从看不见到看不见:通过设计研究识别“新常态”中新兴的沟通需求

Q1 Arts and Humanities
Simge Esin Orhun, Yasemin Yildirim
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引用次数: 0

摘要

这场始于2019年底的疫情在社会文化背景下影响了社会,并通过人类对个人空间和物品的使用改变了人类的互动。随着“新常态”将在未来几个月和几年内完全确立,预计从小工具到城市家具等各种物品的设计都会发生变化。我们认为,每个人都被认为受到了疫情不同方面的影响,这就产生了这样一个事实,即在这种情况下,设计模式可能会转向支持用户需求,而不是保持可用性。这项研究考察了接受“新常态”后的个人行为转变,以及这些转变将如何反映在日常物品、工具或空间的设计中。为了解决这个问题,我们开发了一种基于伊塔洛·卡尔维诺小说《看不见的城市》中乌托邦城市故事的设计研究方法。在这种方法中,已经开始在宵禁要求下生活的学生被引导转向内部,用一个选定的城市叙事来表达他们在疫情期间唤起的需求,并试图根据所选故事中使用的隐喻叙事和语言找到设计解决方案。通过对17部基于溯因推理的作品的分析,我们获得了两个不同类别的结果:(i)5个由用户场景支持的一般案例,(ii)3组通过模拟手段交互的工件。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Invisible to Visible: Identifying the Emerging Communication Needs in the ‘New Normal’ through Design Research
The pandemic, which started at the end of 2019, has affected societies in their own          socio-cultural contexts and altered the interactions of human beings through their use of personal spaces and objects. Changes in the design of a wide range of objects varying from small tools to urban furniture are anticipated, as the “new normal” will be fully established in the coming months and years. We believe that each individual is recognized to be affected by a different aspect of pandemic, which yielded the fact that for such cases the paradigm for design may shift to favor user needs more than maintaining usability. This study examined the personal behavioral transformations after the acceptance of “new normal” and how these would be reflected on the design of everyday objects, tools or spaces. In order to address this problem, we developed design research method that was based on the tales of utopic cities found in the novel Invisible Cities, by Italo Calvino. In this method, students, who already started living under the requirements of curfew, were guided to turn inwards and relate with their needs that arouse in the pandemic period with one selected city narrative and try to find design solutions based on the metaphorical narration and language used in the selected story. From the analysis of 17 works based on abductive reasoning, we obtained results in two different categories: (i) 5 generic cases supported by user scenarios, (ii) 3 groups of artifacts interacted by analogue means.
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来源期刊
Strategic Design Research Journal
Strategic Design Research Journal Arts and Humanities-Arts and Humanities (all)
CiteScore
1.60
自引率
0.00%
发文量
14
审稿时长
26 weeks
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