Programme de recherche
Exemplary Design Research
Center for Design Research, Royal Academy of Fine Arts, School of Architecture, Copenhagen, Denmark Many design programmes are currently under-going radical transformations as they move towards university status. Research and research-based education becomes part of the everyday of the design school. Also in design studios and design consultancies, design research is frequently heard of as a new venue of activity. But what is design research and how does it relate to design and to the more proven knowledge production of the sciences and humanities? In this paper we will suggest some answers to these questions. In particular, we will look at what role a research program and an interventionist research strategy based on design experiments may play for the advancement of knowledge relevant to design and designers. With the notion of “exemplary design research driven by programs, experiments and interventions”, we refer to research based on the explicit formulation of design programs that act as a frame and foundation for carrying out series of design experiments and interventions. It is ‘exemplary’ in the sense that it enables critical dissemination primarily by creating examples of what could be done and how, i.e. examples that both express the possibilities of the design program as well as more general suggestions about a (change to) design practice.
Cette discussion vise non pas une ambition epistémologique (eg sur l'articulation de la connaissance - cf. discussions such as Biggs 2006, Rosengren 2007), mais programmatique, cad sur l'organisation de l'activité de recherche.
Le programme est un plan d'ensemble qui expose les objectifs et les intentions d'une recherche. L'explicitation formelle d'un programme de recherche permet de structurer une activité de recherche au long court, marquée par des interventions. Le programme permet donc de donner une structure claire à une dissémination critique de la connaissance répondant a des questions liées à des objets (quoi) ou à des méthodes (comment).
Slow Technology – Designing for Reflection | Personal and Ubiquitous Computing
As computers are increasingly woven into the fabric of everyday life, interaction design may have to change – from creating only fast and efficient tools to be used during a limited time in specific situations, to creating technology that surrounds us ...
Exemples de programmes de recherche en design: • comment la pratique du design change si les technologies de l'information et de la communication sont considérées comme un matériau pour le design et non plus comme un outil, • quelles relation existent-t-ils entre la pratique du design et celle de l'appropriation au quotidien, • designing for slow technology (Hallnäs et Redström 2001), • Bauhaus (Gropius 1926, p. 95): The Bauhaus wants to serve in the development of present-day housing, from the simplest household appliances to the finished dwelling. In the conviction that household appliances and furnishings must be rationally related to each other, the Bauhaus is seeking — by systematic practical and theoretical research in the formal, technical and economic fields — to derive the design of an object from its natural functions and relationship. (et dans Redström 2011: "Clearly, the strong programmatic statements were not present at this time – but other fundamentals of a design research program certainly were: the creation of an experimental environment, the urge to do things differently, and a substantial openness to what might come out of it.").