Dear Klaus,
It seems that Academia.edu is experiencing some kinds of difficulties. I can’t get the site to work at all right now.
This seems to happen from time to time. The site seems to have been down or malfunctioning for several hours. If you try later, it should probably be back in good shape.
I do indeed know your model, though I do not remember it as well as I should. For different reasons, this is my year to re-read several of the classics in our field – Semantic Turn among them.
Yours,
Ken
Ken Friedman, PhD, DSc (hc), FDRS | University Distinguished Professor | Swinburne University of Technology | Melbourne, Australia | [log in to unmask]<mailto:[log in to unmask]> | Mobile +61 404 830 462 | Home Page http://www.swinburne.edu.au/design/people/Professor-Ken-Friedman-ID22.html<http://www.swinburne.edu.au/design> Academia Page http://swinburne.academia.edu/KenFriedman About Me Page http://about.me/ken_friedman
Guest Professor | College of Design and Innovation | Tongji University | Shanghai, China
Klaus Krippendorff wrote:
—snip—
i was trying to refresh my memory of dick buchanan's paper but was unable to get them from your otherwise admirable site.
i recall that these four categories of design thinking were more a collection than an ordering of design thinking.
as you may recall, i have pursued another conceptions of design considerations, their ordering is grounded by both, the history of expanding design issues and their scope on inclusion:
http://repository.upenn.edu/asc_papers/95
later further developed into my 2006 semantic turn. to me, design considerations have expanded in this order:
PRODUCTS - mass produced material artefacts. the ideal of universal functionality and utilizability sidelines cultural and individual differences
GOODS, SERVICES, AND IDENTITIES -- products and places designed for their sale, use, recognition, consumption, or commercial values for target audiences
HUMAN INTERFACES -- the interaction between individual users and artifacts that afford achieving personal objectives or improving user's state of being
MULTIUSER SYSTEMS/NETWORKS -- enabling many people to interface with one another, each pursuing their own objectives while making something bigger possible
PROJECTS - collaborations among people towards a common objective - assembling a design teams to propose systems, interfaces, goods, or products
DISCOURSES - the language, methods, literature, institutionalized practices, and what they do, here constituting the design profession.
The semantic turn elaborates these six levels and provides design methods appropriate for the last five
—snip—
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