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This paper sets out to explore possibility of increasing the usage of bamboo stems in product design. The researchers argue that bamboo stem is a sustainable material that provides similar benefits as bamboo sheet materials and represents an untapped resource. Through market research, field story, and interviews with manufacturers, the researchers found that both internal and external constraints prevent bamboo stems to be adapted for mass production. The main internal constraint Is the inconsistency of bamboo stems' diameters. The researchers examine several forms of connectors used in bamboo stem products and found two joint types that might help solving this problem. To better understand the external constraints, the researchers conducted a survey and follow-up interviews to reveal the gap between user needs and the cağability of manufacturers. In conclusion, several key issues that should be resolved by design are listed to prove design directions.
Authors: Mireille Oberholster, Francesco Scullica
Asian Tiger economies grew on the “consumption = development” paradigm. However this leads to development
that is not sustainable environmentally and economically as evidenced by rising environmental degradation and
inequality. We need a new paradigm of Conscious consumption that can lead to sustainable development. In the
emerging economies of the world, most workers do not earn enough to consume the goods they produce. Can producers
making sustainably sound goods, earn enough to be the next wave of consumers who are conscious in their
consumption habits and create a virtuous production-consumption cycle that is sustainable by its very nature? There
is a case therefore, to build an ecosystem known as the “6C Model “that enables these producers to be consumers
next. Mobile technology allows for distributed manufacture and design at a global scale with the so far ignored informal
sector being at the forefront of sustainable development.
Authors:Jacob Mathew, Fayiqa Halim
Many studies report that the results of top-down policymaking approach are not enough and suggest that “sustainable development cannot be imposed from above. It will not take root unless people across the country are actively en-gaged” (UK DEFRA, 2002). The goal of this research is to combine the interaction and gamification strategy with a set of personal data in order to increase the users’ awareness of the impact of each action. The research context is the mobility system in which the increase in road congestion and the risk to compromise human well-being are just some of the critical points to be faced in the future. Possible solutions to these problems already exist, such as shared mobility and autonomous cars, But the change to be fostered is not only about business or technology, it must in-volve the citizens who will influence the future through their decisions and behaviour. The experimentation focuses on a case study useful for obtaining and analyzing the qualitative and quantitative research results. In particular the case study concerns the design of an interactive augmented reality game, that plays on board of a full self-driving car, in which user takes decisions as the leader of his fictional world; as result of his decisions the environment around him changes. The game continually reconfigures itself taking advantage of users’ personal information and data col-lected through different ways. Gestures, copywriting and other elements will follow the needs of each user. Instead of a more traditional approach that results frustrating and not very involving for the user, the game uses an ironic, surreal, and funny language in order to be more engageable, instead of a more traditional approach. The goal is to make conscious users towards the environment that surrounds him and his ability to affect positively or negative the system in which he lives.
Authors: Andrea Arcoraci, Andrea Di Salvo, Paolo Marco Tamborrini