Adapting and Improving
Design Culture Approaches to Industry 4.0 Challenges: Directions for Future Research View Digital Media
The paper proposes directions for future research into how Design Culture Approaches can be used to address the challenges posed by Industry 4.0. traditional industry management frameworks, such as Lean Manufacturing, Six Sigma, DMAIC, and PDCA, were successfully applied in ordered domains. However, the introduction of Industry 4.0 and its exponential technological progressions have shifted the manufacturing industry into a complex domain, causing significant challenges in employee engagement. Designers have been mastering complex domains, so the paper argues that Design Culture Approaches are well-positioned to address these challenges. A threefold method was adopted for exploring the interplay between design culture and Industry 4.0. First, a review was conducted about industry 4.0 challenges on the shop floor, traditional industry management, digital transformation and innovation, agile and startup management, culture, and design practices. Second, Cynefin Framework was applied to understand these challenges' domains. Third, the result was discussed against the challenges and methods, analyzing the content's outcomes from thematic analysis to understand if Human-Centered Design approaches have the potential to address the industry 4.0 challenges. The results suggest that Design Culture Approaches are appropriate to solve the 4.0 Challenge. Both are positioned in Complex Domains according to the Cynefin Framework with a substantial impact on people engagement. However, this hypothesis needs to be explored further because there is a lack of literature on applying Design Culture in industry management, particularly on the shop floor.
Pottery is one of the oldest known crafts that has lived for thousands of years. Potters continue to work with clay, creating forms for different utility, purposes and performances. Diverse cultural parameters, geographical settings, behavioural patterns, methods and material usages characterise the craft. The craft and related skills being passed on from one generation of potters to the next, now appears to be weakening in many places and several traditional pottery clusters are waning with time. Availability of more durable industry grade products, cheap plastic substitutes, drudgery, prejudices of different kinds and most importantly low cost returns, have steered the young generation potters’ to search for alternative sources of livelihood. In our study, we test the plausibility of a scheme for value addition in earthenware by building upon the existing strengths of potters through a set of experiments. In India, we have observed in the past, how certain external interventions in the living craft sectors have been detrimental to their growth and inadvertently affected the traditional craftsmen. Local potters from Kanpur, a dormant pottery belt, forced to switch occupation have therefore been the test subjects of this engagement. We believe that skill enhancement, process refinement and quality improvement would lead to the betterment of potters and pottery. Through this interventional research, we share our experience and the process leading to explicit results of the experiment.
Paper Presentation in a Themed Session Leon Butler
Developments and cloud-based deployment of software technologies and data broadcast by the user across networks from smart devices as well as location-based social networking has led to significant amounts of data from users being accessible across boundaries in public and private spaces. The availability of this information provides creators with a unique opportunity to produce and provide personalised content for users based on the available information. The breadcrumbs from our searches, page visits, likes, interactions, geo-location, and increasingly private vocal interactions that are mined and moulded to create an algorithmic identity or binary self. The convergence of web based variable font formats and recommender engines for the first time allow us the alter the way people experience type in an agent-oriented fashion that is independent of the third parties with a light footprint contained in a single variable font file. This study explores how we can now humanise the interaction and put the person at the centre of the interaction to influence and evolve the typographic experience based on this available data.