Design roulette: A close examination of collaborative decision-making in design from the perspective of framing

Design roulette: A close examination of collaborative decision-making in design from the perspective of framing
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设计轮盘赌:从框架的角度仔细审视设计中的协作决策

DOI:
10.1016/j.destud.2018.03.001
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发表时间:
2018
期刊:
影响因子:
3.5
通讯作者:
J. McDonnell
J. McDonnell
中科院分区:
工程技术2区
文献类型:
--
作者:
J. McDonnell

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设计研究人员越来越多地促进设计中同理心的开发和利用。然而,关于同理心如何在设计领域发挥作用的知识有限,尤其是在专业背景下。在这项研究中,我们试图通过观察专业设计师团队如何在两个共同创造研讨会上进行和反思来了解同理心在工业设计背景下的表现。我们使用话语分析作为我们的指导方法,它将我们的注意力引导到微观层面的话语,或者设计师使用的特定单词和短语,以及宏观层面的话语,或者阻止或鼓励设计师同情用户的更广泛的社会、政治和环境力量。 我们根据这一分析制定了五个主题。首先,设计师创建并完善了图形世界或用户假设,作为从用户推广到更广泛的用户群体的一种手段,反之亦然。其次,设计师利用一系列共情技巧来尝试对用户产生共情的准确理解。第三,设计师根据个人用户开发角色,以创建目标用户群体的理想化版本。第四,通过某种电话游戏,设计师将他们以用户为中心的理解传达给公司高层,而公司高层又与高层沟通,整体用户理解的可能性可能会降低。最后,设计师受到企业需求的限制,面临着“征服”客户与对用户建立有意义的关注之间的紧张关系。我们描述了这些结果及其对未来设计研究和实践的影响。
Design researchers are increasingly promoting the development and utilization of empathy within design. However, there is a limited body of knowledge on how empathy operates in the world of design, particularly within professional contexts. In this study, we sought to understand how empathy manifests within an industrial design context by observing how a team of professional designers delivered and reflected on two co-creation workshops. We used discourse analysis as our guiding methodology, which directed our attention to micro-level discourses, or the specific words and phrases that designers used, along with macro-level Discourses, or the broader social, political, and environmental forces that deterred or encouraged designers to empathize with users. We developed five themes from this analysis. First, the designers created and refined figured worlds, or user-assumptions, as a means to generalize from users to broader user groups and vice versa. Second, the designers utilized a series of empathic techniques to attempt to develop an empathically accurate understanding of the users. Third, designers developed personas from individual users to create idealized versions of their target user demographic. Fourth, through a telephone game of sorts, where the designers communicated their user-centric understanding to higher-ups in the company who in turn communicated with higher ups, the likelihood of holistic user understanding was potentially diminished. Lastly, the designers, constrained by corporate demands, faced the tension of “conquesting” clientele versus establishing meaningful concern for users. We describe these results and their implications for future design research and practice.