This document provides an introduction to the speaker, Massimo Menichinelli, and his research related to open, distributed, and collaborative design and making processes. It discusses platforms and networks that enable these types of processes. It covers topics like maker communities, open design processes, design documentation approaches, and analysis of interactions on platforms like GitHub and Twitter to map communities. It presents a proposed ontology and meta-design platform called OpenMetaDesign for modeling collaborative design processes. The goal is to better connect research and practice and facilitate open, distributed collaboration.
The Decentralization Turns In Design: An Exploration Through The Maker Moveme...Massimo Menichinelli
Massimo Menichinelli
Priscilla Ferronato
"The Decentralization Turns In Design: An Exploration Through The Maker Movement"
DeSForm19 - MIT Design Lab
10/10/2019
Research On And Through Design With Open, Distributed And Collaborative Desig...Massimo Menichinelli
Massimo Menichinelli
"Research On And Through Design With Open, Distributed And Collaborative Design Processes Within The Maker Movement"
08/11/2019
https://www.designsociety.org/939/Symposium+on+Design+Theory+and+Innovation
The challenges posed by the complexity of our times requires the Design discipline to understand the many complex relationships behind the social, business, technology and territory dimensions of each project. Such nature of complex systems lays not only inside design projects, but also inside the design processes that generate them, and the ability of organizing them through meta-design approaches is becoming strategic. Since the turn of the century, the design discipline has increasingly moved its scope from single users to local and online communities, from isolated projects to system of solutions. This shift has brought researchers and practitioners to investigate tools and strategies to enable mass- scale interactions by adopting several models and tools coming from software development and web-based technologies: Open Source, P2P, DDD (Diffuse, Distributed, and Decentralized) systems. This influence has matured over the years, and if we observed in the past how such systemic models can be applied in the design practice (part 1), we are facing now a new phase where Design will have an increasing role in enabling such systems through the analysis, visualization and design of their collaborative tools, platforms, processes and organizations (part 2). This scope falls into the Meta-Design domain, where designers build environments for the collaborative design of open processes and their resulting organizations (part 3). In this paper, we address this phenomena by elaborating the Open Meta-Design framework (part 4), that provides a way for designing open, collaborative and distributed processes (including those in the professional design domain). The paper positions the framework among current meta-design and design approaches and develops its features of modeling, analysis, management and visualization of processes. This framework is based on four dimensions: conceptual (describing the philosophy, context and limitations of the approach), data (describing the ontology of design processes), design (visualizing designing processes) and software (managing the connections between the ontology and the visualization, the data and design dimensions). We believe that such a framework could potentially facilitate the participation and the creation of open, collaborative and distributed processes, enabling therefore more relevant interactions for communities. As a conclusion, the paper provides a roadmap for developing and testing the Open Meta-Design framework, and therefore evaluating its relevance in supporting complex projects (part 5).
"Open and collaborative design processes. Meta-Design, ontologies and platforms within the Maker Movement"
Doctoral defense @Aalto University 11.11.2020
Custos: Professor Lily Diaz-Kommonen, Aalto University, Department of Media, Aalto Media Lab
Opponent: Professor Elisa Giaccardi, Delft University of Technology, The Netherlands
The emergence of the Maker Movement has taken place in the context of a design practice and research that is now open, peer-to-peer, diffuse, distributed, decentralized; activity-based; meta-designed; ontologically-defined; locally-bounded but globally-networked and community-centered. For many years the author participated and worked in the Maker Movement, with a special focus on its usage of digital platforms and digital fabrication tools for collaboratively designing and manufacturing digital and physical artifacts as Open Design projects. The author’s main focus in practice and research as a meta-designer was in understanding how can participants in distributed systems collaboratively work together through tools and platforms for the designing and managing of collaborative processes. The main research question of this dissertation is: How can we support and integrate the research and practice of meta-designers in analyzing, designing and sharing open and collaborative design and making processes within open, peer-to-peer and distributed systems?
Press release: https://www.aalto.fi/en/events/defense-in-the-field-of-new-media-msc-massimo-menichinelli
Video: https://youtu.be/ZYSCcIG0Q6k
Dissertation: http://urn.fi/URN:ISBN:978-952-64-0091-4
The Decentralization Turns In Design: An Exploration Through The Maker Moveme...Massimo Menichinelli
Massimo Menichinelli
Priscilla Ferronato
"The Decentralization Turns In Design: An Exploration Through The Maker Movement"
DeSForm19 - MIT Design Lab
10/10/2019
Research On And Through Design With Open, Distributed And Collaborative Desig...Massimo Menichinelli
Massimo Menichinelli
"Research On And Through Design With Open, Distributed And Collaborative Design Processes Within The Maker Movement"
08/11/2019
https://www.designsociety.org/939/Symposium+on+Design+Theory+and+Innovation
The challenges posed by the complexity of our times requires the Design discipline to understand the many complex relationships behind the social, business, technology and territory dimensions of each project. Such nature of complex systems lays not only inside design projects, but also inside the design processes that generate them, and the ability of organizing them through meta-design approaches is becoming strategic. Since the turn of the century, the design discipline has increasingly moved its scope from single users to local and online communities, from isolated projects to system of solutions. This shift has brought researchers and practitioners to investigate tools and strategies to enable mass- scale interactions by adopting several models and tools coming from software development and web-based technologies: Open Source, P2P, DDD (Diffuse, Distributed, and Decentralized) systems. This influence has matured over the years, and if we observed in the past how such systemic models can be applied in the design practice (part 1), we are facing now a new phase where Design will have an increasing role in enabling such systems through the analysis, visualization and design of their collaborative tools, platforms, processes and organizations (part 2). This scope falls into the Meta-Design domain, where designers build environments for the collaborative design of open processes and their resulting organizations (part 3). In this paper, we address this phenomena by elaborating the Open Meta-Design framework (part 4), that provides a way for designing open, collaborative and distributed processes (including those in the professional design domain). The paper positions the framework among current meta-design and design approaches and develops its features of modeling, analysis, management and visualization of processes. This framework is based on four dimensions: conceptual (describing the philosophy, context and limitations of the approach), data (describing the ontology of design processes), design (visualizing designing processes) and software (managing the connections between the ontology and the visualization, the data and design dimensions). We believe that such a framework could potentially facilitate the participation and the creation of open, collaborative and distributed processes, enabling therefore more relevant interactions for communities. As a conclusion, the paper provides a roadmap for developing and testing the Open Meta-Design framework, and therefore evaluating its relevance in supporting complex projects (part 5).
"Open and collaborative design processes. Meta-Design, ontologies and platforms within the Maker Movement"
Doctoral defense @Aalto University 11.11.2020
Custos: Professor Lily Diaz-Kommonen, Aalto University, Department of Media, Aalto Media Lab
Opponent: Professor Elisa Giaccardi, Delft University of Technology, The Netherlands
The emergence of the Maker Movement has taken place in the context of a design practice and research that is now open, peer-to-peer, diffuse, distributed, decentralized; activity-based; meta-designed; ontologically-defined; locally-bounded but globally-networked and community-centered. For many years the author participated and worked in the Maker Movement, with a special focus on its usage of digital platforms and digital fabrication tools for collaboratively designing and manufacturing digital and physical artifacts as Open Design projects. The author’s main focus in practice and research as a meta-designer was in understanding how can participants in distributed systems collaboratively work together through tools and platforms for the designing and managing of collaborative processes. The main research question of this dissertation is: How can we support and integrate the research and practice of meta-designers in analyzing, designing and sharing open and collaborative design and making processes within open, peer-to-peer and distributed systems?
Press release: https://www.aalto.fi/en/events/defense-in-the-field-of-new-media-msc-massimo-menichinelli
Video: https://youtu.be/ZYSCcIG0Q6k
Dissertation: http://urn.fi/URN:ISBN:978-952-64-0091-4
In today’s rapidly changing world, organizations and societies are struggling with the
complexity and uncertainties of emerging issues and challenges in the current dynamic
environment (Conklin, 2005; Snowden & Boone, 2007). Designers have a strategic role in
helping organizations to deal with this complexity and uncertainty by developing artefacts
that help experiencing possible futures (Maessen, van Houten, & van der Lugt, 2018).
Preliminary findings from our research showed that people with some help readily engage in
exploring far futures, yet have difficulties afterwards to distill next steps for the near future
while resisting the dominant collective pull to the comfort zone of current paradigms and
daily routines (Maessen, 2019). We therefore developed a workshop format, containing a
set of interventions and tools to guide people to engage in exploring far away possible
futures and link these back to anticipating actions in the present.
When analyzing and designing a product, service, or system, minor adaptations to existing design processes can go a long way to expand beyond a techno-centric system perspective, or an exclusively "convenience and ease of use" user experience profile. By assigning critical questions to each step of a design process, we can resituate our working understanding of a technical system within its human context and expand our sociotechnical analysis to include matters of normative and ethical concern. These critical questions address concerns including inclusivity, duty of care, sustainability, and prevention of harm. From the newly expanded ethical context these questions help construct, it is possible to imagine opportunities for value-led change within the relationships of a sociotechnical system.
Urban Living Labs: learning from practice
Giulia Melis
SiTI Istituto Superiore sui Sistemi Territoriali per l'Innovazione, Torino, Italy
giulia.melis@siti.polito.it
Martijn de Waal
Amsterdam University of Applied Sciences, University of Amsterdam, the Netherlands
b.g.m.de.waal@hva.nl
ABSTRACT:
During recent years, the fast development of Information Technologies (IT) and digital media has introduced new opportunities for a sustainable and inclusive growth of cities, by produc-ing on the one hand lots of data about urban life, and on the other hand, digital media plat-forms.
The concept of planning itself is undergoing a cultural transformation, from designing the physical urban environment as an efficient, static backdrop for inhabitation, towards the con-cept of “citymaking”, where the spatial decision making process is dealing with cultural as-pects, liveability, community building, social cohesion and design.
Over the last few years a new methodology called ‘Living Lab’ has emerged to involve citizens in the design process. Initially is has mainly been used in the business sector to test commer-cial products, or to involve consumers as co-creators. Recently it has also progressively gained credibility in urban processes, as it facilitates the engagement of stakeholders and their under-standing of the planning problem, as well as the sharing of criteria for vision setting, thus ena-bling a transparent urban planning decision process.
During the STSM, which took place in April 2014, the authors have tried to outline how living labs are used in real cases of collaborative planning in the City of Amsterdam, and what is the role of new technologies in these living labs.
Nine experiments of Living labs -with or without such a label- on urban processes of planning and requalification were explored, with the aim of tracing out the achievements and weak-nesses of the practices undertaken so far. Through data collection, field surveys and inter-views, the authors asked whether technology is really helping non-expert citizens in being part of complex urban process, allowing real co-creation to happen; and, more generally, analyzed how the role of institutions, designers and citizens is changing in this dynamic scenario.
Amsterdam can be recognized as one of the most active cities in the European scenario in promoting innovative initiatives, by the use of open data and the development of smart pro-jects emerging from groups of citizen led proposals; participatory planning experiences are grounded on a solid tradition, and experimentation with numerous opportunities offered by new technologies. The city has recognized this potential and is investing on such projects, mainly by providing the conditions for a smart environment where open applications and initi-atives can be developed. There are several platforms that are already in place: these exhibit not only a high stage of development within the city itself, but also the role of cata
The main mission of systems-oriented design is to build the designer’s own interpretation and implementation of systems thinking so that systems thinking can fully benefit from design thinking and practice and vice versa.
Urban populations have been growing at an unprecedented rate around the world and there is growing concern that building-related environmental impacts also continue to rise. This has prompted a range of stakeholders in the built environment to make commitments to create and implement more sustainable building and construction solutions. Our research question thus mines this untapped potential: How might we enable widespread participation by actors in the built environment to participate in the transition toward a more circular economy? Our synthesis map focuses on the prosperous Canadian commercial building sector, and aims to empower actors within this industry to discover their unique role.
Designing services as systems is increasingly important. Those in healthcare and government don’t have much of a choice. However, envisioning services as systems is a hurdle. The trouble is from commonplace definitions of ‘service’ and ‘system’. But what if they are one and the same? An approach to communicating the designs of services in the form of strategic narratives, involves solving a puzzle to generate the story. The puzzle represents the duality of system and service. The “proof of work” reflects the difficulty in designing services as systems.
DSI4EU: Shaping the Future of Digital Social Innovation in EuropeMAKE-IT
Presented by David Langley at:
DSI4EU: Shaping the Future of Digital Social Innovation in Europe
29 June 2016
Headquarters of DG Connect
Brussels, Belgium
Who need us. Inquiring about the par0cipatory practices of others and what it...Mariana Salgado
Presentation for the European Academy of Design. Paris, France. Arki research group, Media Lab, Aalto University. The whole paper on which this presentation was based can be found in: https://www.academia.edu/21864481/Who_needs_us_Inquiring_into_the_participatory_practices_of_others_and_what_they_mean_for_participatory_designers
Who needs us? Inquiring about the participatory practices of others and what ...Mariana Salgado
This is a presentation in the conference organized by the European Academy of Design in Paris, France in April, 2015. The presentation is for a paper on the same title that can be also download from my profile in Slideshare. The paper was written with Joanna Saad-Sulonen
In today’s rapidly changing world, organizations and societies are struggling with the
complexity and uncertainties of emerging issues and challenges in the current dynamic
environment (Conklin, 2005; Snowden & Boone, 2007). Designers have a strategic role in
helping organizations to deal with this complexity and uncertainty by developing artefacts
that help experiencing possible futures (Maessen, van Houten, & van der Lugt, 2018).
Preliminary findings from our research showed that people with some help readily engage in
exploring far futures, yet have difficulties afterwards to distill next steps for the near future
while resisting the dominant collective pull to the comfort zone of current paradigms and
daily routines (Maessen, 2019). We therefore developed a workshop format, containing a
set of interventions and tools to guide people to engage in exploring far away possible
futures and link these back to anticipating actions in the present.
When analyzing and designing a product, service, or system, minor adaptations to existing design processes can go a long way to expand beyond a techno-centric system perspective, or an exclusively "convenience and ease of use" user experience profile. By assigning critical questions to each step of a design process, we can resituate our working understanding of a technical system within its human context and expand our sociotechnical analysis to include matters of normative and ethical concern. These critical questions address concerns including inclusivity, duty of care, sustainability, and prevention of harm. From the newly expanded ethical context these questions help construct, it is possible to imagine opportunities for value-led change within the relationships of a sociotechnical system.
Urban Living Labs: learning from practice
Giulia Melis
SiTI Istituto Superiore sui Sistemi Territoriali per l'Innovazione, Torino, Italy
giulia.melis@siti.polito.it
Martijn de Waal
Amsterdam University of Applied Sciences, University of Amsterdam, the Netherlands
b.g.m.de.waal@hva.nl
ABSTRACT:
During recent years, the fast development of Information Technologies (IT) and digital media has introduced new opportunities for a sustainable and inclusive growth of cities, by produc-ing on the one hand lots of data about urban life, and on the other hand, digital media plat-forms.
The concept of planning itself is undergoing a cultural transformation, from designing the physical urban environment as an efficient, static backdrop for inhabitation, towards the con-cept of “citymaking”, where the spatial decision making process is dealing with cultural as-pects, liveability, community building, social cohesion and design.
Over the last few years a new methodology called ‘Living Lab’ has emerged to involve citizens in the design process. Initially is has mainly been used in the business sector to test commer-cial products, or to involve consumers as co-creators. Recently it has also progressively gained credibility in urban processes, as it facilitates the engagement of stakeholders and their under-standing of the planning problem, as well as the sharing of criteria for vision setting, thus ena-bling a transparent urban planning decision process.
During the STSM, which took place in April 2014, the authors have tried to outline how living labs are used in real cases of collaborative planning in the City of Amsterdam, and what is the role of new technologies in these living labs.
Nine experiments of Living labs -with or without such a label- on urban processes of planning and requalification were explored, with the aim of tracing out the achievements and weak-nesses of the practices undertaken so far. Through data collection, field surveys and inter-views, the authors asked whether technology is really helping non-expert citizens in being part of complex urban process, allowing real co-creation to happen; and, more generally, analyzed how the role of institutions, designers and citizens is changing in this dynamic scenario.
Amsterdam can be recognized as one of the most active cities in the European scenario in promoting innovative initiatives, by the use of open data and the development of smart pro-jects emerging from groups of citizen led proposals; participatory planning experiences are grounded on a solid tradition, and experimentation with numerous opportunities offered by new technologies. The city has recognized this potential and is investing on such projects, mainly by providing the conditions for a smart environment where open applications and initi-atives can be developed. There are several platforms that are already in place: these exhibit not only a high stage of development within the city itself, but also the role of cata
The main mission of systems-oriented design is to build the designer’s own interpretation and implementation of systems thinking so that systems thinking can fully benefit from design thinking and practice and vice versa.
Urban populations have been growing at an unprecedented rate around the world and there is growing concern that building-related environmental impacts also continue to rise. This has prompted a range of stakeholders in the built environment to make commitments to create and implement more sustainable building and construction solutions. Our research question thus mines this untapped potential: How might we enable widespread participation by actors in the built environment to participate in the transition toward a more circular economy? Our synthesis map focuses on the prosperous Canadian commercial building sector, and aims to empower actors within this industry to discover their unique role.
Designing services as systems is increasingly important. Those in healthcare and government don’t have much of a choice. However, envisioning services as systems is a hurdle. The trouble is from commonplace definitions of ‘service’ and ‘system’. But what if they are one and the same? An approach to communicating the designs of services in the form of strategic narratives, involves solving a puzzle to generate the story. The puzzle represents the duality of system and service. The “proof of work” reflects the difficulty in designing services as systems.
DSI4EU: Shaping the Future of Digital Social Innovation in EuropeMAKE-IT
Presented by David Langley at:
DSI4EU: Shaping the Future of Digital Social Innovation in Europe
29 June 2016
Headquarters of DG Connect
Brussels, Belgium
Who need us. Inquiring about the par0cipatory practices of others and what it...Mariana Salgado
Presentation for the European Academy of Design. Paris, France. Arki research group, Media Lab, Aalto University. The whole paper on which this presentation was based can be found in: https://www.academia.edu/21864481/Who_needs_us_Inquiring_into_the_participatory_practices_of_others_and_what_they_mean_for_participatory_designers
Who needs us? Inquiring about the participatory practices of others and what ...Mariana Salgado
This is a presentation in the conference organized by the European Academy of Design in Paris, France in April, 2015. The presentation is for a paper on the same title that can be also download from my profile in Slideshare. The paper was written with Joanna Saad-Sulonen
Who need us? Inquiring into the participatory practices of others and what th...Mariana Salgado
This presentation was used in EAD 2015 to present the paper: Who needs us? Inquiring into the participatory practices of others and what they mean for participatory designers. Paris, France
Venanzio Arquilla - Professore Associato del Politecnico di Milano e Direttore Scientifico del Corso di Alta Formazione in User Experience Design di POLI.design - ha focalizzato il proprio speech sulle caratteristiche dello UX Design, sui perimetri di intervento dello UX Designer, sui perché la UX ha assunto importanza all'interno delle organizzazioni, sugli ultimi trend del corporate design e sulle tipologie di professionisti che maggiormente si stanno avvicinando a questa nuova professione
My chosen subject is focused primarily on understanding the Participatory Design process and methodology and how aspects of it can be applied in a graphic design context. Therefore outlined below is an annotated bibliography that presents several relevant text on this subject.
Interface Design - an overview on recent findings in HCI research and examples of interfaces created by WebFoo Interface Division.
This slideshow was presented by our Creative Director, Mihai Varga, at a guest lecture at Surrey University in March 2014.
Supporting The Initial Stages of The Product Design Process: Towards Knowledg...CSCJournals
The creation of new products and services is an everyday activity for many industries, often assisted by professional design studios. It is evident that extensive knowledge is required by designers during the conceptual product design process, matching the complexity of design problems. Techniques based on association, analogy and metaphors are often used to facilitate the process of creative thinking and inspiration leading to new product designs. This paper presents a novel semantic tool, which has been developed to seamlessly assist product designers with knowledge management tasks during information discovery and support the formulation of new product concepts. The technology can be used in combination with a sketching application to support the generation of relevant visual content, helping to stimulate associative thinking, and thus assist creativity at the initial stage of the product design process.
The application of design thinking methodology on research practices a mind m...Joana Cerejo
The difficult task of innovation is a key facet of Research & Development institutions. Innovation is also closely related with processes oriented to achieve solutions in design. We propose to research new emerging design methods and provide an overview of design thinking tools that can be applied in an early stage of the R&D research process in order to produce meaningful results. This research presents a set of experimental guidelines and an analysis method for the application of these tools. The establishment of coherent guidelines for the design thinking process is a very complex task, due to its interdisciplinary requirements, that convey many diverse mindsets. The main focus of this study is creating an analysis toolkit that enables non-specialist and specialist users to perform high-quality design production.
DIGITAL CONSTRUCTION: A Holistic Approach on Continuum Design - Construction ...Premier Publishers
The prevalence of the network paradigm in all sectors of human activity is connected not only to important changes in the ontology, the methodology and the design and construction tools, but also to changes in the relations between design and construction. Within the above frame, the present essay will attempt to describe the methodology and the learning environment to develop the skills of designers so that they can correspond to the new data shaped by the network paradigm. Firstly, the basic steps of the teaching plan will be described. This is a continuous process which includes modeling, construction analysis, interdisciplinary collaboration, standardization, control, production and assemblage. Next, the general frame of the teaching environment will be outlined. This involves Collective Innovation labs (CI labs), the combination of craft workshops and innovation and creative technology spaces. The presentation involves a holistic proposal of continuum design-construction teaching methodology that includes the ideological, methodological and spatial framework.
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Transforming Brand Perception and Boosting Profitability
Platforms, Networks And Impact Of Open, Distributed And Collaborative Design And Making Processes @ Tongji University
1. PLATFORMS, NETWORKS AND IMPACT
OF OPEN, DISTRIBUTED AND
COLLABORATIVE DESIGN AND MAKING
PROCESSES
Massimo Menichinelli
RMIT University – RMIT Europe
massimo.menichinelli@rmit.edu.au
Aalto University, School of Arts, Design and Architecture,
Department of Media, Aalto Media Lab
massimo.menichinelli@aalto.fi
3. Massimo Menichinelli
●
Research Fellow @ RMIT University
– RMIT Europe
●
Doctoral candidate @ Aalto
University – School of Arts,
Design and Architecture –
Department of Media – Aalto Media
Lab
●
MSc in Industrial Design
@ Politecnico di Milano – School
of Design
●
4 years working in EU projects
●
15 years in practice + research
(project manager, foundation
director, lecturer,
consultant, ...)
12. ECP: GLOBAL BUSINESS INNOVATION
https://www.rmit.edu.au/research/research-expertise/our-focus/enabling-capability-platforms/global-business-innovation
13. HORIZON 2020: EU RESEARCH AND INNOVATION
https://ec.europa.eu/programmes/horizon2020/en
41. OPEN + P2P + DESIGN = ...
Menichinelli, M. (2016). A Framework for Understanding the Possible Intersections of Design with
Open, P2P, Diffuse, Distributed and Decentralized Systems. Disegno – The Journal of Design Culture, III(01–02), 44–71.
https://doi.org/10.21096/disegno_2016_1-2mm
44. DESIGN PROCESSES
Design processes have been examined considering design
as the work done by designers, i.e. the actual practice:
●
Cross (2006) elaborated that there is a distinct
‘designerly’ form of activity and ways of knowing based
on 3 sources of knowledge: people, processes and
product. Designers learn and adopt a language that
connects and translate between different domains (needs
and design, meaning and design, and so on) by means of
a system of codes, but knowledge and awareness that
designers have of their practice is basically tacit,
making it thus difficult to elaborate, document and
share.
●
Green, Southee and Boult (2014) pointed out that
research on design processes has a relatively short
history, models are highly edited and rationalized
abstractions of reality but disconnected from the
actual practice and with limited consensus on their
structure.
45. DESIGN DOCUMENTATION (DD)
1.DD1: design as a process (“i.e. step by step
instructions”);
2.DD2: design as an organization (“i.e. networks of
interactions, work organization”);
3.DD3: design as a documentation (“i.e. blueprints”);
4.DD4: design as production (“i.e. files ready for
direct fabrication”);
5.DD5: design as an artifact (“the artifact and its
description”).
Menichinelli, M. (2018). A shared data format for describing collaborative design processes.
Cumulus Conference Proceedings Paris 2018 – To Get There: Designing Together,
Cumulus Conference Proceedings Series 03/2018 Paris, 190–215.
Retrieved from https://www.cumulusassociation.org/cumulus-conference-proceedings-paris-2018-to-get-there-designing-together/
46. DD1: DESIGN AS A PROCESS
http://www.instructables.com/id/Volca-Synth-Foldable-Case/
47. DD2: DESIGN AS AN ORGANIZATION
Menichinelli, M. (2017). A data-driven approach for understanding Open Design.
Mapping social interactions in collaborative processes on GitHub.
The Design Journal, 20(sup1), S3643–S3658. https://doi.org/10.1080/14606925.2017.1352869
48. DD3: DESIGN AS A DOCUMENTATION
http://fabacademy.org/archives/2012/students/menichinelli.massimo/index.html#
49. DD4: DESIGN AS PRODUCTION
http://developers.shapeways.com/
50. DD5: DESIGN AS AN ARTIFACT
http://fabacademy.org/archives/2012/students/menichinelli.massimo/index.html#
51. DESIGN DOCUMENTATION (DD)
Perspectives DD1: Design
as an
organization
DD2: Design
as a process
DD3: Design
as a
documentation
DD4: Design
as a
production
DD5: Design
as an
artifact
Dimension Meta-Design Meta-Design Design Design Design
Focus Process Process Artefact Process Artefact
Examples Rebuilt from
files and
users’
activity on
online
platforms
...
Instructables
Fablabs.io
...
Blueprints
Sketches
...
Thingiverse
Shapeways API
GitHub
...
Pictures
Videos
3D scan
...
Data API,
databases
API,
databases
2D / 3D data
representing
an artifact
not yet
produced
API,
databases
2D / 3D data
representing
an existing
artifact
Process as Dialogue Execution of
activities
Execution of
the
documentation
Execution of
activities
Outcome of an
execution of
activities
and dialogues
54. DESIGN DOCUMENTATION (DD): APPROACHES
1.ADD1: processes are considered as the execution of
activities;
2.ADD2: processes are considered as a dialogue between
actors;
3.ADD3: processes are reconstructed from the reverse
engineering of artifacts and documents.
56. FRAMEWORK + PLATFORM: OpenMetaDesign
●
A data format for describing collaborative design
processes, building on existing literature and cases
and encoded in the development of an experimental
digital platform for the co-design of collaborative
processes.
●
This data format is a key component of a framework for
modelling, analysis, management and visualization of
design processes and such a framework could potentially
facilitate the design, understanding, management and
participation in open, collaborative and distributed
processes.
57. A PROPOSAL
●
Ontology: “a set of concepts and categories in a
subject area or domain that shows their properties and
the relations between them” (Oxford Dictionaries,
2018), a terminological framework that describes thus
design processes.
●
Common approach: input-process-output (IPO) models
(Green et al., 2014).
●
Focus: processes as a set of activities (ADD1)and
possibility of considering processes as a dialogue
(ADD2).
●
Conceptual basis: Activity Theory (Engeström, 1987), a
framework for orienting researchers in understanding
complex socio-technical phenomena, for understanding
the dialectic contradictions and continuous development
of individual contributions to collaborative
initiatives.
63. OpenMetaDesign
Menichinelli, M. (2018). Service design and activity theory for the meta-design of
collaborative design processes. ServDes2018. Service Design Proof of Concept,
Proceedings of the ServDes.2018 Conference, 18-20 June, Milano, Italy, 994–1008.
Retrieved from http://www.ep.liu.se/ecp/article.asp?issue=150&article=083&volume=#
64. Tools Source Activity Time Participation Boundaries Resources Flows
Activity Theory Psychology X X
Gantt Management X X
Service
Blueprint
Service Design X X X X
System Map Service Design X X X X
Customer
Journey
Service Design X X
Participation
Level
Urbanism X
User Activity Data Visualization X X
OpenMetaDesign: tools and elements
74. CONNECTING RESEARCH AND PRACTICE
Redström, J. (2017). Making Design Theory. Cambridge, Massachusetts: The MIT Press.
https://mitpress.mit.edu/books/making-design-theory
75. CONNECTING RESEARCH AND PRACTICE
Menichinelli, M. (2019). A Research through Design Framework from the Evaluation of a
Meta-Design Platform for Open and Collaborative Design and Making Processes.
Proceedings of the Design Society: International Conference on Engineering Design, 1(1), 21–30.
https://doi.org/10.1017/dsi.2019.5
76. … IN THE LIFE CYCLE OF A PROJECT
Menichinelli, M., & Valsecchi, F. (2016). The meta-design of systems: How design, data and software enable
the organizing of open, distributed, and collaborative processes. 6th IFDP - Systems & Design:
Beyond Processes and Thinking, 518–537. https://doi.org/10.4995/IFDP.2016.3301
84. INTERACTIONS ON GITHUB IN OPEN DESIGN
Menichinelli, M. (2017). A data-driven approach for understanding Open Design.
Mapping social interactions in collaborative processes on GitHub.
The Design Journal, 20(sup1), S3643–S3658. https://doi.org/10.1080/14606925.2017.1352869
85. INTERACTIONS ON GITHUB IN OPEN DESIGN
Menichinelli, M. (2017). A data-driven approach for understanding Open Design.
Mapping social interactions in collaborative processes on GitHub.
The Design Journal, 20(sup1), S3643–S3658. https://doi.org/10.1080/14606925.2017.1352869
87. MAKER LABORATORIES ON TWITTER: COMMUNITIES
Menichinelli, M. (2016). Mapping the structure of the global maker laboratories community
through Twitter connections. In C. Levallois, M. Marchand, T. Mata, & A. Panisson (Eds.),
Twitter for Research Handbook 2015 – 2016 (pp. 47–62).
Retrieved from http://dx.doi.org/10.5281/zenodo.44882
88. MORE COMMUNITIES
Menichinelli, M. (2016). Mapping the structure of the global maker laboratories community
through Twitter connections. In C. Levallois, M. Marchand, T. Mata, & A. Panisson (Eds.),
Twitter for Research Handbook 2015 – 2016 (pp. 47–62).
Retrieved from http://dx.doi.org/10.5281/zenodo.44882
89. DEGREE CENTRALITY
Menichinelli, M. (2016). Mapping the structure of the global maker laboratories community
through Twitter connections. In C. Levallois, M. Marchand, T. Mata, & A. Panisson (Eds.),
Twitter for Research Handbook 2015 – 2016 (pp. 47–62).
Retrieved from http://dx.doi.org/10.5281/zenodo.44882
90. BETWEENNESS CENTRALITY
Menichinelli, M. (2016). Mapping the structure of the global maker laboratories community
through Twitter connections. In C. Levallois, M. Marchand, T. Mata, & A. Panisson (Eds.),
Twitter for Research Handbook 2015 – 2016 (pp. 47–62).
Retrieved from http://dx.doi.org/10.5281/zenodo.44882
91. TRUST: EIGENVECTOR - PAGERANK
Menichinelli, M. (2016). Mapping the structure of the global maker laboratories community
through Twitter connections. In C. Levallois, M. Marchand, T. Mata, & A. Panisson (Eds.),
Twitter for Research Handbook 2015 – 2016 (pp. 47–62).
Retrieved from http://dx.doi.org/10.5281/zenodo.44882
96. DESIGN AND DECENTRALIZATION
Menichinelli, M., & Ferronato, P. (2019). The Decentralization Turns in Design:
An Exploration Through the Maker Movement. In S. Colombo, Y. Lim, M. Bruns Alonso, L.-L. Chen,
T. Djajadiningrat, L. Feijs, … D. Steffen (Eds.), Design and Semantics of Form and Movement (pp. 43–49).
Retrieved from https://desform19.org/DeSForM_2019_Proceedings.pdf
98. HOW MANY MAKERS AND WHERE?
Menichinelli, M., Gerson Saltiel Schmidt, A., & Ferronato, P. (Forthcoming).
Mapping strategies for distributed, social and collaborative design systems of makers,
designers and social entrepreneurs. ADIM2019 Academy for Design Innovation Management.
Presented at the ADIM2019 Academy for Design Innovation Management.
Retrieved from https://www.conftool.org/adim2019/index.php?page=browseSessions&form_session=104#paperID378
104. EXPLORING SIA: SOCIAL IMPACT ASSESSMENT
Menichinelli, M., & Gerson Saltiel Schmidt, A. (2019). Measuring the Social Impact of Maker Initiatives.
Frameworks and Guidelines for Scaling the Assessment on Digital Platforms.
In B. Tejerina, C. M. de Almeida, & I. Perugorría (Eds.), Sharing Society. The Impact of Collaborative
Collective Actions in the Transformation of Contemporary Societies. (pp. 526–537).
Retrieved from https://sharingsocietyproject.org/2019/05/08/conference-proceedings/
105. EXPLORING SIA: SOCIAL IMPACT ASSESSMENT
Menichinelli, M., & Gerson Saltiel Schmidt, A. (2019). Measuring the Social Impact of Maker Initiatives.
Frameworks and Guidelines for Scaling the Assessment on Digital Platforms.
In B. Tejerina, C. M. de Almeida, & I. Perugorría (Eds.), Sharing Society. The Impact of Collaborative
Collective Actions in the Transformation of Contemporary Societies. (pp. 526–537).
Retrieved from https://sharingsocietyproject.org/2019/05/08/conference-proceedings/
106. EXPLORING SIA: SOCIAL IMPACT ASSESSMENT
Menichinelli, M., & Gerson Saltiel Schmidt, A. (2019). Measuring the Social Impact of Maker Initiatives.
Frameworks and Guidelines for Scaling the Assessment on Digital Platforms.
In B. Tejerina, C. M. de Almeida, & I. Perugorría (Eds.), Sharing Society. The Impact of Collaborative
Collective Actions in the Transformation of Contemporary Societies. (pp. 526–537).
Retrieved from https://sharingsocietyproject.org/2019/05/08/conference-proceedings/
108. SIA + PLATFORMS + MULTI-COMPOSITE INDEX
Menichinelli, M., & Gerson Saltiel Schmidt, A. (2019). Measuring the Social Impact of Maker Initiatives.
Frameworks and Guidelines for Scaling the Assessment on Digital Platforms.
In B. Tejerina, C. M. de Almeida, & I. Perugorría (Eds.), Sharing Society. The Impact of Collaborative
Collective Actions in the Transformation of Contemporary Societies. (pp. 526–537).
Retrieved from https://sharingsocietyproject.org/2019/05/08/conference-proceedings/
1) State of the art: research and comparison of existing SIA framework with real-life cases.
2) Theoretical framework: provides the basis for the selection and combination of variables.
3) Data ontology: integration of the SIA framework into a first structured data format that connects
them.
4) Data selection: based on the analytical soundness, measurability and relevance.
5) Imputation of missing data: to provide a complete dataset.
6) Multivariate analysis: to study the overall structure of the dataset.
7) Normalization: to render the variables comparable.
8) Weighting and aggregation: following the underlying theoretical framework.
9) Uncertainty and sensitivity analysis: to assess the robustness of the composite indicator.
10)Back to the data: to reveal the main drivers for the overall results.
11)Links to other indicators: to correlate the composite indicator (or its dimensions) with existing
(simple or composite) indicators.
12)Visualization of the results: to enhance interpretability.
13)Implementation: development of the software functionalities for data entry (user interface,
database), analysis (algorithm, computing services), visualization and discussion.
14)Validation: testing the resulting digital tools and platforms with stakeholders and real-life
cases.
109. SDGs + MAKING / DESIGN PROJECTS
https://sustainabledevelopment.un.org/sdgs
110. THANK YOU!
Massimo Menichinelli
RMIT University – RMIT Europe
massimo.menichinelli@rmit.edu.au
Aalto University, School of Arts, Design and Architecture,
Department of Media, Aalto Media Lab
massimo.menichinelli@aalto.fi