding stand/holder that can contain various types of food, in order to test if birds can be attracted close to your home.There are several types of bird food: nectar, seeds, worms, fruit, tallow/lard... And, for each of these types of food, there is a specific type of feeder. The "AlimentáRIO" is a versatile feeder intended to cover all types. Nectar is more suitable for birds that can pollinate during late winter and early spring, when insects are less active. For these reasons, nectar should only be placed in feeders as a food supplement in the winter and autumn.In Portugal, there are some birds that drink nectar, according to Luís Pascoal da Silva , a researcher at CIBIO-inBIO. The scientist states that there are several pollinating birds in Portugal, but the study of the contribution of these birds to pollination is scarce. Seeds - besides the traditional canary seed - can contain sunflower seeds or nuts, such as walnuts and peanuts, depending on the endogenous birds. Fruit is also sought after by some species of birds, namely apples and pears, in addition to other exotic fruits. However, in general, birds can be drawn to any type of fruit. Fat balls are usually tallow/lard balls with seeds and fruits to reinforce supplementary feeding during cold seasons. The "AlimentáRIO" is a suspended wild bird feeder that can be hung in more or less sheltered places, made with materials resistant to the elements, without the need for maintenance. However, its cleaning must be done according to the recommendations referred to in the full article. As already mentioned, the construction materials are low maintenance, and the food container and the deflecting bell jar are made with stoneware - the type of ceramics more resistant to both bumps and thermal variations. The junction of the two parts is made with a nickel-plated threaded rod, covered with an aluminium tube, and all components are joined by manual screw threads, which allows to assemble and disassemble it without the use of any tools, thus facilitating an in-depth cleaning at the end of the supplementary feeding season.The "AlimentáRIO" has a lower part with four concavities for placing food, which allows the possible placement of different types of food at the same time, thus drawing different species. As it is a feeder consisting of a protective and deflecting bell jar, the birds are protected from possible direct attacks from predators and from falling leaves in the autumn. The fact that it is a supplementary feeder that can be hung with a rope makes it difficult for rats and squirrels to get close to the food, given that, if by chance these animals manage to descend on the rope, they must also overcome the challenge of getting through the bell jar (which is a spherical cap) to get to the place where the food is. The results of the placement tests of this supplementary feeder have been reassuring, which show that the feeders foster the approximation of wild birds in relatively short periods of time - between 3 weeks and one month.

Fernando Miguel Marques
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The Design Process, from Individual Thinking to Collective Social

In contemporary society, Social Design practices are crucial for the operability of aggregative solutions. Developing efficient and effective solutions that meet and enhance social needs and responsibilities, combining a greater number of values shared by different sets of individuals. In this way, the creative community must reflect on the behavioral patterns and the way to create and manage solutions able to perspective the agglutination of contexts, for this, different methods and options may be considered in the search for knowledge of experiences and ways of acting, according to social and cultural trends.This article aims to understand how the creation process influences and interconnects individual and collective thinking, in which the context of individuality and diversity is present in the analysis of the problem and, consequently, should be present in the elaboration of the design solution directed to social groups, sometimes also multicultural.These groups of people connected by a common interest, according to Godin (2013), can be considered tribes. Aware or not, the individual is part of many tribes. Tribes without unitary leader identification but create value and effects in society and in the market. In the past, one of the main factors influencing the constitution of tribes was geography. However, the globalization process has expanded and accelerated the number of tribes, which can have relevant power, but often an ephemeral character. Given the constant adaptation of ways of being, thinking, and feeling, the thought process must integrate and identify behavioral and relational models. In this sense, the development and experimentation of design must be associated with an awareness of culture and group unification. The analysis process from individual to collective must develop an exploration and critical evaluation in the face of the groups and multiculturalism. This fact encourages the applicability of Social Design, in order to guide reflection and the development of solutions framed in the multigroup problem.Creating products and services with a cultural link and with symbolic and emotional connections, according to Krucken (2009), is a challenge, considering that the final configuration of the product is a combination between essence and personality, defined consciously or not.In this framework, function (the essence) and form (the personality) play a crucial role in visualizing and strategically anticipating decision-making and design choices.Thus, considering the group individuality and group immensity, our goal is to identify models, to assess weaknesses and/or potential for success or failure, in the applicability of the process and the framing of the result in collective nuclei with identity particularities, as well as, the role that Social Design can play as a synergy binder in the thought process and the final result. The methodology will be based on a case study and literature review.

Silvia Rala, Ana Paula Gaspar
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Design in a Context of Social Equity: Therapy Rooms in Schools

The term design, used in the English language but whose origin goes back to Latin, “designare”, concentrates in itself a double meaning, that of “designating” and “drawing”. The concept of design entered the present world of communication and globalization from the nineteenth century through the three interconnected historical global processes: “Industrialization”, “Modern Urbanization” and “Globalization”, thus giving birth to a new form of represent and convey knowledge. Knowledge, in all contexts and situations, will only have to be available to everyone, in terms of ergonomics (but inclusive), accessibility and usability. Design, in a context of social equity, works on the needs of each individual and the same individual in the community, thus, it can be perceived as a tool that allows transforming spaces, equipment, and environments, according to the target audience requirements.As contemporary societies face global changes, so do the individuals. Studies show an increase of about 25% in cases of anxiety and depression in young people, motivated by the pandemic caused by Coronavirus disease 19 (COVID 19). UNICEF alerts of the high impact, on the mental health and well-being of children and young people, that the confinements, resulting from the current pandemic, continues to cause, as well as some type of loss in terms of education, in more than 1,6 billion children, as stated by Lusa (2021). The school emerges as a lifesaver, a space for education, socialization, and therapy, although not always equipped for the current reality that the world is going through. The classroom gives way to the therapy room, within the school itself, where students learn to deal with the new reality. Design emerges as an enabling tool to create suitable spaces for this new learning process. We intend to analyze existing cases, using a mixed theoretical, qualitative, and quantitative methodology, based on case study, survey and interviews, with the aim to assess the real potential of these therapy rooms in schools, their usability, and benefits for target audience. This article suggests a reflection on a concept of social design, for all, which may amaze everyone from the observational point of view, of sensoriocognitive comfort, in their contemplation and intellection in the hypothetical, revitalizing and multisensory ergonomic enjoyment of its beauty and personal and collective well-being. It is in this sense that we will make a journey through the “vital” importance that design represents for the human being as an integrating factor in society, in a conceptual perspective for the user, for his senses and multisensory, in the contexts and somatosensory and synesthetic situations, focusing on sensory and multisensory perception, where space, equipment, colour, and feeling take place.

Joana Saes, Augusto Deodato Guerreiro
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The Digital Children’s Book – Types of Media and Interactivity

This paper uses the literature review methodology to compile knowledge about the children’s digital book theme. It begins with a brief historical contextualization of the evolution of the children’s book and a reflection on the use of technology by children. Next, the different types of digital media are listed, referring to the critical points of its history, and focusing on mobile devices as reading media for children. Finally, we reflect on digital interactivity in children’s books, which are now visual, sonorous, and tactile.

Agatha Kretli Mascarenhas, Elisabete Rolo
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Wearable Design for Epilepsy Patients: Human-Centered Design and Speculative Design for a Positive User Experience

Despite encouraging indicators that epilepsy cases can be prevented with low-cost, efficient drugs, a significant number of patients are resistant to treatment. Constant monitoring is one technique to get around this problem. Wearables are a suitable alternative, but they must deliver a positive user experience; hence, they must consider “material” and functional factors. Human-Centred Design (HCD) is an effective method to achieve that because it focuses on users’ needs. However, HCD is concerned with the potential problem space but overlooks some essential features of technological use. Speculative design is a method for investigating potential design outcomes and possibilities that may arise in the future (i.e., problems concerning privacy). In this sense, the paper argues that speculative design can extend HCD to create wearables for epilepsy patients who require constant monitoring.Keywords: Epilepsy, Human-Centered Design, Privacy, Speculative Design, User Experience, Wearables

Davide Parilli, Daniela Moreira, Patricia Estanqueiro, Rodrigo Ramirez, Hande Ayanoglu
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Strategic Design for “Smellscapes”: Do Smells Get Into Our Decisions?

Most design interventions manipulate the environment to convey sensory information to the public. However, aside from cosmetic industry, research on the olfactory modality has been broadly overlooked. Being one of the most ancient senses, smell provides motivational guidance within the environment, and some evidence has pointed to multisensory influences of smell. Thus, if the olfactory experience could surpass its mere perception and extend to our decisions, it would become a critical topic for design R&D. We assessed the influence of environmental smells on the performance of two distinct decision tasks, namely, a parallel response selection / conflict monitoring task (see Beste et al. 2013) and a cocoa taste-discrimination task, respectively employing an orthonasal (experiment 1) and a retronasal (experiment 2) smell exposure. Three identical laboratory rooms were used in both experiments to expose the participants to control, pleasant (apple fragrance scented room), and unpleasant (faecal / putrid room) smells in a counterbalanced within-subject design. Although participants’ response times were equivalent between conditions in experiment 1, the unpleasant room was associated with a decreased (albeit non-significant) number of errors. Remarkably, experiment 2 revealed that the unpleasant smell condition produced significantly more accurate judgments about the cocoa content of the trials than those obtained under pleasant (p< 0.01) and control (p< 0.05) conditions. Our findings are discussed considering the salience of smells (i.e., motivational value), and task demands (i.e., exposure length and type of cognitive processes engaged). Those factors likely combine to determine the resources (e.g., attention) allocated at each task and consequently, the degree of interference that smells could have on decision-making. We argue that olfactory design interventions might benefit those people in various contexts where sharp decisions are an asset (e.g., operating rooms, court rooms, etc).

Amadeu Martins, Ana Nunes, Andreia Lima, Carlos Ribeiro, Carolina Pedro, Jéssica Oliveira, Monalisa Vieira, Patrícia Monteiro
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Internet of Senses (IoS) and Internet of Sensory Health (IoSH): A New Technology Epiphany

In the field of healthcare design, a great revolution is taking place. The use of Internet of Things (IoT) technologies, and in particular the great success of smartwatches, fit bands, and specific wearable medical devices allowed people to self-monitor their health parameters. At the same time, physicians were allowed to track, assist, make diagnoses, and prescribe treatments, remotely. Everything is done with the collection of and analysis of high-quality data, assisted by Artificial Intelligence (AI) (Forgan; 2021; Chiapponi & Ciotti, 2015; Islam et. al, 2015). At the same time, the easier accessibility to sensory technology, the high-speed internet connection, and rate of adoption of Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR), which are altogether known as eXtended Reality (XR), is accelerating innovations, with the digital experiences expected to become even more immersive.According to a recent report of Sony Ericsson® the biggest trend for future technology developments until 2030, will be the evolution from IoT (Internet of things) to IoS (Internet of Senses). Nowadays, we can use XR solutions to support patients’ recovery, promote mental health, or treat chronic pain conditions, but, digital communications are still audio-visual. In the next decade, it is expected that devices, sensors, and actuators, and software would enable these experiences to become even richer, through the concomitant use of all our senses, and merging the digital and the physical reality. This type of experience is based on the Internet of Senses.This revolution will drive designers to create more immersive environments. Future experiences with the diffuse use of haptic feedback will be enriched with digital flavors/aromas, more sophisticated haptic stimulations, and immersive interfaces. Future experiences are going to involve multiple sensory modalities, opening interesting possibilities for multi-sensory and cross-sensory interactions. (Sony Ericsson, 2020)These observations are particularly interesting for the field of Synesthetic Design, («synaesthesia» from the Greek syn," together", and aisthēsis, "sensation", literarily “perceiving together”), the study of sensory perception is used to design sensory stimuli with the specific purpose of “contaminating” other different sensory modalities (senses) changing the nature of stimuli. All the sensations can be coordinated based on the systematic connections between different modalities”. (Haverkamp, 2014). How this revolution is going to affect the world of healthcare?The Internet of Senses revolution will open important horizons for designers, responsible for the sensory characterization of everyday experiences. In this paper, we are going to introduce what are the opportunities of implementing Internet of Senses technologies for healthcare. To do so, we are going to present and discuss a Case-Study (a between-subjects experience involving 42 participants) in which a synesthetic design approach has been used to reduce the sensation of pain in people (using cold-induced pain CPT). The study has been realized creating an immersive experience based on cross-sensory interactions in a sensory-controlled environment. Particular attention will be given to the methodological aspects of the study.

Davide Antonio Gambera, Emilia Duarte, Dina Ricco
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Anticipating the Impact of Virtual Reality for Learning the Design Fundamentals: Students’ Perceptions and Perspectives

An increasing adoption of Immersive Virtual Reality (iVR) based solutions can be observed in higher education and in design education particularly, namely in the teaching and learning the design fundamentals, usually referred to as Basic Design (BD). Research on this subject focuses mainly the overall potential of this technology for developing new pedagogical tools for teaching, being scarce regarding the understanding of the students' expectations about the adoption of such technology, which is essential in a Human-Centred Design (HCD) approach. The main objective of this study was to understand students' familiarity and expectations regarding the use of iVR for teaching-learning BD. An online questionnaire assessed the students’ perception concerning: i) the difficulties related to the learning of the design fundamentals; ii) the suitability of the used digital technology; iii) and the receptivity/expectations to use iVR-based tools in the teaching-learning process. The results suggest that the students perceive the iVR-based tools as important and motivating for the learning process, being expected to assist the learning of all the BD-related content topics. Moreover, it is noteworthy that the most difficult content to learn appears to be 3D form, which iVR-based technologies are widely believed to aid in mastering. It is expected that the findings can support the development of learning activities assisted by iVR-based tools, more likely to meet the expectations of future students, thus contributing to engaging teaching-learning experiences and improved learning results.

Ana Neves, Hande Ayanoglu, Eduardo Goncalves, Diana Dias, Emilia Duarte
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Using Co-Design Methods to Develop a Patient Monitoring System in Hospital Emergency Care to Support Patient Safety

Efforts have been made to develop a collaborative model to engage healthcare professionals and patients in healthcare services and resources improvement (Neves et al. 2021) This paper aims to understand how a collaborative model can enhance how design researchers work with healthcare communities in Portugal. Within relation to the development of a patient monitoring system to support patient safety for hospitalised people, this paper reports how design researchers are collaborating with the more traditional healthcare support specialisms in the research team. The design researchers are introducing methods and tools to involve all key stakeholders (i.e., nurses, doctors and patient and public representatives) in the design of the new patient monitoring system, which involves the continuous monitoring of vital signs for early detection of clinical deterioration to ensure patient safety in emergency care at the hospital. Specifically, through the nature of co-design workshops and the use of participative tools, these approaches are intended to better empower patients and healthcare professionals in this co-development process, to allow them to mediate the decision-making process in this context. This paper presents the first phase of this co-development process, highlighting the importance of using a participatory co-design approach to enable healthcare professionals and patients to voice their issues when developing a patient monitoring system.

Sandra Neves, Vera Oliveira, Maria Guarino
Open Access
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Cohort Study Good Practices: Design Communication and Capacitation Processes

In the county of Leiria, Portugal, part of the population is known to have morbidity diagnoses (metabolic illnesses and more) and poor health habits on a big enough scale to bring the idea of how low health literacy can affect people's lives and health services, such as a flood of the emergency systems caused by people attending the emergency room with minor issues. To address it, institutions in Leiria such as the City Hall and Polytechnic of Leiria decided to conduct a longitudinal and prospective cohort study, where a sample of the population will be followed throughout time to understand if their choices regarding health and sustainable habits are indeed affected by their health literacy levels.This project will contribute to the initial stage of this cohort study, by developing a recognizable brand, whose identity can be maintained throughout all its communication and dissemination media, so that the population can identify, without equivocation, the cohort study to which it refers, and awaken their curiosity to participate. This stage also includes the presentation and dissemination of the cohort study itself to the population under study, followed by a randomized inquiry done by pre-selected interviewers.This project relies on Service Design and Participatory Design methodologies to streamline the development of the study’s elements and to solve common cohort issues, such as: 1) gathering a suitable number of participants that can represent the population; 2) follow-up maintenance of participants; 3) keeping the interviewers and participants engaged with the study, after the first contact. Informal interviews and user group definition will help the comprehension of the study and allow to create personas to characterize the interviewers of the cohort study. These aforementioned methodologies will be supported by the workshop methodology under Participatory Design, acting as a testing ground for the previously developed processes, preparing interviewers to adapt their communication when facing people from different generations, education, and social backgrounds.By carrying out this project simultaneously with the cohort study, it’s possible to evaluate, over time, how the design methodologies can empower and facilitate communication and intervene, changing tactics in case it’s needed. The creation of a replicable experience is proposed allowing the betterment of the overall health of the population. Additionally, assuming the lack of information on how the preparatory phases of cohort studies are designed, it’s also envisaged the creation of guidelines and a good practice manual. It is also of great importance to point out the bridge established between the health and design fields, where design becomes the interface between science and the public.

Elga Ferreira, Eliana Penedos-Santiago, Constança Rocha, Daniela Marques, Estêvão Soares-dos-Santos, Sara Dias
Open Access
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Oughtred's Circles of Proportion 2.0: A Proof of Concept for Hands-on Science Engagement

This paper presents the development of a functional model of the logarithmic slide rule designed by the mathematician William Oughtred in the 17th century, known as Oughtred’s Circles of Proportion, to be used in educational contexts related to the history of science and the teaching of mathematics. The project consisted in interpreting the original instrument to develop a rigorous three-dimensional model of the slide rule, including its logarithmic scales and friction-tight joint, as well as adapting this artifact for 3D printing to the production of manipulable interactive objects at reduced costs. The paper presents the successive stages of development and collaboration, from the definition of goals and the target audience to the design of functional parts, the iterative testing in different educational contexts from schools to science events and plans to a revised version. The project exemplifies a promising way to engage with material heritage of science. The project constitutes a proof of concept for a generalized approach for the development of inclusive objects in science exhibitions, as a strategy to allow an easier and deeper understanding of the underlying scientific concepts and bringing the public closer to science.

Renato Bispo, Samuel Gessner, Joana Blanc
Open Access
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Defining the Complex Emotional Experiences of Depression through Visual Language – Colour as Expressive Tool

According to survey reports by World Health Organization, depression was ranked as the third leading cause of the global burden of disease in 2004, moving into the first place by 2030. Considering this scenario, a research project has been conducted focusing on the potential of graphic design in health care as an opportunity to communicate complex emotional experiences of depression. Using colour as a design strategy, conceptualizes a methodological approach that can be adopted to develop colour palettes in graphic design by considering the focal parameters relevant to the specific project, in this case, connect the emotional dimension of colour experience with depression to visualise the illness in a new light.All works of graphic design establishes a visual communication with its audiences by connecting directly or indirectly on an emotional level, establishing a visual communication with their audiences, connecting directly or indirectly on an emotional level. This paper proposes a methodological approach that can be adopted to derive the appropriate colour for any design, based on the message it is intended to communicate.The development of the tool is based on the importance of the relationship between the relative degree of each emotion and the specific cultural symbolism for the derivation of colours, aiming to capture an individual's emotional attention and produce flawless results in the final design work.The work is based on a transversal approach, correlating different graphic design strategies, including colour and its symbolism, in this case with reference to Indian culture, with the aim of identifying and subsequently portraying the different types of depression, motivating depressed people to express themselves, and the population in general to change their perception about the disease, promoting greater sensitivity and sympathy towards the subject. The proposed colour tool ambitions to create a solution for the inability of people to put together words for their emotional experiences/ feelings when they are going through depression. The colours chosen by them would give a clearer understanding of the emotions/ feelings they might be going through and would play an indicative role to determine the type of depression.Hence, the project is an effort to channel appropriate color as a design tool to talk about depression, spread information and ultimately enrich humane diagnoses and treatment when it comes to fight depression.The development of this interactive visual medium to express complex emotion is fulfilled by incorporating colour variations as a paramount feature in the design strategy. To effectively portray depression as a serious illness using the expressive potential of colour to convey right emotions when used aptly, a colour code was designed, considering the variations in colour dimensions (saturation and light scales) as ways of expressing the degree of severity of the disease.The colour palette was achieved by theoretical research of colour concepts crossed with analytical study of survey results, which allowed the most significant associations between colours and emotions to be identified, and from these to build a functional colour code, providing a visual expressive tool to those going through depression.

Carla Lobo, Puja Kumar, Luisa Barreto
Open Access
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Language and Visual Perception as a Communication tool for Children with Autism Spectrum Disorders

This study aims to create a tool to facilitate pedagogy for children with autism spectrum disorders, with a primary focus on investigating how different alternative communication systems can improve the daily lives of these children.Autism is a psychological disorder that expresses itself in the development of different degrees of affectation of the individual in relation to family and social interactions, revealing very specific behavioral characteristics, and deficits in communication and language. Due to the difficulty of diagnosing this pathology in the first years of a child's life, the treatments implemented are not always the most appropriate. On the other hand, there are several degrees of development of the disease, which are relevant to their ability to interact with people and the world around them. Therefore, and in association with an early diagnosis, it is necessary to find ways to stimulate them towards social interaction and the development of self-esteem and communication, through didactic-pedagogical monitoring. It is estimated that autism affects one in every 160 children in the world, where pedagogical programs do not contemplate the needs of these children, they become discriminated and segregated from the community.The main goal of this study is to create a pedagogical object adapted to individuals with cognitive disabilities, particularly children with autism spectrum disorders, allowing them to develop their cognitive and interaction skills with others. With the support of studies and institutions that work with children with autism spectrum disorders, information was collected to identify which visual elements are more stimulating and provide interaction with other children.Having Communication Design as a tool for creating communication objects, it was concluded that the best way to provide this interaction would be with the creation of a children's storybook suitable to the interests of children with autism spectrum disorders.Thus, a character Miguelito, who travels through the stars and planets, was created. "Miguelito's Journey" is characterized by a specific language, with the objective of improving and adapting its characteristics as much as possible to the perception capacities of children with cognitive disorders in order to facilitate communication between them. The book/game was presented to a sample of five children with autism, with ages ranging from six to ten years old, who were asked to make a joint and final analysis about the storytelling in the book. From this interaction with the developed project, we started observational study, through the collection of qualitative data. This study revealed that illustrations are a key point of help for individuals with cognitive difficulties, since textual production in these cases becomes a difficult medium to understand. These illustrations should be simple, which makes them easier to understand, and the insertion of textured materials is an added value, creating more interest and interaction of children with autism spectrum disorders.

Luisa Barreto, Hugo Gonçalves
Open Access
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The CBmeter: designing innovative strategies for early diagnosis of metabolic diseases

Diabetes is a disease with high prevalence worldwide, however, about 44% of patients are asymptomatic, which leads to a later diagnosis of the disease and, consequently, increases the risk of developing complications. The development of new approaches for early diagnosis is imperative to allow proper adoption of preventive measures. From a motivational point of view, it is easier for patients to adopt healthy eating habits and lifestyles when there is an altered marker that indicates subclinical disease, particularly in a pathology that remains asymptomatic until advanced stages. Thus, timely diagnosis based on a measurable and monitorable indicator is extremely important so that such behaviors are implemented as early as possible, increasing effective health gains and reducing the costs related to this pathology. Pre-clinical studies in animal models have shown that the etiology of type 2 diabetes mellitus (T2DM) is related to alterations in the carotid bodies (CB), chemosensory organs located in the bifurcation of the carotid arteries. In animals with T2DM it has been observed that the CBs are overactivated causing an increased heart rate, respiratory rate, and blood glucose levels. In humans, this mechanism has been confirmed but is not yet well-characterized. This paper highlights the importance of developing a device that allows early detection of changes in CB activity correlating it with emerging diabetes. The design strategies to prototype the CBmeter were to model and characterize the features of interest for the diagnosis- respiratory rate, heart rate, peripheral oxygen saturation and glucose - in healthy people and people with diabetes using a combination of set commercial sensors pre-existent in the market that were integrated to collect real-time data. After determining health and disease patterns, the CBmeter development pipeline includes a co-design approach in which physiologists, endocrinologists, nurses, computer and electrical engineers, designers and patients are collaborating to develop an easy-to-use, portable, and minimally invasive medical device that associates CB function with endocrine dysregulation, with very small discomfort and risk for users. The definition and specification of the most appropriate architecture for the CBmeter, in order to allow its modularity, signal acquisition and consequently the communication between the sensor/device and the receiver/backend in the most efficient way is being allied to the selection of materials, tools and steps to create an innovative product, that will fill a technical gap in the market, designed for the early diagnosis of metabolic diseases, in a subclinical phase, with the potential to contribute with significant gains for public health in the medium/long term.

Maria Guarino, Marlene Lages, Ipek Suluova, Rui Fonseca Pinto, Nuno Lopes
Open Access
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Participatory Design as an Approach for Public Engagement in Health Policy-Making in Portugal

Improving public participation in the development of Portuguese health policy requires an approach to enable public to participate in a more equal and recipro-cal partnership. Although the Portuguese State highlights the importance of en-couraging public participation to address national problems, the National Health Council reports that public participation in health matters is limited. This brings the question of how does the current Portuguese health policymaking process promotes outcomes that address all key stakeholders needs? This paper presents two case studies where design approaches were used to enable a range of people to participate in health and care innovation. The paper discusses the importance of participatory co-design methods to enhance public participation in health in-novation in Portugal. It highlights reflections for a collaborative model as an ena-bler for healthcare innovation.

Tânia Alves, Sandra Neves
Open Access
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Conference Proceedings

Health and Design at Service of a Refugee Camp in Iraq

This project emerges from the need to counteract a scenario of risk and unpredictability in the care provided to patients in illness situations, which stems from a poor or non-existent health record system (HRS). The direct contact in the year of 2017 with an emergency medical Non-Governmental Organization (NGO), working in context of humanitarian crises, demonstrated the precarious and yet scarce presence of such a system. The lack of practicality, easy understanding and access to other health partners proved to compromise the quality of care.Since a functional HRS (via paper or electronic means) is a core component for the management, delivery, and safety of quality in healthcare, the identification of a simple and yet effective system, capable of maintaining a history of care provided, is imperative. This need increases exponentially when the focus is on a humanitarian crisis context, in which populations have been forced into displacement and the health system is disrupted, of which the Internal Displaced Persons in Iraq are an example (commonly referred as refugees). The constraint of resources and the clash of different cultures and experiences between professionals, can hinder or even compromise the provision and quality of care, as well as the experience and perception of patients themselves regarding the services provided.With this study I propose the mapping of a HRS within an emergency medical field hospital, in a refugee camp in Iraq, to ensure the quality of emergency management and delivery of care, in a scenario of instability and political uncertainty. This system, which functions as a systematically collected database, presents specific health characteristics of a given patient when receiving differentiated care essential to guarantee high standards of care.A service design methodology to test the hypothesis will be used through a service blueprint development, capable of mapping the activities, processes and systems involved in a patient's health experience. Design research methods such as service safari and user shadowing with informal ethnographic interviews will be implemented, as well as workshops with national and international health professionals involved with NGO work.Thus, it is expected to re-design a robust monitoring and patient track, with faster access of the patient’s history to health professionals, a better prevention of medication errors and duplication, and a greater transparency in the management and delivery of care. The easy implementation of the system will also allow an easier communication of patient’s needs and care, between different health stakeholders.

Lea Camacho, Eliana Penedos-Santiago, Elga Ferreira
Open Access
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‘Quick Charge’ Optimization Design and Service Practice for Campus Charging Piles

Recently, with the expansion of campuses in China, school buses separately cannot meet the needs of students for daily travel. Electrical vehicles have been favored by students contributing to their environmental, convenient, and economical characteristics in their daily life, consequently, related problems emerged. It is considered that the charging of electric vehicles is inconvenient, unsafe, unclear payment details, mainly because of limited sites, lack of maintenance, and site occupancy. In addition, there are certain limitations and backwardness in the payment method of existing charging piles. Students cannot query and manage the charging status of their vehicles in real time. Therefore, it is significant for us to construct and improve electric vehicle charging facilities for better campus environment.Purpose: From the perspective of service design, a solution for the existing problems in the electric vehicles charging piles on campus in China is proposed to facilitate the daily life of teachers and students on campus.Method: Taking the campus of Huazhong University of Science and Technology as an example, the statistics of existing charging piles are collected to enrich our understanding of the pile distribution on the campus, deeper information are excavated via stakeholder interviews in the statistics. After the interview, questionnaires are designed and relevant user role cards are established. Service design related analysis methods: visual analysis by establishing user journey maps, service blueprints, sand table models, role playing, etc. The contact points are discovered to construct the service system design.Conclusion: We demonstrated the ‘instant flash charge’ service scheme, plan the service blueprint, and design the relevant service vouchers. Users can instantly receive convenient charging services through the APP. Operators can also detect the usage status on the back-end computing modules, check and repair the broken charging piles in time, and finally provide users with a complete and smooth charging service.

Tingyu Yang, Qian Ji, Yekai Wei, Chanchan Yao
Open Access
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Overcrowded Ecologies: Designing Value through More-than-Human Factors

With artificial intelligence being tirelessly trained and constantly learning about subjects and objects inhabiting given environments, whole new ecosystems have been rising and developing, where beings and things are equally entangled in boundaries, connections and relationships, capable of enacting their own agencies at any time.In fact, since everyday life becomes more and more home to smart objects related to the Internet of Things paradigm at different scales of innovation - private, social, urban systems -, the resulting overcrowded ecologies seem to ask to be tackled through design approaches focusing not only on artifacts understood at a limited stage of use and as passive tools related to human agency only. Autonomous vehicles, robots, sensing surfaces, recording devices are populating society in increasing numbers, pushing the social sphere towards its more-than-human futures. In this sense, the resulting computational environment produces a more-than-human experience, with all its clustering, classifying and patterning information happening almost instantaneously and often without the need of a perceiving subject. This leads to a significant change in the way information is experienced and used: examining the interlocking nature of humans and technology by looking at the way technology is humanised, and humans are technologised, it seems that smart objects are gaining complex features like being deliberative, reflectional, experiential and communicative, allowing them to produce both reflectional knowledge, - namely knowledge which humans can use to think about phenomena with new insights - and actionable knowledge - namely knowledge which non-human actants can use to do things and achieve goals. Thus, human knowledge and data-driven knowledge promote specific values, influencing collective life, launching a twofold challenge in overcrowded ecologies: from one side, designers might address thing factors so that they could sense and understand the world through more-than-human values; from the other side designers might address being factors to build meaning through shared values.As both beings and things learn and act, the world is full of extended agencies, where it is not worth distinguishing whether humans extend their own agency through objects or vice versa. According to the “hybrid” behaviorism making its way and leading to new insights for design culture, the contribution aims at investigating more-than-human factors and values in times of hyper-communication, where contemporary landscapes appear so heterogeneously populated, that embracing diversity and the radical interdependence it entails means grasping the diverse needs of design beneficiaries, be they beings or things. Synthetic and organic agency, natural and machinical ones: it is very likely that designers will not only design with them, but also for them: networks of natural and computational entities can in fact be thought of not only given objects - wheter they be enabler or disabler - but agents participating in the design space, triggering the development of corresponding design methods, frameworks, and practices to better address the challenges to be faced today as a planet. Thus, designing in overcrowded ecologies becomes a matter of care and inspires designers into shaping more-than-human communities, expanding their disciplinary areas of practice as an exercise of stewardship within society.

Elisabetta Cianfanelli, Maria Claudia Coppola, Margherita Tufarelli
Open Access
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Benefit of Inconvenience: Revising Human Ability for the Design of Kansei Design

In response to Norman’s argument that human-centred design can be harmful, this paper introduces the concept of Benefit of Inconvenience, and explores the potential of Kansei Design. Benefit of inconvenience is the enhanced user value that is brought about by adding extra effort (and time) to daily activities that aim to achieve certain objectives. The concept identifies its notability in design research and practice due to its perspective that places a user as a constituent factor of a holistic design system for solving a problem rather than regarding the user merely as a recipient of the solution. Subsequently, a possible integration of the benefit of inconvenience, KJ Method and Kansei Engineering (the methodologies that leverage kansei and intellect for structuring meanings of the world and translating the structured meanings into physical specification) that together forms Kansei Design (one of the possible accomplishment forms of design management) is illustrated.

Yuuki Shigemoto
Open Access
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UpStart – Creative Industries through Design for Social Innovation, Heritage and Management

The project Up Start - Creative Industries is an initiative of the Aga Khan Foundation in partnership with the University of Évora and promoted by the Portugal Social Innovation program, focusing a particular synergy based in the areas of design for social innovation, heritage, and management. Its main objective is the development of an alternative economic model of socio-cultural innovation and creative practices with disadvantaged citizens. It aims to increase the participants income and improve the living conditions of the communities involved, namely migrant populations from the Lisbon metropolitan area, through the identification and mapping of techniques, arts and crafts developed by migrants from their cultural heritage.

Paula Reaes Pinto, António Gorgel Pinto, Paulo Simões Rodrigues, Tiago Navarro Marques, Rui Fragoso, Rui Quaresma, Jose Ventura, Fatima Jorge, Cristina Marreiros
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Digitisation and Enabling Technologies for Inclusive Use of Cultural and Environmental Resources: Italian Cultural Itinerary

The tools of digitisation and enabling technologies for an inclusive use of cultural and environmental resources, programmed and incentivized within the PST – “Piano Strategico di Sviluppo del Turismo 2017-2022” (PST) of the Italian Ministry of Cultural Heritage and Activities and Tourism - represent an extraordinary opportunity to promote and extend responsible, cultured tourism attentive to the development of the main centres, also of the smaller towns and the Inner Areas, acting as drivers both from an economic point of view - as future development resources for the repopulation of areas subject to abandonment and marginalization - and as opportunities to promote the rediscovery and the start of a new cultural trend able to promote knowledge and enhancement of the multiple resources of the territory, going beyond the current range of users and incidence (see PST 2017-2022). The paper analyses these aspects, combining them with the themes of integrated enhancement of the cultural heritage of the Inner Areas and with the sustainable tourism policies of the 2030 Agenda. In particular, it analyses the ways in which the use of new technologies and digital tools applied to cultural heritage can significantly contribute to the enhancement and cultural promotion of Inner Areas and territorial contexts penalised by the absence of effective infrastructures and net-works.Through the principles of sustainability, innovation, accessibility and the physical and cultural permeability of places, which are the basis of the 2017-2022 TSP, new ways are outlined for the valorisation and tourist enjoyment of the cultural heritage of sites and territorial itineraries that are usually little explored and practised but which are crucial and strategic in terms of increasing social, cultural and economic value; of overcoming differences and promoting new competitive scenarios centred on the complexity and variety of the heritage visited (cultural permeability) and on the themes of the unique-ness and richness of stratified territorial and environmental heritages.

Rosa Maria Giusto, Mario Buono
Open Access
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The Achievement of a Balanced and Consistent PhD Thesis - Journey Towards the PhD Proposal

The achievement of a balanced and consistent PhD Thesis proposal is a challenge for each PhD student. This paper intends to unfold and reflect on the tactics used by the authors in the course named “Seminário de Projeto de Tese” (Thesis Project Seminar) lectured at the Doctoral Program in Design at the Lisbon School of Architecture, Univ. of Lisbon. The main goal of this reflection is to present and question the key elements of this “kick-off” moment, but mostly, to convey the way they are worked along with the students and later concatenated in a robust proposal that maps the research project. In methodological terms, we will be using literature review to frame the work and we will assess the didactics used in class. As a result of this work, we show a step-by-step didactic process explained and open to be used. These guidelines have proven to be very assertive.

Michele Santos, Rita Almendra
Open Access
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Conference Proceedings

Slipper Palace. Creative Entrepreneurship for the Common Good

The Slipper Palace is an example of the multitude of entrepreneurship within a participatory design project. A group of stakeholders experimented with a workshop model to co-create design patterns for fabrics to use as raw material in the production of fashion accessories. The initiative is related to the urban and cultural context of the National Palace of Queluz, in the municipality of Sintra, the Metropolitan Area of Lisbon, and a community of local artisans who intend to benefit from the cultural and commercial potential of the place. Through their condition of creative workers, the local artisans, with the support of a participatory design methodology, assumed themselves as eminently social beings and active participants for the transformation of society aiming for the common good.

António Gorgel Pinto, Paula Reaes Pinto
Open Access
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Conference Proceedings

Interpreting Francis Bacon's Work through Contemporary Digital Media: Pedagogical Practices in University Contexts

This paper describes two pedagogical practices based on Francis Bacon’s graphic Works. One in a curricular context, held at Escola Superior Artística do Porto, and the other in an extracurricular context held at Universidade Lusófona do Porto (both in Portugal), which aimed to stimulate students towards a critical analysis and interpretation of Francis Bacon's work and its recreation using contemporary digital media. This initiative was integrated in the Graphic Works of Francis Bacon exhibition at the World of Wine Museum in Vila Nova de Gaia and was the result of a collaboration between this Museum, the Academy and the Renschdael Art Foundation, a collaboration that aimed to give voice and life to a debate emerging from the exhibition of the work of art and its multimedia translation. Hence, it was intended to complement the exhibition of the artist's works with a multimedia language, through multiple interpretations and digital animations of the Painter's work made by the students and targeted at digital natives as one stream of the exhibition was to target local primary and secondary schools.The participants involved in this project came from various BAs, including Communication Design, Fine Arts and Intermediate, Visual Arts - Photography, Cinema and Audiovisual, Audiovisual Communication and Multimedia, Video Games and Multimedia Applications. This allowed to bring together multidisciplinary groups of students with different profiles and backgrounds, contributing to a myriad of results both in visual terms and technological resources, which included approaches such as: the use of techniques close to rotoscoping in which students created drawings frame by frame over the original images; the exploration of cut-out animation techniques; the recreation of Francis Bacon's work in 3D; explorations of image manipulation, editing, and video effects.In an academic context, these practices resulted in an in-depth knowledge of the work of an artist from a generation different from that of the students; an opportunity for them to work with a real client, applying in a project the knowledge obtained in various curricular units of the BAs they are attending; and the possibility of seeing their work integrated in an international exhibition. As regards to the Graphic Works of Francis Bacon exhibition, this academic project brought a new dynamic to the space combining graphic works by the Painter with multiple interpretations of a generation to whom digital media are omnipresent.In this paper, the pedagogical practices adopted in both Universities are described, projects by students are analyzed as well as the contribution that these projects brought to the exhibition through information gathered from visitors, from articles published on the event and through an interview conducted with the exhibition curator.The exhibition, according to the commissioner, Charlotte Crapts, had an "impressive" turnover bearing in mind that the country was going through Covid restrictions. In the commissioner’s view, the multimedia interventions created a bridge with the educational sector and following this, the exhibition interacted with a great number of youngsters. This was a pioneer exercise in the exhibition space that will be followed in future exhibitions.

Cláudia Lima, Susana Barreto, Rodrigo Carvalho
Open Access
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From Utopia to Dystopia: Students Insights for the Development of Contemporary Societies through Design Fiction

This work describes an educational experience exploring the speculative essence of Design Fiction as a pedagogical tool to promote engineering students’ thinking skills within a Design Thinking course. The experience took place at a Portuguese University during the academic year 2021/2022. Students were challenged to speculate about the future of contemporary societies by developing a Design Fiction Scenario around the themes of Sustainability, Future and Technology. After describing the approach adopted and overall data about the intervention, some selected students ideas are presented. Then, students’ written essays content is analyzed regarding their awareness, concerns and hopes about the future of contemporary societies. Results show that while some of the teams followed the direction of utopia, envisioning desirable scenarios to the future, other teams adopted a less optimistic view and designed scenarios where contemporary societies and technology would lead to extreme situations or even chaos, a few of them even raising strong ethical issues. In some cases, it seems rather evident that students deliberately proceeded with these pessimistic scenarios intentionally trying to provoke reactions and stimulate debate among their peers. In other cases students appear to not be aware of those possible dangerous outcomes. Finally we discuss the value and limitations of our approach and conclude by suggesting some guidelines to apply in future interventions aiming to the role of Design as discipline in creating utopian and dystopian fictions regarding scenarios of future development.

Violeta Clemente, Fátima Pombo
Open Access
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The Concept of Tantra as Meta-Design to Create Sustainability

This article is an ongoing research and takes Tantra (Saraswati, 1981) to present an academic project that refers to the expansion of knowledge, understanding the body of an object through as a supreme shelter link. On the one hand, the female element represents the a whole as the beginning of everything and the supreme power of creation. On the other hand, the male element is associated with transcendence.Similar to designing, from the perspective of tantrism, the union of the two energies - feminine and masculine – is crucial and for this reason, the care of the object's body is essential.Phenomenologically, as Feuerstein (2005) states the tantric point of view does not deny the world of experiences, but views positively the culture of potential intrinsic psychophysical body and mind. This thesis comprises not only time and space, but also the external factors that cross-fertilize reality and, for this reason, enter into design process. In this sense, objects’ body is full of organs, but visible only to designers, requiring guidance from a master.In art, in early 20th century, there were similarities between the abstractions of Paul Klee, Piet Mondrian or Robert Delaunay. After that, Neo Tantrism emerged in the 1960s with the indian artist K. C.S. Paniker (1911-1977).In design, it seems Tantra contest divisions between opposites by teaching that everything is respected and incorporated, which includes the concept of marginal in society. For instance, Bauhaus (Germany, 20’s), Memphis (Italy, 60’s), Droog Design (Netherlands, 90’s) seem to represent it, as this is more about change in the world, via the body, rather than transcendence of it. In design Tantra can be understood as a moment of reflection on the nature of design and an occasion to continually think and get to know design, for instance, a process-oriented process. A reality that enhances scenario hypotheses, but without reaching a productive result.This ongoing research is non-interventionist and interventionist. The non-interventionist phase consists of the analysis and interpretation of concepts, contents from the past as well as visual imagery of Tantra. The interventionist phase resides on a pilot project.Thus, thinking about method in design means thinking about a phenomenological process such as interpretation. A path that is inductive like self-production, deductive like engineering, abductive intelligently linking hypotheses through experience, and also intuitive, imaginative, inventing, telling the story of material culture in another way. An alternative that needs to die and to live again, a process that, between analysis, intuition and experience, appeals to the dialectical reflection of design as an interlocutor between the individual and material culture in order to create sustainability.

Liliana Soares, Ermanno Aparo
Open Access
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Human-Centered Design on the Ways to Santiago de Compostela: New Artefacts for their Sustainability

This paper is concerned with how design can add value to the traditional and historical Way of Santiago, identifying design needs and problems that give rise to innovative solutions. The main objective of the research was to develop new products, environments or services that contribute to enhancing the Way of Santiago so that it can be followed with greater safety, comfort, efficiency and pleasure by pilgrims and tourists. The project encouraged master students and designers to build a critical reflection on the knowledge obtained, through a survey, fieldwork, interpersonal contacts and bibliographic review, in order to identify design problems or opportunities for the emergence of new solutions appropriate to the context and user needs. The teaching-learning dynamics was based on the Studio-Based Learning model. The project work resulted in a set of new solutions for the problems identified, to respond to users' functional needs and socio-cultural interactions, the use of artifacts, emotional aspects, habits and behaviors associated with the project context.

Luis Mota, João Martins, Rui Cavaleiro
Open Access
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Conference Proceedings

Worth by Northwest: A Design Strategy for Territorial Sustainability

The paper aims to prove that a local design-oriented network strategy can be crucial in achieving territorial sustainability.The analysis of a place can be understood as an occasion to define a multicellular system so that, each one of the monocellular organisms - the companies - cooperate together and define the evolution of the system. As happens in a multicellular biological organism, in a network of companies, several cells - with different types and degrees of specialization - can create an interdependence that increases the possibility of survival.The case of Italian productive districts establishes the contribution of design to the competitiveness of companies, involving them in the organization of territorial interfaces capable of producing innovation (Bettiol, Chiaversio, Micelli, 2009). The development of a territorial business system can be an opportunity to stimulate local development, representing an opportunity to favor and encourage investments. Likewise, this is an chance to develop ways to share resources, processes, knowledge and innovation. Since the Renaissance, the Italian productive system has been articulated in networks (Aparo, 2020), sharing excellence and approaching complex projects that are solved, almost always producing innovation. The concept of network system expressed by design has been supported by authors such as Ampelio Bucci (2003), Antonio Ricciardi (2004) or Venanzio Arquilla, Giuliano Simonelli, Arianna Vignati (2005). It is an action established in several areas of the product and/or service and a decisive network system for the success of Italian Design in the world.The work developed by Design in the development of a system of territorial networks becomes essential by taking on several tasks. Maria Antonieta Sbordone (2016) analyzes them as a social function, a heterogeneous function, a business function and, finally, a connective function.The North of Portugal is mainly characterized by a panorama of small and medium-sized companies which - according to data provided by the National Institute of Statistics - in the last study carried out in 2008 on the structures of Portuguese companies, reveals that 113,747 companies were located in the North, influencing by 69.5% in the turnover of the North Region.The authors intend to demonstrate that in the North of Portugal, a business network strategy of a local character guided by Design, can be seen as a significant opportunity to define the evolution of the local economy. An action that motivates the creation of business systems to determine mutual collaboration and the development of innovation projects. Taking the Italian system as an example, the aim is to implement a business network system that, starting from localized excellence, can enhance the productive capacity of each company, improve the offer, make processes profitable and, finally, determine survival or even success. Therefore, the results of project developed in an academic context within the scope of Research and Development explain how a project built with networks can stimulate innovation and activate collaboration processes, reaching levels of excellence, making resources profitable and exalting the peculiarities of each productive organism in order to create sustainability.

Maria De Fátima Faria Costa, Ermanno Aparo, Liliana Soares
Open Access
Article
Conference Proceedings

Disassembly Objects: The Importance of Materials in Product Design Education

Higher education, more specifically in the scientific area of product design at the School of Architecture of the University of Lisbon, has sought to adopt new methodologies and exercises to balance theory and practice through the articulation of several curricular units. In the scope of the Master in Product Design, the articulation between the units of Sustainability of Products and Services and Product Engineering and Production Systems are positioned as an integral and fundamental part of the project practice. These disciplines integrate the product development exercise through the research and analysis of information associated with the history and life cycle of the object under study, the use of software to obtain technical data, an environmental impact assessment, handling and direct observation to recognise functional modules, components and materials, and the production of diagrams and tables for the identification, description and correlation between the constituent elements of the product-system.The disassembly of existing products on the market in an academic environment combined with the research of the typological evolution of the equipment and the mapping of its life cycle, enables hands-on analysis and exploration of materiality. This approach allows design students to focus on solving real problems and exercise systemic thinking through the reformulation through the possibility of reviewing functional, technical, and ecological priorities of the original product. In this view, this paper results from an analysis to understand the benefits of 'reverse designing' to learning about sustainability strategies and planning of the production system of these products with direct consequences on the results of the projects of the Product and Service Design discipline.

Paulo Dinis, Inês Veiga
Open Access
Article
Conference Proceedings