In this extract from The Rules We Break (2022), Eric Zimmerman examines how games create meaning through rules, interactive narrative systems, and dynamic simulation processes. Designers of such systems operate by defining the game structure, balancing rules, considering which elements to include, and — most importantly — which to leave out. However, the potential for games to become agents of transformation emerges from the “free movement” that occurs between the designed structures of the system. This Story presents three mini-essays — Free Movement, Systemic Storytelling, Stylized Simulations — and the game Utopia 2099, which invite readers to consider how games represent their subject matter and how players find and create meaning through play.
در این پژوهش، اثرات بازدارندگی عصاره پوست انار استخراج شده با آب و همچنین آب/ استونیتریل به عنوان بازدارنده خوردگی میلگرد فولادی در محیط شبیهساز بتن بررسی شد. بدین منظور، اثر بازدارندگی با استفاده از روشهای طیفسنجی الکتروشیمیایی، کاهش وزن و میکروسکوپ الکترونی ارزیابی شد. غلظتهای 1، 2، 3 و 4 درصد حجمی/ حجمی از بازدارنده سبز و غلظت بهینه 4 درصد وزنی از بازدارنده کلسیم نیترات بررسی شد. نتایج نشان دادند که کارایی بازدارندگی عصاره استخراج شده در آب- استونیتریل در غلظت بهینه 3 درصد، بالاتر از بازدارنده نیترات است. نتایج امپدانس نشان داد که در حضور بازدارنده سبز، مقاومت قطبش (Rp) از (Ω.cm2) 488 در شاهد تا (Ω.cm2)8260 در بازدارنده افزایش پیدا کرد و کارایی بازدارندگی مقدار 94 درصد نسبت به نیترات (8/91 درصد) به دست آمد. نتایج SEM- EDX حاکی از تشکیل یک فیلم پیوسته از بازدارنده بر بستر فلز بود که مانع از نفوذ و جذب یون کلرید و حفظ فیلم رویین تشکیل شده بر بستر فلز میشود.
Debora Giorgi, Claudia Morea, Valentina Frosini
et al.
This work explores the role of design in supporting public administrations to set up local-based NetZero city strategies. In particular the paper presents the design-led participatory process designed and led by the Service Design Lab team (authors) to support the Municipality of Prato in preparing the baseline for the Climate City Contract. Based on four pillars (energy efficiency, sustainable mobility, circular economy, agriculture and land use, urban forestry), the process aimed at spotting systemic barriers and laying the groundwork to co-design a portfolio of actions aimed at achieving carbon neutrality by the year 2030. The strategy supporting the process was based on two main phases (understanding the system and co-designing a portfolio) connected by an intermediary bridging phase, and another cross-cutting level of inquiry itself consisting of two stages: the front-end (the local-based facilitation process) and the back-end (the systemic interconnectedness process). Lastly we highlight the limitations of the process and the key takeaways of participatory infrastructuring actions, and specifically the benefits for the Municipality in establishing meaningful and context-based impact pathways.
This research explores the implementation of experiential learning to improve students' understanding and skills in mechanical drawing using CAD software. We used this approach to identify challenges in learning mechanical engineering, including lack of time to learn CAD, suboptimal mechanical drawing skills, and limitations in producing details of mechanical components. Through a quasi-experiment with experimental and control classes, we measured the impact of the experiential learning method on improving conceptual understanding and practical skills in mechanical drawing. The results show that this approach is effective in improving students' understanding of detailed drawings and practical skills. The implementation of Experiential Learning also improved students' cognitive learning outcomes and psychomotor skills in mechanical drawing. The findings highlight the importance of adaptive and technological approaches to engineering education that are aligned with modern industry needs.
Francesca Sabatini, Martina Massari, Saveria Boulager
The research observes practices of collective city-making beyond the participatory framework of institutional urban governance. In particular, it looks at how grassroots organizations in Bologna are able to produce a dual movement between the local and the global, mutually informing global movements and local practices oriented toward the sustainable growth of cities. The first section introduces the theoretical framework, based on participatory governance, urban commons and grassroots networks; it presents the methodology in the second section, introducing the criteria for the dataset and the network analysis consisting of local and global nodes within the city of Bologna; it then presents the results of the analysis, discusses them and draws the conclusions in the final section.
Edgar Andrés Martínez Muñoz, Diana Marcela Giraldo Pinedo
This paper describes how, from an academic exercise, Industrial Design students assume the role of social intrapreneurs (Cabana, 2018: 90-91) to become aware of the potential of design and the richness in non-academic learning that this type of dynamics can generate. In Colombia, there is sometimes a dependency between the artisan and the designer, because some professionals hired by state entities or third-sector agencies carry out design processes for the artisans, considering their skills, but these designs are not generated in a participatory manner. What is sought with this exercise is to empower artisans through the search for a design process according to their needs, where collectively the designer facilitates the artisan the incorporation of elements of the design process proper to the design into the empirical exercise of the artisan. This way, the artisan meets the creative requirements of customers and the local market, which allows them to increase their competitiveness and not depend on the designers to achieve a product portfolio that guarantees economic, cultural, and social sustainability.
This paper aims to highlight the design-led process in the research and the range of its application in contexts beyond the mainstream: the decentralized areas, defined as “small and remote places”. This is based on an ongoing action-research project called SMOTIES - Creative works with small and remote places, a four-year co-funded project by the Creative Europe Programme of the European Union. The ten partners involved in the project come from the cultural realm, including universities, design/art collectives, NGOs, and design associations. They aim at knowledge transfer, capacity building, and audience development in 10 small and remote areas in their own country. This paper refers to the first two years’ activities focusing on the shared methodology and overall program.
Packaging is one of the classical field for the design activities where both functional, technological and communication features are faced. Design has considered packaging as a field where mainly experiment and develop the consumption engagement and attraction. In fact, the most part of the Design effort has been focused on new shapes, new aesthetics values, new uses: in sum on the product innovation. This paper reports a didactic experience where packaging has been using to training a “systemic planet-centric” approach, merging the following aspects:
from social point of view, the phenomenon of self-production and consciousness consumption; from technological point of view, the improvement of new manufacturing; from economic point of view, the phenomenon of open-sourcing and the sharing-economy;
from environmental point of view, the phenomenon of the zero-impact, zero-waste and zero-resources.
The recent step forward in questioning Artificial Intelligence (AI) creativity, enticed by deep learning models such as GPT and Stable Diffusion, instilled into the design community of educators and practitioners the idea of raising new creative practices worth discussion and analysis. Hence, Natural Language Processing (NLP) and computer vision are filled with encounters of interesting creative responses by robots and are becoming a challenging creative medium for artists and designers (Hemanth, 2023). In this paper, we will present several experimental projects in the arts and design that we created to raise and discuss various questions related to the future development of AI imagination (Nikolić, 2019), the liberation of machine creativity (Nikolić & Liu, 2021) and our conceptual approach, which challenges AI aesthetics and machine abstraction (Nikolić & Bertin, 2023). A key novelty in the proposed creative practice is the design of AI clones under novel domains of knowledge to use as a creative medium for machine-supervised content creation (Nikolic, 2021).
This paper presents recent findings from research conducted in Budapest, Hungary, focusing on future well-being and visions of vulnerable youth from a gendered perspective. This collaborative inquiry between the Social Design Hub of Moholy-Nagy University of Art and Design Budapest (MOME), Massachusetts Institute of Technology (MIT) AgeLab, and MIT Ideation Lab explores the concept of Design for Longevity (D4L) in a gender-sensitive context with vulnerable youth groups. Through the application of the 4Es framework: Ensure, Evolve, Empower, and Enjoy, the study aims to empower vulnerable youth by integrating design processes and making into alternative school curriculum pedagogy. Participants from Belvárosi Tanoda Foundation Secondary School engage in workshops to explore gender-sensitive approaches to longevity and well-being. The study emphasises a vulnerability-informed approach and observes the impact of gender identity on group dynamics and ideation processes, outlining the importance of a gender-inclusive approach in building future visions among youth. The preliminary study’s impact extends beyond the benefit to vulnerable youth (workshop participants), encompassing valuable academic contributions. These include broadening the application of ethnographic approaches, employing participatory methodologies with disadvantaged communities, and highlighting the significance of gender equity and D4L.
This research aims to produce a product in the form of a TikTok-based video tutorial learning media on the topic of basic 3D drawing command functions with CAD, and to determine the feasibility and user response towards this media. The research employs the Design Based Research (DBR) development model, which consists of four stages: problem identification, prototype solution development, testing and solution improvement, and reflection and solution implementation. The testing was conducted in class XI- DGM 1 in the subject of designing techniques with CAM, with a sample size of 35 students. The instrument used was a questionnaire. The research yields a video tutorial learning media based on the TikTok application for basic 3D drawing command functions with CAD. The feasibility assessment conducted by 3 subject-matter experts and 3 media experts indicates that the developed TikTok-based video tutorial learning media is deemed "very feasible." After being approved by the subject-matter and media experts, further testing was carried out in class XI-DGM 1 in the subject of designing techniques with CAM, using a questionnaire as the instrument. The user response results were categorized as "very positive." In conclusion, based on the research findings, this TikTok-based video tutorial learning media is highly suitable for use in teaching designing techniques with CAM.
Viviane Gallindo, Arlindo Silva, Aasish Boora
et al.
This qualitative research advocates for prioritizing Critical and Creative Thinking in professional design over empathy. The study involved 74 undergraduate Product Design and Engineering students from Brazil, Portugal, and India to explore the relationship between these thinking skills and sustainability. The students’ Critical and Creative Thinking levels were evaluated using rubrics developed by Shively et al. (2018) and a multi-level framework developed by Ceschin & Gaziulusoy (2019) was applied to identify sustainable innovation levels. The research highlights the need to enhance tertiary students’ skills in addressing wicked problems, a concern recognized by the Organization for Economic Co-operation and Development for the 21st-century workplace. This research contributes to the ongoing debate on the significance of Critical and Creative Thinking in professional design practice and emphasizes the importance of integrating sustainability considerations into design education.
Introduction. The paper analyzes the application of composite materials as the main determining method of reducing the mass of the airframe and an unmanned aerial vehicle. Advanced nondestructive testing methods provide assessing the technical condition of these materials, as well as determining stress concentrators on the airframe and an unmanned aerial vehicle with high accuracy in order to make a decision on the further operation of this object under control. The objective of the work was to increase the accuracy and efficiency of the assessment of crack resistance of composite materials through the acoustic emission control.Materials and Methods. This paper presents the nomenclature of composite materials used in the construction of various aircraft, including unmanned aerial vehicles. The most possible probable defects of these materials due to the influence of operational factors are presented. The applied methods of nondestructive testing of composite material and selection of the most suitable one according to specific advantages were compared. An experiment was carried out to determine the strength limits of carbon fiber using a hardware and software complex by acoustic emission method. The research results are presented in the form of drawings projected by the hardware and software complex.Results. The application of the acoustic-emission method of composite material control is described.Discussion and Conclusions. The results obtained experimentally can be used in the process of determining the strength limits of various composite materials by the acoustic emission method of nondestructive testing to assess the technical condition in mechanical engineering, shipbuilding, and aircraft construction. The paper is recommended to researchers involved in the design of aircraft and unmanned aerial vehicles.
در این تحقیق، یک کاتالیزور نانو هیبریدی شامل پلیاکسومتالات حمایت شده بر روی نیترید کربن گرافیتی (PMOs/g-C3N4) با استفاده از یک رویکرد آسان ساخته و به عنوان کاتالیزور نوری بسیار فعال و پایدار در تخریب رنگ کاتیونی رودامین B تحت تابش نور مرئی، به کار برده شد. نیتریدکربنگرافیتی (g-C3N4) یک کاتالیزور نوظهور بدون فلز است و علایق تحقیقاتی قابلتوجهی را در زمینه کاتالیزور نوری به خود جلب کرده است. در مقایسه با (g-C3N4) خالص و هتروپلیاسید H3PW6Mo6O40 خالص، نمونه اصلاح شده هتروپلیاسید بر نیترید کربن گرافیتی (PW6Mo6/g-C3N4)، کارآیی بیشتری را در تجزیه نوری این رنگ نشان داده است. همچنین PW6Mo6/g-C3N4 در مقایسه با -C3N4 PW12/g و PMo12/g-C3N4، فعالیت کاتالیزور نوری بالاتری را تحت تابش نور مرئی برای تجزیه نوری این رنگ نشان میدهد. عوامل مختلف مانند زمان، وابستگی تخریب رنگ کاتالیزور و تابش نور، pH و همچنین قابلیت استفاده مجدد کاتالیزور نوری بر عملکرد تخریب، بررسی شده است. کاتالیزور مذکور فعالیت کاتالیزور نوری بالایی جهت تخریب رنگ رودامین B با غلظت ppm 20 در pH=3 تحت تابش نور مرئی نشان داد.
For industrial applications of innovative metal forming techniques, advanced experimental methods have been developed to characterize the mechanical properties of materials under the corresponding forming conditions. This paper focuses on uniaxial tensile tests for the characterization of the thermomechanical behavior of materials and biaxial tensile tests for the evaluation of the material formability under hot-stamping conditions; these test methods have been improved in recent years. Applications of both the uniaxial and biaxial tensile tests to a boron steel sheet are presented, and the associated experimental results are analyzed. Importantly, new challenges encountered in the development of these experimental methods are discussed and summarized. This paper concludes that more efforts are needed for the standardization of these experimental methods in future.
Mechanical drawing. Engineering graphics, Physical and theoretical chemistry
Industries change and mature. The object of this study was to identify design in these circumstances. Mainly because featuring design in the maturity phase of the industry life cycle is part of a limited and diffuse knowledge. It is believed that Design may be affected and limited by the maturity of the industry; also, possible ways of breaking this limiting logic is also considered. To study the theme, an integrative approach was used, and a bibliographic review in design management, strategic design and business management was done. The Design Science Research methods and a case study of the textile industry were also adopted. Thus, a theoretical and conceptual framework about the relationship between design and mature industry was built; five paradigms on industry maturity were proposed; and, finally, Design was featured using an analogy with the displacement logic of a pendulum, highlighting restraining, and driving forces.