IADE-U – Teses de Doutoramento
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- Análise e perspectivas sobre o uso de recursos de Inteligência Artificial para avaliação de interfaces web de Sistemas de Gestão de Aprendizagem (LMS)Publication . Júnior, Demerval Gomes Sandim; Hernández-Ramírez, Rodrigo; Estima, JacintoOs LMS assumiram elevada importância nos últimos anos, num contexto em que instituições de ensino de todo o mundo, passaram a basear, parcial ou integralmente, o seu processo de ensino. Somam-se a isso, os contextos recentes trazidos pelos desafios da pandemia Covid -19 que levaram muitas escolas a reestruturar os seus cursos para funcionarem com o suporte de LMS. As interfaces dos sistemas de gestão de aprendizagem têm sido avaliadas constantemente, a partir do uso de diferentes métodos e abordagens, inclusive a partir do uso de avaliações suportadas por técnicas de IA. Este trabalho procurou compreender o estado do uso da IA no Design, especialmente, no campo da avaliação de interfaces, procurando identificar qual é o posicionamento que a IA está ocupando na prática dos profissionais de design que avaliam e estudam interfaces utilizadas para processo de ensino aprendizagem online. Esta pesquisa discute e explora o papel da Inteligência Artificial (IA) no Design no contexto atual. Para tanto, procurou identificar os posicionamentos que estas tecnologias têm assumido nos processos de design. A pesquisa situa-se no campo exploratório e enquadra como objeto de estudo, a avaliação de interfaces digitais de Sistema de Gestão de Aprendizagem denominados como Learning Management System (LMS), avaliadas tradicionalmente, a partir de heurísticas de usabilidade. A pesquisa identificou que a IA pode contribuir para melhorar os processos de criação e avaliação de interfaces, sem, no entanto, afetar os princípios básicos do pensamento em Design, ainda que a maneira como criamos, desenvolvemos e encontramos soluções para os problemas esteja a se alterar com o uso desses recursos. Por outro lado, foi possível reconhecer como os métodos de IA ainda são limitados, com a sua capacidade de resolução de problemas restrita aos contextos em que são aplicados, sendo mais produtivo aplicá-los em situações em que a delimitação dos problemas de design é bem definida. Os desafios para adotar a IA no processo de avaliação de interfaces são significativos, e ainda demandam um longa trajetória a ser percorrida. Uma das necessidades constatadas por essa pesquisa é aproximar os campos do Design e da IA, a partir de ecossistemas que incentivem a colaboração entre designers e cientistas de dados para criar soluções centradas no ser humano. Diversos autores apontam para lacunas entre a formação recebida nas universidades de Design e a prática dos designers, sobretudo no que se refere ao conhecimento e uso dos recursos da IA disponíveis para a execução de projetos. Apesar dos avanços recentes no uso das tecnologias associadas à IA observado em diversas áreas, a literatura evidencia que, na prática do design, ainda há um conjunto de equívocos e desconhecimento sobre o assunto e sobre os possíveis impactos que a IA pode causar a médio e longo prazos. Um dos resultados da pesquisa foi o desenvolvimento de uma metodologia a partir da sistematização de indicadores de usabilidade com base nas heurísticas de Nielsen (Nielsen & Molich, 1990) para contribuir para a simplificação do processo de inspeção de interfaces. Além disso, uma sistematização de indicadores de usabilidade para IA foi proposta e testes experimentais com a adoção de modelos de IA foram realizados para examinar a possibilidade de utilização de algumas tarefas de IA para contribuir para o processo de inspeção de interfaces. Quatro novas heurísticas foram propostas visando fazer face aos novos desafios trazidos pelo contexto tecnológico vivenciado nas últimas décadas. A pesquisa permitiu evidenciar a necessidade de implementar alterações na forma como os sistemas são desenvolvidos para que a coleta de dados, alinhada ao respeito à privacidade e à segurança dos utilizadores, seja considerada desde o princípio para subsidiar a estruturação de conjuntos de dados que poderão ser utilizados para alimentar modelos de IA, adotados na inspeção da usabilidade das interfaces. Além disso, observou-se a necessidade de promover o reforço de boas práticas no desenvolvimento de sistemas, com vistas à criação de projetos orientados à usabilidade. E por isso, sugerimos e propomos novas formas de organizar os espaços de criação de sistemas, orientadas à análise de usabilidade com suporte da IA. E finalmente, apontamos a necessidade de que trabalhos futuros sejam realizados para explorar ainda mais os desafios para aproximar o Design e a Ciência de dados para facilitar a prática da avaliação de interfaces.
- Basic Design innovation with the contribution of Virtual Reality-based toolsPublication . Neves, Ana Glória Barão dos Santos; Duarte, Emília; Dias, Diana da SilvaThe Higher Education (HE) system faces the challenges of providing a holistic education to the future designers, enabling them the capacity to approach the increasingly complex socio-technic problems. The challenge seems aggravated by the accelerated digitalization of education. However, digital technological mediums, such as Virtual Reality (VR), offers unique effective contributions to many educational settings. VR enables real-time and intuitive interactions, in synthetic 3D worlds, where artificial experiences tend to produce the same effect as the real ones, depending on the immersive capacity of the VR system. Immersive VR (iVR) is expected to become more important and prominent, opening more possibilities for VR to expand its potential to influence and redefine culture. The problem then arises of how digital technology will impact the teaching in design, and particularly, the teaching-learning of Basic Design, in all its holistic dimension. The problem then arises of how digital technology will impact the teaching in design, and particularly, the teaching-learning of Basic Design, in all its holistic dimension. In this sense, our study focuses the questions: In the context of the development of Basic Design (BD) skills (i.e., the teaching-learning of the design fundamentals), can, and how can iVR-based tools contribute to refill HE system its holistic nature and capacitate designers to address the world’s complex socio technical problems? To approach the question, a set of studies were implemented following mixed methods research. The first question to be addressed concerned the capacity to create, implement and test the impact of a VR based tool on the BD context. Accordingly, a rudimentary VR-based tool was developed and tested, in the pedagogic context of a BD-derived curricular unit. Its impact was assessed on the students’ creativity level; barriers to creativity; motivation; performance; and emotional state during the experience. The following study aimed the identification of the learning outcomes (LOs) that future VR based tools should address, for which a new study was conducted to recognize BD in the Portuguese HE system, as well as its most representative learning outcomes (LOs). Were identified: i) the curricular units that teach DB; ii) the LOs, defined by their components: levels of understanding and content topics; iii) and the most significant combinations between those components. Subsequently, was addressed the question: How can BD reflect its holistic nature in the present HE system? A conceptual framework-model that connects the theoretical-philosophical premises of BD and the LOs was proposed. The conceptual framework-model may enable the design of holistic BD learning activities, tools and experiences in general, including the ones that use digital technology. The final question concerned the expectations of the BD students to use iVR-based tools for learning the design fundamentals holistically. An online questionnaire identified that the expectations of previous BD students to use the iVR-based tools for several phases of the teaching learning process is high, as well as for performing the LOs, particularly for surpassing the learning of the most difficult content topic, 3D form creation. It is therefore proposed that the conceptual framework-model can be used for assisting the design of innovative pedagogical tools based on VR, that supports BD holistic premises, thus contributing to a more consistent integration of iVR-based tools in BD pedagogy. Hopefully, this can lead to the acquisition of more and better skills among design students while reaffirming the holistic character of the BD teaching-learning process, particularly when assisted by iVR-based tools.
- Cognitive processes in Design Thinking: Optimization of perception, processing and reasoningPublication . Weber, Heidi Marion; Mateus, Américo; Rodrigues, António da Cruz; Gancho, SaraThis dissertation documents a research endeavour into the cognitive processes in Design Thinking. The goal was to identify the optimal way to think in the various phases of a Design Thinking project. The research draws on the findings in design, positive psychology, cognitive psychology, and neuroscience to analyse the Design Thinking process and tomap and match thinking modes with the phases of the process. The fundamental literature review covers three topics: The research into Design Thinking provides a comprehensive insight into the method and its scientific fundament. Then, creativity as a social product and the cognitive processes relevant to creativity are documented. Thirdly, emotion and its relation to creativity and the Limbic® Map approach are presented. Finally, automatic emotion recognition with deep learning based artificial intelligence algorithms are introduced. The first stages of empirical research revealed that emotions and other affective states are unworkable for reliable research results. Similarly, it could be shown that “mindset” has no scientifically approved definition, making the concept unsuitable for robust research. Further research identified five pairs of cognitive functions needed in Design Thinking. Three pairs address information processing (Acquisition of Data, Alignment of Perception, and Assessment of Information and Ideas), and two address flow control of cognition (Attention to a specific task and Awareness of the Cognitive Process). The research further investigated methods to activate and guide the cognitive functions in a project. Moreover, the importance of including creative professionals in a Design Thinking process was revealed. Research in neuroscience indicates specific abilities of creative people identifiable in the very brain network connections. The research also discovered new insights into the “Groan Zone”. The findings indicate that a change in the attitude and approach to the “Groan Zone” could considerably change the outcome of a Design Thinking project.
- Collaborative design methodologies and social dynamics: a portuguese social and public health case studyPublication . Bernarda, João Nuno Gago; Ferreira, Ana Margarida; Silva, Carlos Augusto Santos; Queiroz, Maria Inês Pires Soares da CostaThis research project addresses the understanding of collaborative action among disciplines from distinct branches of science with particular focus on social action. It also aims to evaluate the impact of this collaborative action on responding to the needs of different highly vulnerable communities and on other participants of these same processes. The integration of design in the social sector is a growing tendency, albeit to a certain extent characterised by novelty and resistance. Hence, and within this framework, the present thesis seeks to respond to the hypothesis “Collaborative design methodologies improve the effectiveness of social services’ practice”, and is organized into six phases, namely: the theoretical framework and the main research question, the construction of the model structure of the research and identification of the hypothesis, a review of the collaborative models and Social Design framework through case studies, the application of an in-depth case, the collection, processing and analysis of data and conclusions. The aim of this research is to ascertain the influence of Design on collaborative action, namely in the generation of more effective results and in obtaining information, and its impact on other sectors (intervention, assistance, solidarity, community action and social development). Moreover, it has served to highlight the potential for future alliances with prospective partners who, in light of the developed process, have manifested an interest in establishing co-partnerships of this nature. This study sheds light upon the potential of integrating Design and Designers in organizations in general, and in particular in those that aim to respond to the needs of communities who are most exposed to social impacts. By increasing the capacity to respond to their vulnerabilities, the risk of social exclusion and isolation will be significantly reduced. Additionally, awareness on the part of social partners, of the added value of Design and its contribution to the maturity and sustainability of social processes will be enhanced.
- Da Cultura do Projecto e da Síntese das Artes. O ´Trio Maravilha´ (1957- 1974): Do Atelier da Mãe D’Água ao Gabinete MultiplanoPublication . Antunes, Sandra Sofia Pereira; Souto, Maria HelenaNo contexto da Teoria e da História da Cultura Material, bem como da Teoria do Design, a presente investigação é de base historiográfica. Elegem-se como fontes primárias o fundo documental achado no gabinete Multiplano e o testemunho dos seus principais agentes, com o fundamental objectivo de revelar documentação, acções e agentes capazes de contribuir para a compreensão do lugar da cultura do pensamento projectual e do design, no contexto português. Assume-se como objecto de estudo “O ‘Trio Maravilha’ (1957-1974): do Atelier da Mãe d’Água ao Gabinete Multiplano” - enquadrando o problema do Design do ponto de vista do processo e não do objecto. Tirocinantes desde 1957 no atelier de Carlos Tojal, já no Atelier da Mãe d’Água (a partir de 1961) e no gabinete Multiplano (de 1972 a 1974), Manuel Moreira e Carlos Roxo com Carlos Tojal desenvolveram um vasto e coerente corpo material e imaterial, de raiz projectual. Demarcando-se da contemplação Beau-Arts da formação académica, do eclético Déco ou do racionalismo moderno, para dialeticamente abraçar a revisão do movimento moderno, estendem o conceito de útil, pela consideração da complexidade dos problemas funcionais e a integração na génese do projecto do conhecimento artístico - no quadro do design ou do projecto socialmente considerados.
- Design as a source of innovation to establish circular business models: how to prevent the single-use of plastic?Publication . Espada, Ana Catarina Angélico Costa; Farinha, Isabel; Duarte, CarlosThe current economy context moving from linear to circular models is establishing extraordinary parallelism between with design principles. Design solutions can support the transition of business to one which creates monetary and environmental benefits, increases resource efficiency, and maintains the value of products, materials, and waste. Recycling has been signaled as the main strategy for the plastics circular economy, but it presents itself as controversial since the industry’s demand is significantly lower than the recycled amount. The overall objective of this study is to explore when design principles, related to circular-economy concepts, become a source of innovation, in order to answer to the research question: “How can design be a source of innovation to transform businesses models accordingly to circular economy principles?”. The primary objective of this investigation is to develop our model resulting from reverse design and which is guided by the definition of a circular model strategy (System-Centered Circular-Design, SCCD) and the secondary objectives involve expanding the knowledge related to the various aspects of this model. A qualitative approach was chosen, to analyse the impact of the packaging design concepts along the definition of the business models and its circular loops. From the literature review ethnographic research is thus well suited to providing circular systems designers and companies decision-makers, with rich insights. WisePack design solution was selected to analyse the slowing and closing loop. The relevant insights to retain from the exploratory phase is that WisePack may have changed some of the assumptions made by the different stakeholders of the value chain. A SCCD toolbox is presented, to support designers identifying the requirements, constraints and opportunities of the circular approach. To prevent the single-use of plastic, scenarios were developed, taking into consideration users’ behaviour towards repair or reuse, taking-back products and their levels of engagement. Based on the results, it was concluded that the circular model strategy definition model (SCCD) is a valid tool. Confirming the primary and secondary objectives of this study. Showing that design principles, related to circular-economy concepts, become a source of innovation, and the SCCD model and toolbox, support the businesses models transformation.
- Design(er) leadership in large corporationsPublication . Santos, José Manuel Fernandes dos; Rosa, Carlos; Fixson, Sebastian; Rodrigues, António da CruzWhile there are those that believe the chief design officer is a growing phenomenon, and respected companies like McKinsey have stepped into the arena and provided very important data and insights attesting the importance of design, evidence seems to suggest that design leadership at the highest level in large corporations is still rare and that there aren’t many trained designers in those positions. When we started this journey in 2017, we articulated the following question: Why aren’t there more designers in the CSuite of F50 corporations? According to publicly available data, there were less than a handful formally educated designers (design, art, architecture) in the F50 reporting to the CEO, now in 2020 there is 1. Are we progressing towards design(er) leadership in large corporations, or perhaps regressing? Can we say that the decade of 2010-20 that saw some progress in this domain will be matched by a new decade of more design(er) leadership, or has design been so deeply engrained in corporations through successful design thinking initiatives that design will be in the hands of everyone and design leadership in the hands of traditional leaders in different domains, not with designers? This research and doctoral thesis attempts to shed some light on what might the insights impacting this reality. It includes the results of various data collection efforts, among them a survey done with large corporations’ executives, another with senior/ mid-career designers working in large companies, and the result of personal conversations with more than 30 professionals with experience and credible point of view on the topic. The thesis attempts to connect the data and provide insights on the state of design(er) leadership in large corporations, and provides insights that map this reality, while providing a meta-model for those designers, and others interested in changing it.
- Ferramentas estratégicas para incorporação do Design nas PME, no âmbito de processos de internacionalizaçãoPublication . Rodrigues, António da Cruz; Rodrigues, Fernando Carvalho; Duarte, CarlosÉ do conhecimento geral que as novas dinâmicas globais, que actualmente transitam no mundo, desencadearam mudanças profundas e complexas na sociedade e nas suas múltiplas dimensões. O presente documento, que se desenvolve no âmbito do reconhecimento e da análise da obra artística, é portanto uma exposição de conhecimentos e competências adquiridas ao longo de 30 anos de experiência profissional, que integra soluções e recomendações sobre problemas identificados no contexto das empresas nacionais. Dessa forma, o documento em questão transcende a tradicional tese de Doutoramento, demonstrando uma capacidade de investigação com base prática de projecto. Nesse âmbito, convém realçar que, apesar da componente de projecto, prática e orientada para a resolução de problemas organizacionais concretos, foi desenvolvido um enquadramento teórico e uma fundamentação metodológica alicerçada em literatura técnico-científica ratificada. Assim, integrando o domínio de conhecimentos e competências adquiridas no âmbito da actividade profissional como CEO e Director Criativo da Modus Design e Professor Associado Convidado Equiparado da Escola Superior de Design, na área científica de projecto, foi desenvolvido um conjunto de orientações, baseadas em processos de análise e reflexão, no âmbito das empresas portuguesas. Estes somados ao referencial dos fundamentos teóricos, permitiram identificar um conjunto de acções e estratégias capazes de gerar maior valor acrescentado para os clientes, integrar e orientar as unidades organizacionais, e desenvolver recursos, competências e estratégias para a conquista das finalidades propostas ao longo da dissertação. Focadas nas novas exigências do mercado, mas principalmente nas empresas nacionais que ostentam necessidades de orientação e reestruturação das suas actividades, desenvolveram-se cinco ferramentas estratégicas que evidenciam uma capacidade de investigação e de prática de projecto, orientadas para a resolução de problemas concretos e para a elaboração de planos de acção e melhorias, no âmbito do projecto, inovação e internacionalização de marcas, produtos e serviços. Na realidade, as abordagens metodológicas sugeridas, impulsionadas pelo design e gestão usufruem da intersecção dessas duas variáveis. Permitindo às empresas, implementar uma sistematização metódica e inclusiva de ferramentas e raciocínios, direccionados para princípios de multiplicidade e complementaridade que envolvem várias áreas do conhecimento. Nesse contexto, o presente documento tem por objectivo primordial demonstrar e salientar que em Portugal só haverá processos de internacionalização se houver incorporação do Design nas PME.
- How can we develop a model for the (re)design of more effective, valuable, and appealing educational systems?Publication . Sprangers, Pieter Petrus Carolina; Rodrigues, António da Cruz; Rosa, CarlosThis thesis documents a research endeavor on the (re)design of educational systems. When learning is systemized, an educational system emerges. It is a complex system which according to stakeholders shows many deficiencies. The goal is to discover how to intervene systemically instead of solving isolated problems to generate better learning outcomes and a better learning experience. The fundamental literature review covers the specific character of scientific-educational design research as a new scientific discipline and how it can be applied to research educational systems. It further covers the construct of the learning experience. A model was developed for the (re)design of more effective, valuable, and appealing educational systems. The hypothesis is that the model can provide educational system designers with heuristics to (re)design educational systems to provide better learning outcomes and high-performing school systems. There will be a need for expert educational system designers to help schools to (re)design their educational system and make it more adaptive. A methodology of systemic design interventions embodied by a mix of experiments was used. The findings coming out of the experiments on nomadic learning, learning while moving, digital twin, and educational crafting revealed the positive impact of systemic interventions on the learning outcomes and learning experience and, are a partial foundation for the model. Further profound research is needed to reveal possible relations between elements of the model and deficiencies attributed to educational systems. To name some: what is the relation between the sedentary character of educational systems and bureaucracy? What is the relation between the pursuit of immortality and the fragility of the systems? What is the relation between the sedentary character of educational systems and the non-learning organization for staff members? What is the relation between closed educational systems and focus on generational learning? Our research showed that, when systemic interventions instead of problem-solving are realized via a well-thought-out system redesign, the learning capacity of the system, the learning experience, and learning outcomes of the agents improve. When the educational system is changed, the learning changes. Scientific educational design research proved to be an appropriate approach to investigate educational systems and what variables ‘educational system designers’ can take into account to (re)design educational systems.
- A human-centered ethical framework for addressing privacy issues in Service DesignPublication . Parrilli, Davide Maria; Hernández- Ramírez, RodrigoThe research discussed in this thesis explores the topic of informational privacy and service design from a designerly ethical perspective. The main research objective is to establish solid ethical foundations for the integration of informational privacy into the practice of service design. To this end, we propose a privacy ethical framework for service design. The framework, composed of 10 implementable principles, provides service designers with the conceptual tools to consider informational privacy in their work. The first step in the research is to define an approach to service design through the lenses of interactions. We discuss the role that service design has in contemporary societies defined by liquid and flexible interactions and services. Building on our research and a literature review, we suggest our operative definition of service design which allows to consider informational privacy concerns. Then, we delve into the topic of informational privacy for service design, and we assess why privacy should be a concern for service designers. Through a comparative analysis of different alternatives, we sustain that informational privacy for service design should have an ethical nature. In particular, information ethics and its idea that ‘I am my data’ are particularly prone to sustain a designerly understanding of, and approach to, informational privacy within service design. The privacy ethical framework for service design embodies the outcome of our research about the ethical foundations of informational privacy for service design. In the second part of the dissertation, we comment on a project that implements the framework into a real design product. We prototyped and tested the design of an instant messaging app for privacyenhancing interactions to show that the framework is an operative tool to help service designers to design for people and their information.