DESIGN FOR EACH ONE (D4E1) AN INTRODUCTION...
Transcript of DESIGN FOR EACH ONE (D4E1) AN INTRODUCTION...
0
DESIGN FOR EACH ONE (D4E1)
AN INTRODUCTION
INDICE
DESIGN FOR EACH ONE (D4E1) .............................................................................................1
AN INTRODUCTION .................................................................................................................1
INTRODUCTION....................................................................................................................1
DESIGN FOR (EVERY) ONE.............................................................................................1
DESIGN CONCEPTO .........................................................................................................2
METHODOLOGY CONCEPT ............................................................................................3
USER CENTERED DESIGN ..............................................................................................3
CREATIVE CONFIDENCE ................................................................................................6
Optimism ..............................................................................................................................8
Iterate ...................................................................................................................................8
THE USER-CENTERED DESIGN PROCESS ...................................................................9
DESIGN THINKING ......................................................................................................... 11
DEFINITION ..................................................................................................................... 12
IDEATION......................................................................................................................... 12
PROTOTYPING ................................................................................................................ 12
EVOLUTION ..................................................................................................................... 12
THE THREE LENS OF USER-CENTERED DESIGN ..................................................... 13
OPEN DESIGN .................................................................................................................. 15
RULES AND ETHICAL BASES IN OPEN DESIGN ....................................................... 16
DESIGN FOR EVERYONE D4E1 .................................................................................... 19
PHASES OF DESIGN FOR EVERY ONE (D4E1) ........................................................... 24
NEEDED DRIVEN PHASE .............................................................................................. 24
Contextual disability .......................................................................................................... 25
INSTRUMENTS ................................................................................................................ 25
FEASIBLE DRIVEN PHASE ............................................................................................ 26
VIABLE DRIVEN PHASE ................................................................................................ 28
COMPETENCES IN DESIGN FOR EVERYONE D4E1.................................................. 29
REFERENCIAS BIBLIOGRAFICAS ............................................................................... 30
1
DESIGN FOR EACH ONE (D4E1)
AN INTRODUCTION
INTRODUCTION
Design for (every) one D4E1 was founded in 2009 at the University of Howest College by the
prototyping assistant Bart Grimonprez, the occupational therapist Bart Mistiean and the design
researcher Lieven De Couvreur. The project was a reaction to the paradigm changes within
industrial design and occupational therapy. The main trigger was the EyeWriter Project (De
Couvreur, 2016) (L. De Couvreur, 1, 1, & 2 Richard Goossens, 2013a) by Mick Ebeling, Zachary
Lieberman, Evan Roth, James Powderly, Theo Watson and Chris Sugrue. This low cost tracking
system originally designed for the paralyzed graffiti artist TEMPT1. The EyeWriter system uses
low-cost cameras and open-source computer vision software to track the user's eye movements.
Through its experiential and social approach, computer developers discover new possibilities with
the available local resources and skills. Piracy activities involve some kind of excellence, for
example, exploring the limits of what is possible, therefore, doing something exciting and
meaningful.
The essence of a "hack" (Wikipedia, 2019) is done it quickly, efficiently and generally in an
inelegant way. However, the unussual result of exploration activity evokes strong feelings of
gratification. The beginning of each adaptation process is a conflict between the constraints of a
dynamic environment and significant objectives, activities and artifacts from human agents.
Within this philosophy, we want to highlight ingenuity and self-sufficiency from a human
perspective. The advent of networked computers and digital manufacturing make it possible for
"hacker" developers to produce or adapt their own unique tools. More often, these hackers can
even compete with the qualitative standards of mass production from large factories (Bakırlıoğlu
& Kohtala, 2019). This perspective opens a complementary design strategy alternative to
universal design. It is believed that open design can be a powerful engine to create a variety of
new possibilities and solve the many complex problems of the world.
Currently working between the University of Gent, Howest School, VLIR OUS and the Technical
University of Oruro (UTO) to implement this methodology of work in the UTO as a polar focus
in the region and Bolivia, allowing to disseminate this methodology and the proactive attitude of
D4E1.
DESIGN FOR (EVERY) ONE
The design for (all) one (D4E1) is a living micro-laboratory at Howest College. It originated at
the intersection of industrial product design and occupational therapy. The laboratory implements
open design principles in the context of design for well-being. The goal is to help minority groups
through open design to meet their social needs resulting from working conditions, education,
community development and health.
A new generation of manufacturers and health professionals take advantage of this opportunity
by producing adaptations of unique products in the homes of people, private workshops and
rehabilitation centers. While future health policies are encouraging for people to participate
effectively in the collaborative maintenance of their own health, little is known about the
dynamics of these processes in the community and about how professionals can participate in
them.
2
Design for each one is structured since the base of many common parts used in the enviroment of
the design and making of low scale (Charbonneau, Sellen, and Seeschaaf Veres, 2016), some
components such as the methodologies of User-Centered Design (DCU), Design Thinking, Open
Design (Open Design) and other components that make up D4E1.
DESIGN CONCEPTO
It is important to define the design concept to guide the interpretation of D4E1. Initially mention
that industrial design can be taken as a vector, composed of a magnitude, which also has direction
and meaning; creativity is the major component of design, being that design as such is an
eminently creative activity transiting from the abstract to the tangible and "applied", as
interpreting the design, in addition to this magnitude of creativity, a direction must be given and
a definite meaning. Creativity without proper direction and meaning can result in ideas and
creations that are not applicable to reality and, above all, are not very useful in time to solve a
problem.
In the text Fundamentals of Design in Engineering (García Melón & Universidad Politécnica de
Valencia., 2009), the autors do mentions some design features related to drawing, inventing,
making plans, documenting and transmitting, linking the term design very closely to maker
projects looking that the finished product characterizes in both cases. In the same work, the
definition is supported with others, as well (Reswick, 1965) defined as a creative activity that
involves the achievement of something new and useful without previous existence; (Pahl,
Wallace, & Blessing, 2007) refers to the use of the laws of science and is based on a special
experience, and is understood in terms of process to the transformation of information from the
condition of demands, needs, requirements and restrictions to the description of a structure
capable of satisfying those demands (Hubka, 1996), in addition to (Roozenburg & Eekels, 1995)
that point to how to conceive the idea of some artifact or system and express it in a way that can
be manufactured.
Because we conceive the process of designing as a creative activity that starts from the
identification of a need or requirement, aimed at generating artifacts or systems that can be
manufactured.
D4E1
Diseño
Abierto DCU
Diseño
Industrial
Pensamiento
de Diseño
PROCESO DE
DISEÑO
PROBLEMA
O CARENCIA SOLUCION
3
METHODOLOGY CONCEPT
Another component of industrial design is the methodology that is used in it, within the concepts
of it can be cited (Riba i Romeva, 2002), which defines the Methodology as a specific and orderly
form of activities to achieve a certain purpose . According to (Pahl et al., 2007) engineering design
methodologies are a concrete sequence of actions for the design of technical systems that derive
their knowledge of design science, cognitive psychology and practical experience in different
fields. Complementary (Blanco Romero, Maria Elena, 2018) says that Methodology refers to the
study of the set of methods used in a particular branch of thought or human activity, which should
also meet the following characteristics:
1. Be applicable to all types of design activities, no matter what specialty is involved;
2. Facilitate the search for optimal solutions;
3. Be compatible with the concepts, methods and results of other disciplines;
4. Do not rely on chance in the search for solutions;
5. Facilitate the application of known solutions to related tasks;
6. Be simple;
7. Reduce the workl oad, save time and avoid human error;
8. Facilitate the planning and management of team work in an integrated and
interdisciplinary product development process.
Therefore a design methodology can be defined as a set of activities and methods to achieve a
certain purpose. This definition supports it (Cross & Vázquez, 2001), arguing that it is "the study
of design principles, practices and procedures in a broad sense." Its central objective is related to
how to design, and includes the study of how designers they work and think, the establishment of
appropriate structures for the design process, the development and application of new design
methods, techniques and procedures, and reflection on the nature and extent of design knowledge
and its application to design problems."
USER CENTERED DESIGN
Although the design activity has been an activity immersed in the actions of the human being, it
has been classified and specialized as the technological and social conditions have changed;
According to (Giacomin, 2012) three well-defined design trends can be distinguished:
4
Technology-driven design, sustainable design and man-centered design, all of which pursue
different paradigms that generate different results at the same time.
The same author (ibid) makes mention of the origins of Human centered design, arguing to have
roots in fields such as ergonomics, computer science, science and artificial intelligence. The echo
of this development fits in with ISO 9241-210 "Ergonomics of the human-centered system
interaction" that describes the human-centered design as an approach to system design and
development that aims to make systems Interactive are more usable by focusing the use on human
factors / ergonomics:
The ISO 9241-210 standard specifically recommends six characteristics:
- The adoption of multidisciplinary skills and perspectives.
- Explicit understanding of users, tasks and environments.
- User-centered evaluation development / design adjustment
- Consideration of the whole user experience.
- Involvement of users throughout the design and development.
-Interactive process.
The design focused on the product, gathers the design specifications of the average of needs and
conditions of the population seeking to satisfy the needs of most of the users, despite the detail
put in the companies for covering all the requirements of the clients, the Human individuality
causes that several factors are not satisfied, resulting in two possible actions: that the user adapts
to the product or that the user rejects or does not use the product. In this framework, designing
for a "user" generally involves optimizing the characteristics of the product, system or service
based on a fixed or preconceived set of cognitive plans and lead to designs that are efficient
towards one or more predetermined patterns of use (Degani, 2004).
Thus, the human centered design of today is based on the use of techniques that communicate,
interact, empathize and stimulate the people involved (designers, builders and users), to obtain an
understanding of their needs, desires and experiences, which they often transcend beyond what
the people themselves understand in reality. Practiced in its most basic form, the human-centered
design leads to products, systems and services that are physical, perceptive, cognitive and
emotionally intuitive (Giacomin, 2012) and also that the definition of DCU proposed by (Norman,
DA and Verganti, 2011).
5
The IDEO foundation (www.ideo.org)1 makes reference to the fact that human-centered design
means believing that all the problems, like the seemingly intractable ones such as poverty, gender
equality and clean water, are solvable. On the other hand, it means believing that the people who
face these problems every day are the ones who hold the key to their response. It is believed that
there is enough social maturity to assume the innovation of solutions from the existing
environment. Being a human-centered designer means believing that as long as you stay rooted
in what you have learned from people, you and your team can reach the new solutions that the
world needs.
In the Field Guide to User-Centered Design (IDEO 2015) (Commons, 2015), it refers to designers
in the following way: "Designers focused on the user are different from other designers, we test
and test, we fail early and often, and we spend a surprising amount of time not knowing the answer
to the challenge, and yet we keep going, we are optimists, creators, experimenters and learners,
we empathize and iterate, and we look for inspiration in unexpected places. We believe there is a
solution and that by staying focused on the people for whom we are designing and asking the
right questions, we will come together, dream of a lot of ideas, some that work and others that do
not, we make our ideas tangible so we can try them, and then we refine them, and in the end, our
approach is equivalent to wild creativity, to an incessant impulse to innovate, in addition to
confidence. goes to solutions that never we had dreamed when we started. In this design
philosophy, the seven mentalities of the user-centered designer are stated:
1. Empathy,
2. Optimism,
3. The Iteration,
4. The Creative Trust,
5. Do,
6. Embracing ambiguity and
7. The learning of failure.
1 Our roots go back to 1978, when David Kelley established his design firm, David Kelley Design (DKD).
In 1991, David Kelley, Bill Moggridge and Mike Nuttall merged their companies and called it IDEO. "My
dream for the future of IDEO is the same as it was in these time: that everyone in IDEO will find their
vocation, that being here feels like working with friends, that we all enjoy our lives, that we are committed
to what feels like important work for what they put us personally on Earth to do. " David Kelley
6
Developing the bases of Human-Centered Design, we have:
CREATIVE CONFIDENCE
It is the part in which you take into account the ideas that you have and you have the ability to act
with them (design).
David Kelley, Founder, IDEO
Anyone can approach the world as a designer. Of course, everything necessary to unlock that
potential as a dynamic problem solver is confidence in creativity, this is the belief that we are all
creative, and that creativity is not the ability to draw or compose or sculpt, but it is a way to
understand the world.
Confidence in creativity is the quality with which the designers focused on the user when it comes
to making jumps, trusting their intuition and pursuing solutions they have not fully discovered. It
is the belief that you can and will come with creative solutions to big problems and the confidence
that you need to be immersed in them. Confidence in creativity can lead you to do things, to test
them, to fail, and to keep developing, sure that you will get the knowledge you need by innovating
along the way.
It can take time to build confidence in creativity, and part of getting there is trusting that the user-
centered design process will show you how, a creative approach to bring any problem is at hand,
as you start with small successes and then build the largest, you will see that confidence in
creativity grows and in a short time you can find yourself in the mentality that you are a very
creative person (Ideo, 2016).
Make It
You take the risk building the first prototype, plus you always win.
Krista Donaldson, CEO, D-Rev
As designers focused on a man, we believe in the power of tangibility. And we know that making
a real idea reveals so much more than theory can not. When the objective is to impact solutions
outside the world, you can not live in abstractions, you have to make them real. Designers focused
on the human being are doers, modifiers, craftsmen, and builders. We make use of anything at
our disposal, from cardboard and scissors to sophisticated digital tools. We build our ideas so that
we can test them, and because actually doing something reveals opportunities and complexities
that we would never have guessed were there. Doing is also a fantastic way of thinking, and helps
to focus the viability of our designs. On the other hand, to make a real idea is an incredibly
effective way to share it. And without the sincere and actionable retro feed of the people, we will
know how our ideas advance.
As you progress through the design focused on the human being process, no matter what you do,
the materials you use, or how beautiful the result is, the goal is always to convey an idea, share it
and learn to do it better. The most interesting of all is that you can create prototypes of anything
at any stage of the process from a service model to a uniform, from a storyboard to the financial
details of your solution. As designers focused on the human being, we have a bias towards action,
and that means getting ideas out of our heads and in the hands of the people (Ideo, 2016).
Learn from Failure
Do not think about what you are failing, think about what you are designing and learning from
the process.
Tim Brown, CEO, IDEO
7
Failure is an incredibly powerful tool for learning. Designing experiments, prototypes, and
interactions and testing them is on the heart of Human Centered Design. So it is an understanding
that not everything will work while we seek to solve big problems, we are forced to fail. But if
we adopt the right mindset, we will inevitably learn something of that failure. Human-centered
design starts from a place which is not known what is the solution to a given design.
The challenge can only be found by listening, thinking, building, and refining our way to an
answer, getting something that works for the people we are trying to work with. "Fail early to
succeed before" is a common refrain around IDEO, and part of his power is the permission he
gives to get something wrong. By refusing to take risks on a problem, the solvers actually close
themselves to a real opportunity to innovate.
Thomas Edison expressed it well when he said: "I know I have not failed, I just found 10,000
forms that I have not worked yet." And for designers focused on man, what does not work is part
of finding what will work. Failure is an inherent part of human-centered design because we rarely
do well on our first attempt. In fact, doing it right on the first try is not the point at all, the point
is to put something in the world and then use it to keep learning, keep asking and keep trying.
When the designers focused on the human being do it well, it is because they were wrong in the
first attempt (Ideo, 2016).
Empathy
In order to obtain information, you have to obtain information from different people,
circumstances and places.
Emi Kolawole, Editor-in-Residence, Stanford University School
Empathy is the ability to enter other people's experience, to understand their lives, and begin to
solve problems from their perspectives. The design of centered on the human being is based on
empathy, on the idea that the people for whom you are designing are your roadmap towards
innovative solutions. All you have to do is empathize, understand them and bring them along with
you in the design process.
For too long, the international development community has designed solutions to the challenges
of poverty without really empathizing with them and without really understanding the people they
seek to serve. But by putting ourselves in the shoes of the person we are designing, DCU designers
can begin to see the world, and all the opportunities to improve it, through a new powerful lens.
Submerging yourself in another environment not only opens up new creative possibilities, it also
allows you to leave behind preconceived ideas and outdated ways of thinking. Empathizing with
the people you are designing is the best route to truly grasp the context and complexities of their
lives. But most importantly, it keeps the people for whom you are designing, at the center of your
work (Ideo, 2016).
Embrace Ambiguity
You want to explore as many possibilities as possible until the solution is revealed.
Patrice Martin, Co-Lead and Creative Director
Human-centered designers always start from the place of not knowing the answer to the problem
they are trying to solve. When starting from that position, we are forced to go out into the world
and talk to people. We are looking to serve. We also have the opportunity to open ourselves
creatively, to pursue many different ideas, and to arrive at unexpected solutions. Embracing that
ambiguity, and trusting that the human-centered design process will guide us towards an
innovative response, in reality, we give ourselves permission to be fantastically creative. One of
the qualities that human-centered design establishes is the belief that there will always be more
8
ideas. We no longer cling to the ideas of what we have because we know we will have more,
because the human centered design is a generative process, and because we work like this. In
collaboration, it is easy to discard the bad ideas, keep the problems in pieces and thus, finally,
reach the good designs, although it may seem counterintuitive. In the ambiguity of not knowing
the answer in reality, you establish the possibilities so that the designers focused on the human
being can innovate.
If we knew the answer when we started, what could we learn? How could we improve? With
creative solutions could we give? Embracing ambiguity actually frees us to seek an answer that
we initially can not imagine, which puts us on the path to innovation and lasting impact (Ideo,
2016).
Optimism
Optimism is the thing that leads them to the designers.
John Bielenberg, Founder, Future Partners
We believe that design is intrinsically optimistic, to assume a great challenge, especially in those
as big and intractable as poverty; The designers have to believe that this progress is even an option,
otherwise we would not do it and we would not even try. Optimism is the embrace of possibility
to the idea that even without knowing the answer, we know that it is out there and that we can
find it.
In addition to leading us towards solutions, optimism makes us more creative, encourages us to
move forward when we reach dead ends, and helps all stakeholders in a project. When you
approach problems, from the perspective that you will arrive at a solution, optimism infuses the
whole process with the energy and unity you need to navigate through the most thorny problems.
Human-centered designers are persistently focused on what could be, not on the countless
obstacles that can stand in the way. Restrictions are inevitable, and often push designers towards
unexpected solutions. But it is our animating nucleus. The belief that every problem is solvable,
that shows how deeply optimistic the designers focused on the human can be. (Ideo, 2016).
Iterate
When iterating we validate our ideas on the way because we listen to people for what design really
is.
Gaby Brink, Founder, Tomorrow Partners
As human centered designers, we adopt an iterative approach to solve problems because we
comment and retro feed the people we are designing as a critical part of the evolution of the
solution. Continually iterating the work, refining and improving, we place ourselves in a place
where we will have more ideas to try a variety of approaches, unlock our creativity, and reach
more quickly to successful solutions. The iteration keeps us agile, receptive and trains our focus
on getting the idea and, after a few passes, all the details towards perfection. If you aimed for
perfection every time you build a prototype or an idea, you would spend years refining something
whose validity was still in doubt. But when building, testing and iterating, you can move forward.
Your idea without investing hours and resources until you are sure that it is the only one. In the
beginning we iterate because we know that we did not do it well the first time, or even in the
second time the iteration gives us the opportunity to explore; do it wrong, follow our hunches,
and ultimately arrive at a solution that will be adopted. Adopting the iteration allows us to
maintain learning. Instead of hiding in our workshops, betting that an idea, product or service will
be a success, we quickly leave the world and let the people for whom we are designing be our
guides (Ideo, 2016).
9
THE USER-CENTERED DESIGN PROCESS
In order to face a design project, two aspects are rescued, the first one that every design process
is unique due to the variety and personalization of it, which can be improved at the same time
(Ostuzzi, 2017), on the other hand, the scheme presented by the Methodology of User-Centered
Design by IDEO follows three common phases to any of the cases:
Each of these steps are (IDEO,2015):
In this phase, you identify the need and learn to understand
the people, observing the user, their life, listening to their
hopes and desires, and under taking an intelligent challenge.
During the listen stage, the Design Team will compile
stories, anecdotes and inspirational elements. You will have
to prepare for the investigation and set up the field work
guide.
In this phase, is given meaning of everything that has been
heard, generates a lot of ideas, identifies opportunities to
design, test and refine his solutions.
In the stage of Creating, the team will work on an exercise
whose purpose will be to collect what has been observed in
people to put it into theoretical frameworks, opportunities,
solutions and prototypes. During this phase they will move
from a concrete thought to a more abstract thought in the
identification of themes and opportunities, and then return to
the concrete through solutions and prototypes.
In this stage the solution is brought to life, you discover how
to market your idea and how to maximize its impact on the
world. The Implementation stage is where you will begin to
realize your solutions through a financial model of income
and costs, the evaluation of capacities and the planning of the
implementation. This will help you launch new solutions in
the world.
10
The design process within each phase moves between the tangible and the abstract. The
Inspiration or Discovery phase begins by going out into the world and learning from people. The
inspiration phase is about reducing what you have learned and translating those lessons into
themes and patterns. This is followed by the prototype phase, where your ideas quickly evolve
into tangible designs fed back into real comments (IDEO, 2011).
In the "Inspiration" phase, data is taken from the User's need as a starting point to set the challenge
and plan the design path, this is a concrete phase to receive the need for design in a real way.
Once we have a frame of reference, we move on to the next phase of "Ideation", in which research
about similar solutions is started, as well as a list of the most specific requirements based on a
deeper knowledge of the problem, the phase Research is characterized by the abstraction of not
having something specific focused and rather going towards the diverse, being therefore a
divergent stage. Once the investigation of the problem has passed, we enter the solution ideation
phase, a stage in which the information is synthesized in the generation of solution ideas, due to
the synthesis of ideas. This is a convergent and tangible phase to have results solution to the
problem; In this same phase we analyze and select one of the solution ideas to proceed to the
"Implementation" stage, knowing that we want to design a manufacturing strategy, find out
materials, tools, machinery and base products to be reused in a new modified function. This part
of the "Implementation" phase is an abstract and divergent phase, since once again we open the
possibilities of realization looking for the best manufacturing strategy. The last part of the
"Implementation" phase is a convergent and tangible stage, which deals with the physical
obtaining of the design through its manufacture.
A description of this iterative design process is given by the + ACUMEN foundation as shown
below (+ Acumen, 2019):
In the same way, IDEO describ at 3 phases of design as the follow shape (IDEO, 2011)
11
In accordance with the principles of user-centered design, the design will be developed according
to the scheme shown:
Although the user-centered design is well structured in the 3 phases, usually and due to the
interaction with the end user of the product, and in the proposed co-design with the user (Adikari,
Keighran, & Sarbazhosseini, 2013) the divergent convergent model is repeated several times
within the same phase.
DESIGN THINKING
In 2005, the Hasso Plattner Design Institute (d.school) was founded at Stanford University, after
the name of its main donor, SAP co-founder Hasso Plattner, based on the concept "Design
Thinking" developed by David Kelley , Larry Leifer. and Terry Winograd. Design thinking takes
into account the "context", that is, the requirements of people, technological possibilities and
economic viability. Design thinking provides a flexibility that contrasts with the rigidity of
analytical thinking; In addition, design thinking incorporates creativity into approaches (Boy,
2017).
The "Design Thinking" methodology structures the design process in 5 phases instead of 3 as
IDEO does, being these: Empathy, Definition, Ideation, Prototyping and Evolution (Dinngo,
12
2019), highlighting that the design process It is not a linear route and can go back and forth or
jumping stages if necessary, always pursuing the ultimate goal.
EMPATHY
The Design Thinking process begins with a deep understanding of the needs of the users involved
in the solution we are developing, and also of their environment. It must be able to put on the skin
of these people to be competent to generate solutions consistent with their realities (Dinngo,
2019).
DEFINITION
During the Definition stage, the information gathered during the Empathy phase must be sifted
and what really adds value and leads us to new interesting perspectives. We will identify problems
whose solutions will be key to obtaining an innovative result (Dinngo, 2019).
IDEATION
The stage of Ideation aims to generate endless options. You should not stay with the first idea that
comes to mind. In this phase, activities favor expansive thinking and value judgments must be
eliminated. Sometimes, the most bizarre ideas are those that generate visionary solutions (Dinngo,
2019).
PROTOTYPING
In the Prototyping stage, you return to real ideas. Building prototypes makes the ideas palpable
and helps to visualize the possible solutions, highlighting elements that we must improve or refine
before reaching the final result (Dinngo, 2019).
EVOLUTION
During the testing and evolution phase, we will test our prototypes with the users involved in the
solution. This phase is crucial, and will help identify significant improvements, failures to be
solved, possible shortcomings. During this phase, the idea evolves until it becomes the solution
that was being sought (Dinngo, 2019).
This process is summarized according to the diagram of (IDEO, 2011) as follows:
13
THE THREE LENS OF USER-CENTERED DESIGN
IDEO, makes mention that the User Centered Design (UCD) is a process and a set of techniques
used to create new solutions for the world. These solutions include products, services, spaces,
organizations and modes of interaction. The reason why this process is called "people-centered"
is due to the fact that at all times, it is focused on the people for whom the new solution is to be
created. The UCD process begins by examining the needs, dreams and behaviors of the people
who will benefit from the resulting solutions. It is intended to listen and understand what these
people want, what they need. That is called the dimension of what is DESIRABLE. Throughout
the entire design process we look at the world through this perspective. Once you have identified
what is desirable, you begin to see the solutions through what is FEASIBLE and what is VIABLE.
These perspectives are illustrated in the manner shown:
14
The solutions must end at the intersection of the three magnifying glasses, beginning with the
desirable as a gateway to the challenge.
15
The three magnifiers proposed by IDEO can be broken down in time together the assignment of
tasks for each phase and condition of the design.
OPEN DESIGN
In the attempt to universalize knowledge and technology, the concept of Open Design has been
developed and structured by different organizations and in diverse academic and work
environments as mentioned (Bakırlıoğlu & Kohtala, 2019), as : "that open design has emerged
together and as part of the phenomena that show citizens, consumers and users in post-industrial
economies, the interest in" openness ".
More participative and inclusive forms of design have been achieved, supported by more open
design processes, as well (Maldini, 2014) defines: Open design is an emerging phenomenon that
plays a crucial role in the current design landscape. It can be defined as a dynamic of democratic
participation, accessible and connected with users. So too (Micklethwaite, 2012) mentions: open
design (OD) has brought together ideas of shared creation and democratic access, leading to a
"participatory social innovation". Reference is also made to the open and shared creation of
physical objects. In the context of manufacturing, current developers with laser cutter equipment,
CNC routers and CNC milling cutters, and domestic equipment adapted for digital manufacturing,
point the way towards a more decentralized and customer-focused culture of "creators" (Igeo T.,
2011).
The researchers (Marttila & Botero, 2013) have framed these developments in the design
discourse as the "opening turn", particularly in the space of co-design. These authors consider that
the open design has two main lines of research and practice. The first chain that we can identify
is publicly available and publicly shared designs (for example, blueprints), this implies the free
exchange and adoption of designs, following the Do-It-Yourself (DIY) movement that goes back
to previous projects such as Nomadic Furniture in 1973 and Autoprogettazione? (Automatic
design) (Ostuzzi, 2017), which evolved through accessibility to data thanks to web 2.0
technologies and user generated content (for example, IkeaHackers.net, Openstructures.com).
This conception of open design is also linked to other lines of research in design, such as
Production (Marttila & Botero, 2013). Inter-part production is originally open source production
for software, but now also for tangible products.
As a research focus, the review of production between parts often puts in the foreground, how
communities create, define, relate and act to protect or exploit several shared common resources
(Redlich et al., 2016). The notion of Benkler, of production of parts based on the common good
(Boisseau, Omhover, & Bouchard, 2018) also weighs when researchers and professionals are
16
discussing and writing about open design, such as considering open source designs and
knowledge of design contribute to a common good that should be open and freely available.
The second line or chain that they identify (Marttila & Botero, 2013) is the open design activity
shared throughout the creation process. The authors connect this line of research and practice with
the type of open design promoted in the volume Open Design Now (Micklethwaite, 2012)
suggests that people who participate in the design activities to produce products (especially in fab
labs and makerspaces), also they work with co-design, as a participatory design.
In the same text (Micklethwaite, 2012), Michall Avel in the chapter of "The Generative Bedrock
of Open Design" writes about the value proposition and the push of open design, mentioning that
these are "distributed manufacturing" processes that emphasize opening capabilities related to
use. The main players in open design are consumers. While designers undoubtedly play a key role
in driving open design by producing and sharing appropriate design plans, BLUEPRINTS
ultimately, consumers involved in distributed manufacturing are the main players and the
rationale of the open design. According to traditional doctrine, design is primarily a preliminary
stage before commercial manufacturing and distribution. In contrast, the open design is aimed at
consumers engaged in manufacturing, through the channels of conventional manufacturing and
distribution. The open design implies that the design plans are available to the public, can be
shared, licensed under open access terms and are distributed digitally in general terms under a
code of ethics.
Open design means being able to freely share open-access digital plans that can be adapted at will
to comply with the established requirements, and that consumers can then use them to
manufacture products on demand commercially outside the platform, recognizing the authorship
of the base of the open source pieces that he used.
RULES AND ETHICAL BASES IN OPEN DESIGN
While the basic idea of open design is to share the designs and documentation of the developed
products, one must manage and maintain ethical rules of recognition of intellectual property,
mentioning the name of the designer of the product's origin, not entering a figure of plagiarism.
Vallace mentions in this respect that licensing agreements guarantee freedoms and are described
in the definition of open design "Protected", and the design may be modified and redistributed
(Vallance, Kiani, & Nayfeh, 2001). Anyone is free to use an open design as a functional element
or a proprietary or non-proprietary system provided that the element of the open design is clearly
identified. However, any individual or organization that uses or modifies an "Open Design" must
accept the terms specified in an Open Design license:
• Documentation or a design is available for free.
• Anyone is free to use or modify the design by changing the design documentation.
• Anyone is free to distribute the original or modified designs (paid or free of charge),
• Design modifications must be returned to the community (if redistributed).
In the Open Design environment, the precepts that are handled as design rules are those generated
by the Open Source Definition organization, which initially were oriented to share open software
design codes, but have subsequently been used as a framework of reference to share all open
design products.
Open Source Definition (open source, 2011) mentions: Open source does not only mean access
to source code. The distribution terms of the open source software must meet the following
criteria:
17
1. Free redistribution
The license shall not restrict any party from selling or giving away the software as a component
of an aggregate software distribution containing programs from several different sources. The
license shall not require a royalty or other fee for such sale..
2. Source code
The program must include source code, and must allow distribution in source code as well as
compiled form. Where some form of a product is not distributed with source code, there must be
a well-publicized means of obtaining the source code for no more than a reasonable reproduction
cost, preferably downloading via the Internet without charge. The source code must be the
preferred form in which a programmer would modify the program. Deliberately obfuscated source
code is not allowed. Intermediate forms such as the output of a preprocessor or translator are not
allowed.
Rationale: We require access to un-obfuscated source code because you can't evolve programs
without modifying them. Since our purpose is to make evolution easy, we require that
modification be made easy.
3. Derived works
The license must allow modifications and derived works, and must allow them to be distributed
under the same terms as the license of the original software.
Justification: The mere ability to read source isn't enough to support independent peer review and
rapid evolutionary selection. For rapid evolution to happen, people need to be able to experiment
with and redistribute modifications.
4. Integrity of the source code of the author
The license may restrict source-code from being distributed in modified form only if the license
allows the distribution of "patch files" with the source code for the purpose of modifying the
program at build time. The license must explicitly permit distribution of software built from
modified source code. The license may require derived works to carry a different name or version
number from the original software.
Justification: Encouraging lots of improvement is a good thing, but users have a right to know
who is responsible for the software they are using. Authors and maintainers have reciprocal right
to know what they're being asked to support and protect their reputations.
Accordingly, an open-source license must guarantee that source be readily available, but may
require that it be distributed as pristine base sources plus patches. In this way, "unofficial" changes
can be made available but readily distinguished from the base source.
5. Non-discrimination against persons or groups
The license must not discriminate against any person or group of persons.
Justification: In order to get the maximum benefit from the process, the maximum diversity of
persons and groups should be equally eligible to contribute to open sources. Therefore we forbid
any open-source license from locking anybody out of the process.
6. There is no discrimination against fields or efforts
The license must not restrict anyone from making use of the program in a specific field of
endeavor. For example, it may not restrict the program from being used in a business, or from
being used for genetic research.
18
Rationale: The major intention of this clause is to prohibit license traps that prevent open source
from being used commercially. We want commercial users to join our community, not feel
excluded from it.
7. Distribution of the license.
The rights attached to the program must apply to all to whom the program is redistributed without
the need for execution of an additional license by those parties.
Rationale: This clause is intended to forbid closing up software by indirect means such as
requiring a non-disclosure agreement.
8. The license must not be specific for a product
The rights attached to the program must not depend on the program's being part of a particular
software distribution. If the program is extracted from that distribution and used or distributed
within the terms of the program's license, all parties to whom the program is redistributed should
have the same rights as those that are granted in conjunction with the original software
distribution.
Rationale: This clause forecloses yet another class of license traps.
9. The license must not restrict other software
The license must not place restrictions on other software that is distributed along with the licensed
software. For example, the license must not insist that all other programs distributed on the same
medium must be open-source software.
Rationale: Distributors of open-source software have the right to make their own choices about
their own software.
10. The license must be technologically neutral
No provision of the license may be predicated on any individual technology or style of interface.
Justification: This provision is aimed specifically at licenses which require an explicit gesture of
assent in order to establish a contract between licensor and licensee. Provisions mandating so-
called "click-wrap" may conflict with important methods of software distribution such as FTP
download, CD-ROM anthologies, and web mirroring; such provisions may also hinder code re-
use. Conformant licenses must allow for the possibility that (a) redistribution of the software will
take place over non-Web channels that do not support click-wrapping of the download, and that
(b) the covered code (or re-used portions of covered code) may run in a non-GUI environment
that cannot support popup dialogues.
In summary, the open design suggests "design knowledge" without limitations in the exchange to
call the participation of people with different backgrounds to develop and iterate design solutions
(Bakırlıoğlu & Kohtala, 2019).
Open Design, designs a system for the co-creation of artifacts, which can be designed by a
participatory group or, equally, a unique project leader. The participation of end users is left open
to modify, personalize and innovate, and often translates into a unique and personalized product
(Richardson, 2016).
The open design can be seen as the open design platform referred to a set of predefined standards,
parts, assembly or software that allows the replication and modification of solutions in the context
of the platform or referred to design solutions that are stripped of their properties contextual to
facilitate the appropriation and iteration with different local and individual contexts (Ostuzzi, De
Couvreur, Detand, & Saldien, 2017).
19
In open design, we identify the need to differentiate not only open or non-open contributions and
open or non-open solutions, but also to clarify and distinguish processes, whether open to
participate or openly shared, and results, such as open, modular, or closed. Then mapping these
differentiations in relation to the study contexts, whether they are manufacturing by equipment,
batch manufacturing or hybrids (Bakırlıoğlu & Kohtala, 2019).
There was a document (Koren, Shpitalni, Gu and Hu, 2015) that perceived openness as end-user
processes designated as open design, which draws similarities with mass customization, such as
the user's authority to altering the design or artifacts is highly restricted.
There has been evidence of the use of open design products within the development of
copyrighted solutions for mass production, in this case the distinction of results is quite simple:
the open results are digital and physical artifacts with design, details, forms of production,
schemes, test results, others, openly available for anyone to replicate, adapt and alter. The closed
results are proprietary, a black box. Artifacts, without knowledge or right to replicate, adapt or
reveal them. In designs that contain both parts, open and closed modules, different strengths of
both are used for different purposes (Koren, Shpitalni, Gu, & Hu, 2015).
DESIGN FOR EVERYONE D4E1
Design for each one is: an open design methodology, focused on the user, which takes as a target
customers people with disabilities, so that in co creation between those involved, personalized
technical assistance teams are obtained for users seeking to increase their independence and
improve their quality of life.
"Design for every one" D4E1, proposes to create an inclusive bridge between the community of
designers and people with disabilities who are in rehabilitation. This is done by co-constructing
the solution with the participation of the team of designers, occupational therapists and users of
the team in the whole process simultaneously (L. De Couvreur, 2010).
The use of experience in the creation of prototypes and low-volume manufacturing techniques
allows products to be made that adapt to the emerging abilities and challenges of users with unique
disabilities, personalizing technical assistance products to users and preparing the user for the use
of them.
There are 7 considerations that support D4E1:
1. CONTEXT
People with disabilities, paramedics and designers who participate in the network, design and
construct innovative assistance devices for their own use and, subsequently, freely reveal their
design information to others. Then others are invited to replicate and improve the device, and
even to participate in the innovation process by revealing their improvements, or they can simply
replicate the design of the product and adopt it for their own internal use. Eric von Hippel (Von
Hippel, 2007) describes this type of open network as a place where "the development of
innovation, production, distribution and consumer networks can be built horizontally, with actors
that consist only of users of the innovation (more precisely: own users / manufacturers) ". The
user innovation network allows each individual (broken down) to develop assistance devices
according to their specific needs.
20
2. DEVELOPMENT FRAMEWORK
The objective is to create a general framework for co-designing assistive devices in a horizontal
network of innovation users and for disabled users. This framework tries to identify, share and
use "hidden solutions" in rehabilitation contexts and translate them into disruptive assistance
devices built with local resources. By applying this open network to the level of rehabilitation
engineering, we aim to:
• People with individual disabilities benefit directly from solutions that respond to their
specific problems.
• Manufactures can use this user-centered, open design approach to determine what should
be designed and, sometimes, what should not be designed or manufactured as universally
designed products.
3. ALL vs. ONE
Designing for one specific user is not new…in fact it is the oldest tailor-made approach we
know. The big gap that industrial progress opened up between the pro-fessional provision of
design and our common com-petence and readiness to see and solve the problems around us,
activated a new breed of active users na-mely Pro-ams; committed and networked amateurs
working to professional standards.
State of the art technology supports these professional standards and brings DIY (Do It
Yourself) back on the map as a valuable business model. Thanks to the rise of the internet
and flexible manufacturing processes, we are capable of making niche products on demand.
21
Designers will not longer only design for people, they will have to learn to design with people.
Co-creation requires a language that both designers and nonde-signers can use.
4. USER-PRODUCT ADAPTATION THROUGH CO-DESIGN
The World Health Organization recognizes disability “as a complex interaction between features
of a person’s body and the features of the environment and society in which he or she lives.”
When designing personal as-sistive devices little can be learned by objective data gathering and
analysis.
Problems involving disabled people have a certain “wicked component” which demands an
opportunity-driven approach; requiring decision making, doing ex-periments, launching pilot
programs, testing prototy-pes, and so on.
A certain amount of trial and error is necessary in un-tangling the physical, emotional and
cognitive needs of specific patients. Problem understanding can only come from creating possible
solutions, building know-ledge through validating specific solutions with indivi-dual users in
reallife contexts.
This is the point where co-design methodology comes in as a powerful engine for user-innovation.
Co-de-sign can be used as a set of iterative techniques and approaches that puts users at its heart,
working from their perspectives, engaging latent perceptions and emotional responses. The key-
roles in this co-design process are forming a trialogue around the aspects of assistive technology:
goal, technology and user.
(1) GOAL : Paramedic/occupational therapist:
The occupational therapist detects which type of as-sistive device the patient needs to achieve his
or her meaningful goals and by doing so he sets the starting point for the first iterations. In most
cases the patient and therapist have already physically hacked an uni-versal assistive device which
can be seen as a trans-lation of a latent need or a hidden solution for the pro-blem.
(2) USER: Patient/Caregiver
The patient is given the position of ‘expert of his/her experience’. In some cases when the patient
has dif-ficulty with communicating his feedback verbally, the caretaker plays an important role
as translator. De-pending on the level of creativity they join the design process by expressing
themselves in creating, using or adapting the assistive prototypes
22
(3) TECHNOLOGY: Industrial designer
The industrial designer becomes the facilitator bet-ween the occupational therapist and the patient.
He continuously translates user-values and behavior into product properties with local resources.
His main job is to ideate and create tools/prototypes, which enables the occupational therapist to
communicate on a physi-cal level with his patient.
5. ITERATIONS
The key language in this methodology is composed by physical prototyping. The user-
manufacturer has to be creative with the resources at hand, which leads in most cases up to a form
of “hacking design”. Product concepts are build and adapted out of re-used devices and basic
materials which are available in the local context.
During this process the user-manufacturer slowly shifts from experience prototyping to personal
manu-facturing. He keeps a track of existing, new and emer-ging technologies, has an overview
of available pro-duction processes within his environment.
23
6. STIGMERGY
The design of the assistive devices results in “open pro-ducts” under creative commons licenses
which other occupational therapists can build on and apply in vari-ous rehabilitation contexts. All
plans and design pro-cesses can be found on the web.
Based on the Fablab philosophy devices are produced that can be tailored to local or personal
needs in ways that are not practical or economical using with mass production. The intellectual
property of the source de-sign remains with the patient while the alteration and realization of the
final product anchor it in the resour-ces and realities of a local manufacturer.
7. VALIDATION
This initiative is organicly growing and realised without funding. Students industrial design and
occupational therapy from Howest university college work in mul-tidisciplinary teams with the
patients, caretakers and professional paramedics.Each year the eductation program closes with an
open design fair at the industrial design center, where all knowlegde is shared with companies,
NGO’s, acade-mics and famelies.
24
PHASES OF DESIGN FOR EVERY ONE (D4E1)
As user-centered design methodology proposed, D4E1 has 3 design phases are also taken: the
phase of what is NEEDED, the phase of what is FEASIBLE to do and the phase of the VIABLE
of building.
The meaning of this iteration was proposed by Conklin (Westcombe, 2007), and developed by
Lieven (L. B. J. De Couvreur, 2016), based on the graph shown below.
NEEDED DRIVEN PHASE
According to Wessels, 4 factors have to be taken to begin with the design of assistive technologies
(Wessels, 2003):
1. Personal factors.
2. Factors related to the equipment.
3. Factors related to the user's environment.
4. Factors related to the intervention.
Reviewing what is needed, we must see the human being as the social capital, and the individual
with disabilities must be supported with assistive technology so that they can rejoin society with
greater independence. The figure below is a conceptualization of assistive technology, the person
with disabilities and society (Forlizzi, 2008).
25
In the identification phase of what is needed, two unfavorable aspects look there:
a. They differ for each specific local context, as well as the dwelling of the disabled
person.
b. Many of these aspects are emerging, it is not predictable and changes continuously on
time.
In this phase of identification of the need, the person with a disability (user) must be visited to
define what they need, expressed in their own vision and requirement, as well as the vision of the
Occupational Therapist who helps define the type of device that It can be solution to your
requirement. At this point it should not be forgotten that the solution will be co-designed between
the Occupational Therapist User and Designer.
Contextual disability
Disability is a complex phenomenon, reflecting an interaction between the characteristics of a
person's body and characteristics or the society in which he or she lives (L. De Couvreur, 2015).
The design of the technical assistance tool will be the result of a solution to the 3 environments:
the person, their interaction environment and their occupation.
INSTRUMENTS
In this phase you can use a data collection instruments:
• Visit
• Poll
• List of requirements,
• others.
In more detail you can see the user-centered design guide (Commons, 2015).
26
As the design stage begins, and in accordance with its iterative and oscillating development
between the abstract and the tangible, in this same phase it is possible to investigate possible
solutions in similar cases of open design or in general.
The research is done using instruments such as technical help pages such as Instructables.com or
technical articles in coordination with the occupational therapist.
In this stage, it is also use the Proto morphism defined as prototyping focused on the user and its
ergonomics, to verify that the solution can be accommodated to the user and vice versa.
FEASIBLE DRIVEN PHASE
Once the solution ideas have been generated and the requirements of the user and occupational
therapist have been verified, we proceed to specify at least two designs from which the most
convenient one can be selected. A technique widely used for the collection of design options is
the morphological matrix, on the basis of which you can visualize and select the designs.
27
These designs must be analyzed, if they fulfill required functions and technical design conditions.
Verifying that the designs fulfill the requested functions, we proceed to make the selection of the
design to be developed. In this stage there are several techniques, the most used being the decision
matrix.
Ideas Cost
0,3
Manufacturin
0,2
Efficience
0,1
MMaintenance
0,2
Safty
0,1
Confiability
0,1
Total
1
DESIGN
1
1
0,3
3
0,6
4
0,4
4
0,8
4
0,4
3
0,3
2,8
DESIGN
2
2
0,6
3
0,6
3
0,3
3
0,6
1
0,1
2
0,2
2,4
Selected the solution, in this phase of feasibility, proceeds to select the materials, base product to
modify and manufacturing processes that will be needed.
When the modified product is mentioned, it refers to this as "physical hacking", which requires
the user-manufacturer to be creative with the available resources and skills, which leads to the
reuse of components and materials available in the local context (L. De Couvreur, 1, 1, & 2
Richard Goossens, 2013).
28
Also note that you must work with emphasis on proto morphism more than only prototyping, can
mention some differences between the two:
Prototiping / Hacking Proto morphism
The functions of the product are very
vaguely determined.
The key functions of the product are
fixed and personalized.
Different concepts (prototypes) are
shown/tested.
Multiple tests to "refine" the original
prototype.
The coordination with the user is not
very precise.
The goal is to tune the functions to the
specific user(s).
The function prevails over ergonomics. The function harmonises with the
ergonomic properties of the product.
You can describe this process in the following way:
VIABLE DRIVEN PHASE
In this third phase we proceed to manufacture the prototype with the materials and final
manufacturing processes to complete the construction of technical assistance. In this stage the
design modifications are also finished, ending the open design project and generating the technical
documentation for its dissemination.
29
By completing these stages, a public exposure is generated as the beginning of communication of
the result and its respective documentation. In this part the delivery of the product to the user is
also done fulfilling the requirement of Implementation of the solution.
COMPETENCES IN DESIGN FOR EVERYONE D4E1
Each step of the design process must meet four competencies necessary for its correct execution,
as follows:
1. EVALUATE = define / empathy
2. DESIGN = creativity / variation
3. IMPLEMENT = prototype / modification
4. CONTEXT = reaction / reflection
EVALUATE: Both the user's need and the proposed solution must be evaluated in a co-design
framework, which serves as a common language among all interested parts, which identifies
significant goals and shows personal limits to achieve. It is important to act with empathy to the
user to design elements that are adapted to their needs and are usable.
DESIGN: In the creative stages of the process, there must be a commitment to generate as many
alternatives as possible and contrast them with the list of user requirements; in this role, the
variation of approaches and solutions should be used.
IMPLEMENT: This competence indicates that the necessary amount of tests, modifications and
prototypes must be carried out to ensure the implementation of that step, both in the expectation
of solution and in the solution itself.
CONTEXT: In the analysis of the requirements as well as in the solution proposals, the context
of the user, staff and environment must be taken into account, the reaction of the same to the
proposed solution and its applicability of the solution in real conditions.
30
REFERENCIAS BIBLIOGRAFICAS
+Acumen. (2019). Introduction to Human Centred Design. Retrieved from
https://www.plusacumen.org/
Adikari, S., Keighran, H., & Sarbazhosseini, H. (2013). Embed Design Thinking in Co-Design
for Rapid Innovation of Design Solutions. (A. Marcus, Ed.) (1st ed., Vol. 8015). Toronto,
Canada: Springer. https://doi.org/10.1007/978-3-642-39253-5
Bakırlıoğlu, Y., & Kohtala, C. (2019). Framing Open Design through Theoretical Concepts and
Practical Applications: A Systematic Literature Review. Human–Computer Interaction,
0024, 1–44. https://doi.org/10.1080/07370024.2019.1574225
Blanco Romero, María Elena, autor. (2018). Metodología de diseño de máquinas apropiadas
para contextos de comunidades en desarrollo. [Barcelona] : Universitat Politècnica de
Catalunya,. Retrieved from
https://discovery.upc.edu/iii/encore/record/C__Rb1510559__SMetodolog%EDa de
dise%F1o de m%E1quinas apropiadas para contextos de comunidades en
desarrollo__Orightresult__U__X7?lang=cat
Boisseau, É., Omhover, J.-F., & Bouchard, C. (2018). Open-design: A state of the art review.
Design Science, 4, 1–44. https://doi.org/10.1017/dsj.2017.25
Boy, G. A. (2017). Human-centered design of complex systems: An experience-based approach.
Design Science, 3, 1–23. https://doi.org/10.1017/dsj.2017.8
Charbonneau, R., Sellen, K., & Seeschaaf Veres, A. (2016). Exploring Downloadable Assistive
Technologies Through the Co-fabrication of a 3D Printed Do-It-Yourself (DIY) Dog
Wheelchair. In M. Antona & C. Stephanidis (Eds.), Universal Access in Human-Computer
Interaction. Methods, Techniques, and Best Practices (pp. 242–250). Cham: Springer
International Publishing.
Commons, C. (2015). Diseño centrado en las personas. (C. Commons, Ed.) (2nd ed.). New York.
Couvreur, L. De, 1, W. D., 1, J. D., & 2 Richard Goossens, 3. (2013). The Role of Subjective
Well-Being in Co-Designing Open-Design Assistive Devices. International Journal of
Design, 7(3). Retrieved from http://search.proquest.com.proxy-
ub.researchport.umd.edu/docview/1468157559?accountid=28969%5Cnhttp://sfx.umd.edu/
ub?url_ver=Z39.88-
2004&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&genre=article&sid=ProQ:ProQ%3Aabigl
obal&atitle=The+Role+of+Subjective+Well-Be
Cross, N., & Vázquez, F. R. P. (2001). Métodos de diseño: estrategias para el diseño de
productos. Limusa. Retrieved from https://books.google.be/books?id=J8etAAAACAAJ
De Couvreur, L. (2010). D4E1. Retrieved March 31, 2019, from
http://designforeveryone.howest.be/
De Couvreur, L. (2015). Adaptation by product hacking. A cybernetic design perspective on the
co-construction of Do-It-Yourself assistive technology. https://doi.org/10.4233/uuid
De Couvreur, L. B. J. (2016). Adaptation by product hacking: A cybernetic design perspective on
the co-construction of Do-It-Yourself assistive technology. Gentt University.
Degani, A. (2004). Taming HAL: Designing Interfaces Beyond 2001. Palgrave Macmillan.
Retrieved from https://books.google.be/books?id=SG07muS_S2EC
Dinngo. (2019). Design Thinking. Retrieved March 29, 2019, from
http://www.designthinking.es/inicio/
Forlizzi, J. (2008). The Product Ecology: Understanding Social Product Use and Supporting
Design Culture. INTERNATIONAL JOURNAL OF DESIGN, 2(1), 11. Retrieved from
http://mendeley.csuc.cat/fitxers/9075f52c8d4ec8bb79e62677559fe221
31
Garcia Melon, M., & Universidad Politecnica de Valencia. (2009). Fundamentos del diseno en la
ingenieria. Valencia : Universidad Politecnica de Valencia. Retrieved from
https://discovery.upc.edu/iii/encore/record/C__Rb1393709__Sfundamentos del dise%F1o
en la ingenieria__Orightresult__U__X7?lang=cat
Giacomin, J. (2012). What is Human Centred Design. In 10o P&D Design 2012, Congresso
Brasileiro de Pesquisa e Desenvolvimento em Design, São Luís (MA) (p. 14).
https://doi.org/10.2752/175630614X14056185480186
Hubka, V. (1996). Design science : introduction to the needs, scope and organization of
engineering design knowledge / Vladimir Hubka and W. Ernst Eder. London : Springer,.
Retrieved from https://discovery.upc.edu/iii/encore/record/C__Rb1109884__SDesign
Science __Orightresult__U__X7?lang=cat
Ideo. (2016). HCD Toolkit, 2nd Editio, 188. Retrieved from http://books.ideo.com
IDEO. (2011). Educadores. Educarchile (1st ed., Vol. 1). Chile: Creative Commons.
IDEO. (2015). Field Guide to Human-Centered Design Design Kit. (IDEO.org, Ed.) (1st ed.).
Canada.
Igeo T., M. C. (2011). A Strategist ’s Guide to Digital Fabrication. Retrieved from
https://www.strategy-business.com/article/11307?gko=63624
Koren, Y., Shpitalni, M., Gu, P., & Hu, S. J. (2015). Product design for mass-individualization.
Procedia CIRP, 36(December), 64–71. https://doi.org/10.1016/j.procir.2015.03.050
Marttila, S., & Botero, A. (2013). The ‘Openness Turn’ in Co-design. From Usability, Sociability
and Designability Towards Openness. Co-Create 2013: The Boundary-Crossing
Conference on Co-Design in Innovation, 99–110.
Micklethwaite, P. (2012). Open Design Now: Why Design Cannot Remain Exclusive by Bas van
Abel, Lucas Evers, Roel Klaassen and Peter Troxler. Design Journal, 15(4), 493. Retrieved
from http://mendeley.csuc.cat/fitxers/ec980b35dc73b2bbcf668c690b282308
Norman, D. A. and Verganti, R. (2011). INCREMENTAL AND RADICAL INNOVATION:
DESIGN RESEARCH VERSUS TECHNOLOGY AND MEANING CHANGE. In 5th
Conference on Designing Pleasurable Products and Interfaces (pp. 22–25). Politecnico di
Milano, Milano, Italy.
open source. (2011). The Open Source Definition (Annotated). Retrieved March 26, 2019, from
https://opensource.org/osd.html
Ostuzzi, F. (2017). Open-ended design : explorative studies on how to intentionally support
change by designing with imperfection. Ghent University. https://doi.org/8539015
Ostuzzi, F., De Couvreur, L., Detand, J., & Saldien, J. (2017). From Design for One to Open-
ended Design. Experiments on understanding how to open-up contextual design solutions.
The Design Journal, 20(sup1), S3873–S3883.
https://doi.org/10.1080/14606925.2017.1352890
Pahl, G. (Gerhard), Wallace, K., & Blessing, L. (2007). Engineering design : a systematic
approach. London : Springer. Retrieved from
https://discovery.upc.edu/iii/encore/record/C__Rb1368828__SEngineering design a
systematic approach __Orightresult__U__X4?lang=cat
Redlich, T., Buxbaum-Conradi, S., Basmer-Birkenfeld, S. V., Moritz, M., Krenz, P., Osunyomi,
B. D., … Heubischl, S. (2016). Openlabs - open source microfactories enhancing the fablab
idea. Proceedings of the Annual Hawaii International Conference on System Sciences,
2016–March, 707–715. https://doi.org/10.1109/HICSS.2016.93
Reswick, J. B. (1965). Prospectus for the engineering design center. (& M. Graham, C.R., Ed.).
Cleveland, Ohio.
32
Riba i Romeva, C. (2002). Diseño concurrente [Recurs electrònic] / Carles Riba Romeva.
Barcelona : Edicions UPC,. Retrieved from
https://discovery.upc.edu/iii/encore/record/C__Rb1227498__SRiba, Dise%F1o
concurrente__Orightresult__U__X2?lang=cat
Richardson, M. (2016). Pre-hacked: Open Design and the democratisation of product
development. NEW MEDIA , 18(4), 653. Retrieved from
http://mendeley.csuc.cat/fitxers/bf2d9f6dcd0fe48fa183fd1e2db45a31
Roozenburg, N. F. M., & Eekels, J. (1995). Product design : fundamentals and methods.
Chichester [etc.] : Wiley. Retrieved from
https://discovery.upc.edu/iii/encore/record/C__Rb1120065__SProduct design:
fundamentals and methods__Orightresult__U__X4?lang=cat
Vallance, R., Kiani, S., & Nayfeh, S. (2001). Open design of manufacturing equipment. … on
Agile, Reconfigurable Manufacturing, …, 1–12. Retrieved from
http://diyhpl.us/~bryan/papers2/open-source/Open design of manufacturing equipment.pdf
Von Hippel, E. (2007). Horizontal innovation networks by and for users. In Industrial and
Corporate Change (pp. 293–315). Oxford University.
Wessels, R. (2003). Non-use of provided assistive technology devices, a literature overview.
Technology and Disability, 15(4), 231. Retrieved from
http://mendeley.csuc.cat/fitxers/96c67ca555bc98978b466558a64a551c
Westcombe, M. (2007). Dialogue Mapping: Building Shared Understanding of Wicked Problems
J. Conklin. The Journal of the Operational Research Society, 58(5), 696. Retrieved from
http://mendeley.csuc.cat/fitxers/ea553fb0a480149d2dbe19e66c5da830
Wikipedia. (2019). Hacker. Retrieved March 27, 2019, from https://es.wikipedia.org/wiki/Hacker