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An Initial Model for Generative Design Research: Bringing together Generative Focus Group (GFG) and Experience Reflection Modelling (ERM)

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An Initial Model for Generative Design Research: Bringing together Generative Focus Group (GFG) and Experience Reflection Modelling (ERM). / Bakırlıoğlu, Yekta; Oğur, Dilruba; Doğan, Çağla et al.
In: Design and Technology Education, Vol. 21, No. 1, 2016, p. 40-50.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Harvard

Bakırlıoğlu, Y, Oğur, D, Doğan, Ç & Turhan, S 2016, 'An Initial Model for Generative Design Research: Bringing together Generative Focus Group (GFG) and Experience Reflection Modelling (ERM)', Design and Technology Education, vol. 21, no. 1, pp. 40-50.

APA

Vancouver

Author

Bakırlıoğlu, Yekta ; Oğur, Dilruba ; Doğan, Çağla et al. / An Initial Model for Generative Design Research: Bringing together Generative Focus Group (GFG) and Experience Reflection Modelling (ERM). In: Design and Technology Education. 2016 ; Vol. 21, No. 1. pp. 40-50.

Bibtex

@article{243b118ba8fd4472acd67a4857a924c0,
title = "An Initial Model for Generative Design Research: Bringing together Generative Focus Group (GFG) and Experience Reflection Modelling (ERM)",
abstract = "Understanding people's experiences and the context of use of a product at the earliest stages of the design process has in the last decade become an important aspect of both the design profession and design education. Generative design research helps designers understand user experiences, while also throwing light on their current needs, preferences and future expectations. In this paper, two complementary methods, namely the Generative Focus Group (GFG) approach and Experience Reflection Modelling (ERM), will be presented through a research case focusing on the development of sustainable design considerations in the areas of effective use of resources, and product maintenance and repair. The first method makes use of generative tools (i.e. diaries and timelines) to gain feedback from a group of experienced users. It facilitates group discussions and enables engaging user participation to develop potential design directions. In contrast, the second method utilizes a special toolkit of abstract two- and three-dimensional product parts to reveal the needs, preferences, and expectations of the individual in a more in-depth manner, with the intention being to further explore the insights and design directions that emerged during the application of the first method. This paper proposes an initial model that brings together these two methods, incorporating generative tools and techniques that are adaptable, participatory and engaging, and discusses their implications for design education. [ABSTRACT FROM AUTHOR]",
keywords = "Design, Diaries, Equipment, Feedback (Response), Focus Groups, Foreign Countries, Group Discussion, Higher Education, Modeling (Psychology), Reflection, Research Methodology, Semi Structured Interviews, Sustainability",
author = "Yekta Bakırlıoğlu and Dilruba Oğur and {\c C}ağla Doğan and Senem Turhan",
year = "2016",
language = "English",
volume = "21",
pages = "40--50",
journal = "Design and Technology Education",
number = "1",

}

RIS

TY - JOUR

T1 - An Initial Model for Generative Design Research: Bringing together Generative Focus Group (GFG) and Experience Reflection Modelling (ERM)

AU - Bakırlıoğlu, Yekta

AU - Oğur, Dilruba

AU - Doğan, Çağla

AU - Turhan, Senem

PY - 2016

Y1 - 2016

N2 - Understanding people's experiences and the context of use of a product at the earliest stages of the design process has in the last decade become an important aspect of both the design profession and design education. Generative design research helps designers understand user experiences, while also throwing light on their current needs, preferences and future expectations. In this paper, two complementary methods, namely the Generative Focus Group (GFG) approach and Experience Reflection Modelling (ERM), will be presented through a research case focusing on the development of sustainable design considerations in the areas of effective use of resources, and product maintenance and repair. The first method makes use of generative tools (i.e. diaries and timelines) to gain feedback from a group of experienced users. It facilitates group discussions and enables engaging user participation to develop potential design directions. In contrast, the second method utilizes a special toolkit of abstract two- and three-dimensional product parts to reveal the needs, preferences, and expectations of the individual in a more in-depth manner, with the intention being to further explore the insights and design directions that emerged during the application of the first method. This paper proposes an initial model that brings together these two methods, incorporating generative tools and techniques that are adaptable, participatory and engaging, and discusses their implications for design education. [ABSTRACT FROM AUTHOR]

AB - Understanding people's experiences and the context of use of a product at the earliest stages of the design process has in the last decade become an important aspect of both the design profession and design education. Generative design research helps designers understand user experiences, while also throwing light on their current needs, preferences and future expectations. In this paper, two complementary methods, namely the Generative Focus Group (GFG) approach and Experience Reflection Modelling (ERM), will be presented through a research case focusing on the development of sustainable design considerations in the areas of effective use of resources, and product maintenance and repair. The first method makes use of generative tools (i.e. diaries and timelines) to gain feedback from a group of experienced users. It facilitates group discussions and enables engaging user participation to develop potential design directions. In contrast, the second method utilizes a special toolkit of abstract two- and three-dimensional product parts to reveal the needs, preferences, and expectations of the individual in a more in-depth manner, with the intention being to further explore the insights and design directions that emerged during the application of the first method. This paper proposes an initial model that brings together these two methods, incorporating generative tools and techniques that are adaptable, participatory and engaging, and discusses their implications for design education. [ABSTRACT FROM AUTHOR]

KW - Design

KW - Diaries

KW - Equipment

KW - Feedback (Response)

KW - Focus Groups

KW - Foreign Countries

KW - Group Discussion

KW - Higher Education

KW - Modeling (Psychology)

KW - Reflection

KW - Research Methodology

KW - Semi Structured Interviews

KW - Sustainability

M3 - Journal article

VL - 21

SP - 40

EP - 50

JO - Design and Technology Education

JF - Design and Technology Education

IS - 1

ER -