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Behaviour change design has much to gain with the integration of insights from the behavioural sciences in the design process. However, this integration needs to be done without hampering the creative process. In two rich design cases aimed at health and safety behaviour change, we describe our efforts to develop a method for theory driven design based on the Double Diamond. Our method attempts to integrate insights from the Persuasive by Design-model (PbD) for behaviour change into the entire design process. Our case studies demonstrate that our method indeed augments the integration of theory and evidence in our designs, but only if the Double Diamond process model is complemented with an evaluation phase, and insights from the PbD-model are derived using rich, well developed tools.
circular economy as a system change is gaining more attention, reusing materials and products is part of this, but an effective method for repurposing seems to be missing. Repurpose is a strategy which uses a discarded product or its parts in a new product with a different function. Literature on specific design methods for 'repurposing’ is limited and current design methods do not specifically address repurpose driven design. This paper aims to contribute to the literature on repurpose as a circularity strategy by evaluating repurpose driven design processes which are deployed in practice and evaluate to what extend existing design methods are suited for repurpose driven design. Building on a multiple case study two main design approaches are identified. First, a goal-oriented approach in which a client commissions the design studio. Second, a resource-oriented approach in which a discarded product or its components is the starting point of a design process initiated by the designers. Although both approaches follow a more or less standard design process, each intervenes with repurpose specific input at different phases in the design process, depending on the role of the designer. Results show that in order to be able to deal with the inconsistencies of discarded products, specific repurpose-related tools are required for an efficient and effective repurpose driven design process. Future research should address these issues in order to develop comprehensive and practical tools that accommodate the two repurpose driven design approaches.
In order for techniques from Model Driven Engineering to be accepted at large by the game industry, it is critical that the effectiveness and efficiency of these techniques are proven for game development. There is no lack of game design models, but there is no model that has surfaced as an industry standard. Game designers are often reluctant to work with models: they argue these models do not help them design games and actually restrict their creativity. At the same time, the flexibility that model driven engineering allows seems a good fit for the fluidity of the game design process, while clearly defined, generic models can be used to develop automated design tools that increase the development’s efficiency.