Scientific Craftsmanship: The changing role of product designers in the digital era

Abstract In this paper, we provide a brief historical account that examines how technology and society influenced the design practice in 20th and 21st centuries. By focusing on the recent changes in the design profession, we discuss how digitalization changed the types of issues designers deal with, tools they use, and outcomes they produced. Based on these parameters, we propose scientific craftsmanship as a new definition of design activity in the digital age. This definition is concentrated on four major aspects: 1) working with physical and digital materials and tools, 2) fabricating in domestic scale, 3) using scientific methods and theories from other fields, and 4) creating with others.

[1]  Mikael Wiberg,et al.  Interaction, new materials & computing – Beyond the disappearing computer, towards material interactions , 2016 .

[2]  Danah Boyd,et al.  Social Network Sites: Definition, History, and Scholarship , 2007, J. Comput. Mediat. Commun..

[3]  University of California-Davis,et al.  The Promise of the Maker Movement for Education , 2017 .

[4]  Donald A. Schön Educating the Reflective Practitioner: Toward a New Design for Teaching and Learning in the Professions , 1987 .

[5]  Victoria Hoban,et al.  The Reflective Practitioner , 2013 .

[6]  Neil Gershenfeld,et al.  FAB: The Coming Revolution on Your Desktop--from Personal Computers to Personal Fabrication , 2005 .

[7]  P. Louridas,et al.  Design as Bricolage: Anthropology Meets Design Thinking , 1999 .

[8]  John Zimmerman,et al.  Research through design as a method for interaction design research in HCI , 2007, CHI.

[9]  Susanne Bødker,et al.  Creating conditions for participation: Conflicts and resources in systems design , 1994 .

[10]  James H. Aylor,et al.  Computer for the 21st Century , 1999, Computer.

[11]  Nigel Cross,et al.  Design education in the information age , 2003 .

[12]  Sharon Baurley,et al.  Citizen Science and Open Design: Workshop Findings , 2014, Design Issues.

[13]  Manlai You,et al.  Competencies and qualifications for industrial design jobs: implications for design practice, education, and student career guidance , 2005 .

[14]  Steve DiPaola,et al.  Using Artificial Intelligence Techniques to Emulate the Creativity of a Portrait Painter , 2016, EVA.

[15]  Bryan Lawson,et al.  How Designers Think: The Design Process Demystified , 1990 .

[16]  David Seth Raizman,et al.  History of modern design : graphics and products since the Industrial Revolution , 2003 .

[17]  Rivka Oxman,et al.  Theory and design in the first digital age , 2006 .

[18]  Paul Wormald,et al.  Aligning industrial design education to emerging trends in professional practice and industry , 2007 .

[19]  Alain Findeli Rethinking Design Education for the 21st Century: Theoretical, Methodological, and Ethical Discussion , 2001, Design Issues.

[20]  Dag Svanæs,et al.  Material Programming: A New Interaction Design Practice , 2016, Conference on Designing Interactive Systems.

[21]  H. Rittel,et al.  Dilemmas in a general theory of planning , 1973 .

[22]  Mark Richardson,et al.  Designer/Maker: The Rise of Additive Manufacturing, Domestic-Scale Production and the Possible Implications for the Automotive Industry , 2012 .

[23]  Kees Dorst,et al.  Comparing paradigms for describing design activity , 1995 .

[24]  Andy Dearden,et al.  Designing as a conversation with digital materials , 2006 .

[25]  N. Cross Designerly ways of knowing , 2006 .

[26]  Andre Liem,et al.  Positioning Industrial Design Education within Higher Education: How to face increasingly challenging market forces? , 2014 .

[27]  François Pachet,et al.  Creating Music and Texts with Flow Machines , 2016 .

[28]  Ezio Manzini,et al.  Small projects/large changes: Participatory design as an open participated process , 2011 .

[29]  Louise Kiernan,et al.  Is Design Education Preparing Product Designers for the Real World? A Study of Product Design Graduates in Ireland , 2014 .

[30]  Richard Buchanan,et al.  Design Research and the New Learning , 2001, Design Issues.

[31]  Herbert A. Simon,et al.  The Sciences of the Artificial , 1970 .

[32]  Gemma Burford,et al.  What Is Participation? Design Leads the Way to a Cross-Disciplinary Framework , 2013, Design Issues.