IULM University
Business, Law, Economics, and Consumer Behaviour
Purpose This article explores the effects generated by the Milan World Expo 2015 on both firm performance and seasonality structure. It aims to answer the following research question: Did the Milan Expo 2015 influence only hotel results... more
Purpose
This article explores the effects generated by the Milan World Expo 2015 on both firm performance and seasonality structure. It aims to answer the following research question: Did the Milan Expo 2015 influence only hotel results without changing seasonal patterns, or was this mega event able to reconfigure seasonal periods?
Methodology
The present analysis is based on Smith Travel Research (STR) data. This source offers daily data on a large sample of Milan hotels (approximately 80 percent of the total), representing more than 30,000 rooms. The empirical data relates to a period of 12 years, 11 of which are focused on the pre-event period (2004–2014), while 2015 is centered on the Milan Expo. This data comprises 4,383 daily observations. For each day, three operating measures were analyzed: occupancy, average daily rate (ADR), and revenue per available room (RevPAR).
Findings
The empirical findings fully support the first hypothesis: the four seasonal periods built around the main market segments are relevant lenses for understanding Milan’s demand structure before Expo 2015. The findings also support the second hypothesis relating to the effects generated by the event: Expo 2015 was able to improve hotel performance during the four seasonal periods analyzed. The most fragile seasonality registered the highest rise. Finally, the last two hypotheses to be investigated are as follows: did the Milan Expo 2015 simply improve hotel performance, without changing the underlying seasonal patterns (hypothesis 3), or did this event reconfigure the demand structure (hypothesis 4)? The analyses carried out lend more support to the fourth hypothesis, suggesting that new seasonal patterns emerged during Expo 2015.
Originality
This paper explores the impact of a mega event on seasonal patterns of hotel performance metrics. At least three original aspects are introduced. Firstly, to analyze the Milan demand variation, a market segment approach that proposes an innovative seasonal matrix is developed. This is based on the three main client groups attracted by the destination. Secondly, the effects generated by the Expo are measured with consideration given to the four seasonal periods. Thirdly, based on graphical and statistical analysis, the paper confirms that new seasonal patterns emerged during the Expo.
This article explores the effects generated by the Milan World Expo 2015 on both firm performance and seasonality structure. It aims to answer the following research question: Did the Milan Expo 2015 influence only hotel results without changing seasonal patterns, or was this mega event able to reconfigure seasonal periods?
Methodology
The present analysis is based on Smith Travel Research (STR) data. This source offers daily data on a large sample of Milan hotels (approximately 80 percent of the total), representing more than 30,000 rooms. The empirical data relates to a period of 12 years, 11 of which are focused on the pre-event period (2004–2014), while 2015 is centered on the Milan Expo. This data comprises 4,383 daily observations. For each day, three operating measures were analyzed: occupancy, average daily rate (ADR), and revenue per available room (RevPAR).
Findings
The empirical findings fully support the first hypothesis: the four seasonal periods built around the main market segments are relevant lenses for understanding Milan’s demand structure before Expo 2015. The findings also support the second hypothesis relating to the effects generated by the event: Expo 2015 was able to improve hotel performance during the four seasonal periods analyzed. The most fragile seasonality registered the highest rise. Finally, the last two hypotheses to be investigated are as follows: did the Milan Expo 2015 simply improve hotel performance, without changing the underlying seasonal patterns (hypothesis 3), or did this event reconfigure the demand structure (hypothesis 4)? The analyses carried out lend more support to the fourth hypothesis, suggesting that new seasonal patterns emerged during Expo 2015.
Originality
This paper explores the impact of a mega event on seasonal patterns of hotel performance metrics. At least three original aspects are introduced. Firstly, to analyze the Milan demand variation, a market segment approach that proposes an innovative seasonal matrix is developed. This is based on the three main client groups attracted by the destination. Secondly, the effects generated by the Expo are measured with consideration given to the four seasonal periods. Thirdly, based on graphical and statistical analysis, the paper confirms that new seasonal patterns emerged during the Expo.
Purpose -How do we measure the success of a hotel business? What factors determine performances? This paper seeks to explore the responses which researchers and practitioners have given to these questions in the last 20 years.... more
Purpose -How do we measure the success of a hotel business? What factors determine performances? This paper seeks to explore the responses which researchers and practitioners have given to these questions in the last 20 years. Design/methodology/approach -The paper is based on the analysis of 152 contributions and uses the balanced scorecard as a model to rationalize the main streams of research. Findings -The analysis of literature shows the gradually assumed importance of the balanced scorecard as a satisfactory performance measurement system. The findings related to the determinants of results are instead highly complex and far-reaching. The determining factors are generally looked for within the enterprise. Four main functional research fields have been identified (strategy, production, marketing and organization) and for each one main research goals, findings and open questions are defined. The horizontal axis of the balanced scorecard (customer perspective, strategy and process perspective) is the area of greatest research (over half of the papers). This evidence appears in line with the structural features of the hotel business and with the importance held, respectively, by customer relations and the protection of the efficiency of management processes.
- by Ruggero Sainaghi
- •
Purpose -This paper aims to identify revenue per available room (RevPAR) determinants of individual firms located in a destination. Independent variables are to be sought along "what" and "where" dimensions. Design/methodology/approach... more
Purpose -This paper aims to identify revenue per available room (RevPAR) determinants of individual firms located in a destination. Independent variables are to be sought along "what" and "where" dimensions. Design/methodology/approach -The sample is composed of 72 individual firms, operating in the 3-5 star range and data have been collected from financial statements and questionnaires. Findings -The empirical findings identify four main significant determinants linked to the "what" positioning -number of rooms, number of employees, number of years since the last refurbishment, market orientation -and confirm the relevance of location ("where"), and especially of centrality within the destination.
This paper attempts to fill three gaps how to: (i) operationalize the concept of structural social capital (SSC) for hotels; (ii) compare the effectiveness of different SSC measures at collective level; (iii) observe the ability of SSC to... more
This paper attempts to fill three gaps how to: (i) operationalize the concept of structural social capital (SSC) for hotels; (ii) compare the effectiveness of different SSC measures at collective level; (iii) observe the ability of SSC to influence organizational performance.
This study reports the results of a confirmatory experiment testing thehypothesis that it is possible to detect coincidences of a sequence of events(silence-signal) of different length, by analyzing the EEG activity of two humanpartners... more
This study reports the results of a confirmatory experiment testing thehypothesis that it is possible to detect coincidences of a sequence of events(silence-signal) of different length, by analyzing the EEG activity of two humanpartners spatially separated when one member of the pair receives thestimulation and the second one is connected only mentally with the first.Seven selected participants with a long friendship and a capacity to maintainfocused mental concentration, were divided into two groups located in twodifferent laboratories approximately 190 km apart. Each participant acted bothas a “stimulated” and as a “mentally connected” member of the pair for a total oftwenty sessions overall.The offline analysis of EEG activity using a special classification algorithmbased on a support vector machine, detected the coincidences in the sequenceof events of the stimulation protocol between the EEG activity of the“stimulated” and the “mentally connected” pairs.Furthermore the correlation of the power spectra of the five EEG frequencybands between each of the twenty pairs of data was analyzed using a bootstrapprocedure.The overall percentage of coincidences out of 88 events was 78.4% and thestatistically significant average correlations between the EEG alpha andgamma bands among the pairs of participants, confirmed the results observedin a pilot study. The examination of potential internal, external and statistical artifacts which might have caused these results, ruled out external and internalartifacts. However, the examination of potential statistical artifacts revealed agood level of coincidences in only four pairs using a new procedure to detectthe sequences of silence and signal between the EEG activity of the pairs ofparticipants, giving a mild support to the hypothesis that two brains and hencetwo minds can be connected at distance.
- by Luciano Pederzoli and +2
- •
- Parapsychology, EEG Signal Processing
This study investigated EEG correlates of social interaction at distancebetween twenty-five pairs of participants who were not connected by anytraditional channels of communication.Each session involved the application of 128 stimulations... more
This study investigated EEG correlates of social interaction at distancebetween twenty-five pairs of participants who were not connected by anytraditional channels of communication.Each session involved the application of 128 stimulations separated byintervals of random duration ranging from 4 to 6 seconds. One of the pairreceived a one-second stimulation from a light signal produced by anarrangement of red LEDs, and a simultaneous 500 Hz sinusoidal audio signalof the same length. The other member of the pair sat in an isolated sound-proofroom, such that any sensory interaction between the pair was impossible.An analysis of the Event-Related Potentials associated with sensory stimulationusing traditional averaging methods showed a distinct peak at approximately300 ms, but only in the EEG activity of subjects who were directly stimulated.However, when a new algorithm was applied to the EEG activity based on thecorrelation between signals from all active electrodes, a weak but robustresponse was also detected in the EEG activity of the passive member of thepair, particularly within 9 – 10 Hz in the Alpha range. Using the Bootstrapmethod and the Monte Carlo emulation, this signal was found to be statisticallysignificant.
- by Marco Bilucaglia and +3
- •
- Parapsychology, EEG Signal Processing
Event-related potentials (ERPs) are widely used in brain-computer interface applications and in neuroscience. Normal EEG activity is rich in background noise, and therefore, in order to detect ERPs, it is usually necessary to take the... more
Event-related potentials (ERPs) are widely used in brain-computer interface applications and in neuroscience. Normal EEG activity is rich in background noise, and therefore, in order to detect ERPs, it is usually necessary to take the average from multiple trials to reduce the effects of this noise. The noise produced by EEG activity itself is not correlated with the ERP waveform and so, by calculating the average, the noise is decreased by a factor inversely proportional to the square root of N, where N is the number of averaged epochs. This is the easiest strategy currently used to detect ERPs, which is based on calculating the average of all ERP's waveform, these waveforms being time-and phase-locked. In this paper, a new method called GW6 is proposed, which calculates the ERP using a mathematical method based only on Pearson's correlation. The result is a graph with the same time resolution as the classical ERP and which shows only positive peaks representing the increase—in consonance with the stimuli—in EEG signal correlation over all channels. This new method is also useful for selectively identifying and highlighting some hidden components of the ERP response that are not phase-locked, and that are usually hidden in the standard and simple method based on the averaging of all the epochs. These hidden components seem to be caused by variations (between each successive stimulus) of the ERP's inherent phase latency period (jitter), although the same stimulus across all EEG channels produces a reasonably constant phase. For this reason, this new method could be very helpful to investigate these hidden components of the ERP response and to develop applications for scientific and medical purposes. Moreover, this new method is more resistant to EEG artifacts than the standard calculations of the average and could be very useful in research and neurology. The method we are proposing can be directly used in the form of a process written in the well-known Matlab programming language and can be easily and quickly written in any other software language.
Ricerche di mercato ed etnografia culturale Gli strumenti online La diffusione della rete ha aperto la strada al suo utilizzo anche nelle ricerche di mercato dagli USA agli altri paesi Utilizzo per metodi quantitativi e qualitativi... more
Ricerche di mercato ed etnografia culturale Gli strumenti online La diffusione della rete ha aperto la strada al suo utilizzo anche nelle ricerche di mercato dagli USA agli altri paesi Utilizzo per metodi quantitativi e qualitativi Estensione della banda larga Aumento della penetrazione di smartphone e tablet Ricerche di mercato ed etnografia culturale Gli strumenti online Dalla scelta di un target selezionato (professionisti o target evoluti) alla diffusione a tutti i target Quasi 50 milioni le persone online in Italia su base regolare, e 35 milioni quelle presenti ed attive sui canali social Ricerche di mercato ed etnografia culturale Tempi di partecipazione: gli intervistati devono collegarsi e partecipare tutti contemporaneamente (modalità sincronica) oppure possono collegarsi in tempi diversi (modalità diacronica). Gli strumenti di rilevazione in modalità diacronica consentono flessibilità negli orari di collegamento e ciò rende la partecipazione degli intervistati adattabile ai ritmi di vita personali, favorendo una partecipazione comoda, attenta e proficua. Modalità di risposta: gli intervistati devono comunicare scrivendo oppure parlando, inoltre può esserci la possibilità di scaricare immagini e video. Contatto visivo: quando gli intervistati partecipano secondo la modalità sincronica, grazie alla webcam si può far sì che ogni partecipante veda gli altri, incluso il moderatore. Gli strumenti online-qualitativi Ricerche di mercato ed etnografia culturale Focus group Forum (dura più giorni, ogni partecipante può collegarsi in momenti diversi dagli altri e può dare la sua opinione rispetto a temi proposti dal moderatore) Chat (modalità sincronica: risposte e commenti scritti) Etnografie online Gli strumenti online-qualitativi Ricerche di mercato ed etnografia culturale Online Coinvolgimento partecipanti Spontaneità e libertà d'espressione Tempi (strumenti diacronici) Flessibili: adattabilità alle esigenze degli intervistati Prolungati: spazio per riflettere sul tema, materiali da raccogliere e condividere Facile reperibilità degli intervistati Rapidità e precisione nella raccolta dei dati Gli strumenti online-qualitativi Offline Stimolazione reciproca dei partecipanti (focus Group vs forum) Controllo da parte del moderatore Approfondimento dettagli Analisi materiali e temi complessi Ricchezza del linguaggio non verbale Ricerche di mercato ed etnografia culturale Gli strumenti online-caratteristiche L'anonimato viene garantito dall'utilizzo di nicknames o del solo nome di battesimo (topic sensibili) Il reclutamento può essere effettuato ad hoc per la singola ricerca oppure si possono costituire panel o piccole community a cui attingere. I partecipanti sono in genere molto coinvolti, mostrano di trovare piacevole la partecipazione ad una ricerca qualitativa tramite il canale online e ciò è un buon presupposto per la ricchezza dei risultati. Il web si caratterizza come un ambiente nel quale spontaneità e libertà di espressione trovano ampio spazio. Nascosti dietro lo schermo, gli intervistati sembrano meno soggetti ad autocensure nei loro commenti e giudizi. La tecnologia web abbatte le barriere geografiche. Infine la registrazione dei dati non richiede alcuna mediazione da parte del ricercatore stesso, perché le risposte e i materiali degli intervistati vengono registrati dal software così come vengono caricati dagli intervistati, quindi con precisione assoluta.
- by cecilia Orciani
- •
Due to its multidisciplinary aspects, the field of design is an open terrain in constant change. In this context the design education and the methods of teaching have to be constantly reviewed and updated. In order to complete this task,... more
Due to its multidisciplinary aspects, the field of design is an open terrain in constant change. In this context the design education and the methods of teaching have to be constantly reviewed and updated. In order to complete this task, a research into the pedagogical practices has to be carried on, and to become almost as a “behind the curtains” activity for the teachers. A considerable extent of literature shows how design students work (Cross, Dorst, McDonnel, Stempfle); however most of the times the studies place the researcher/observer in a distanced position with respect to the working group. The following paper will consider several pedagogical situations, in which the active involvement of the teachers as designers was necessary. Furthermore analyzing the examples presented it will be shown how a series of research methods have to be used in order to insure the objectivity of the observation. For this reason it will be shown how the action research methodology can provide important insights for creating a methodological framework specific to the characteristic of the study. In the attempt to avoid any ambiguities about the notion of “action research” it will be underlined how the pedagogical action research refers to the studies and approach of Kemmis, Whitehead, and Nofke. In conclusion we suggest that instead of regarding the pedagogical content as a monolithic body of knowledge presented to the students, the richness of the pedagogical experience comes from the human interaction with the working group and can be seen as a work in progress puzzle that has to be solved with the active involvement of the students and teachers.
Since design is an innovative work, design process is hard to capture, being different from time to time, from person to person. After design education and practice, designers build up their preferred design thinking models which contain... more
Since design is an innovative work, design process is hard to capture, being different from time to time, from person to person. After design education and practice, designers build up their preferred design thinking models which contain convergent and divergent design activity universally. This paper investigates how a service concept is completed, concentrating on the distinction between expert and novice. This research conducts protocol study to analyse team-based design process. During the unconstrained thinking process, the responses were recorded and semantically analysed in order to study the participants' thinking processes. Coding scheme is used to explore key nodes in ideation process and pay attention to Need & Want (NW), Feature (FEA), Solution (SOL) and their corresponding Decision Activity (DEC). Quotations attached with them are extracted and then transferred to journey maps. Seven design patterns are concluded and the results show that design thinking patterns are different between expert and novice, which has different degrees of divergence and convergence in the three key nodes - NW, FEA, SOL. Further, based on seven design patterns, four kinds of design strategies were abstracted. Through the study, the outcome would guide how to help accelerate the promotion process from a novice to an expert
- by Francesco Galli and +1
- •
- Design Patterns, Ideation Phase, Design Strategy
Underground stations, while offering necessary access points to public transportation service facilities, offer great opportunities of urban dinamization. The paper presents the results of a design project aimed to improve the travel... more
Underground stations, while offering necessary access points to public transportation service facilities, offer great opportunities of urban dinamization. The paper presents the results of a design project aimed to improve the travel experience of passengers in the local transportation system. The design activities were based on ethnographic research on field, demonstrating that the quality of social interaction is a relevant component of the travel experience, also influencing emotions and psychological wellbeing of passengers; the design solutions were provided in terms of innovative collaborative services and produced a variety of suggestions about the potential role of non tangible solutions in the creative improvement of public spaces. The paper presents the results of the ethnographicinvestigation, outlines the design methodology employed, and reports some designedsolutions.
Traditionally the creative flow [1] in visual design is linked to the drawing pencils, paper and the drawing board. This practice of getting accustomed with the tools of the trade was part of the designer’s life, shaping their perception... more
Traditionally the creative flow [1] in visual design is linked to the drawing pencils, paper and the
drawing board. This practice of getting accustomed with the tools of the trade was part of the
designer’s life, shaping their perception of the surrounding environment. This strict link to the use of
specific tools is nowadays changed by the computer software, which enables even non-professional
designers to have access to sophisticated graphic tools. The intense creative activity that fused
together the tool with its user is now decomposed in actions and procedures subordinated to the
constraints given by computer.
Several literatures have underlined the relation between the computer and its users, focusing on the
interpretation of the computer’s usage within the constraints of the defined computer tasks [2] [3]
Moreover working within the framework of activity theory, [4] emphasize the continuous change of the
artifacts and their transformation through the activity they perform. Taking into account the definition of
computers as mediating artifacts [5], the question asked is how the creative professionals can modify
their computers to fit affective personality needs.
The paper describes the activity of a group of students in communication design that had the brief to
re design the functions of their personal computers considering own preferences and needs. The
students have been asked to envision new functional scenarios and express them in usability
simulations. The discussion underlines the tensions between the creative practice that
drawing board. This practice of getting accustomed with the tools of the trade was part of the
designer’s life, shaping their perception of the surrounding environment. This strict link to the use of
specific tools is nowadays changed by the computer software, which enables even non-professional
designers to have access to sophisticated graphic tools. The intense creative activity that fused
together the tool with its user is now decomposed in actions and procedures subordinated to the
constraints given by computer.
Several literatures have underlined the relation between the computer and its users, focusing on the
interpretation of the computer’s usage within the constraints of the defined computer tasks [2] [3]
Moreover working within the framework of activity theory, [4] emphasize the continuous change of the
artifacts and their transformation through the activity they perform. Taking into account the definition of
computers as mediating artifacts [5], the question asked is how the creative professionals can modify
their computers to fit affective personality needs.
The paper describes the activity of a group of students in communication design that had the brief to
re design the functions of their personal computers considering own preferences and needs. The
students have been asked to envision new functional scenarios and express them in usability
simulations. The discussion underlines the tensions between the creative practice that
- by Francesco Galli and +1
- •
The most common design process in the interaction design industry is user research-concept design-prototype testing.This process can help designers to identify target users, design products, and services.However many students have trouble... more
The most common design process in the interaction design industry is user research-concept design-prototype testing.This process can help designers to identify target users, design products, and services.However many students have trouble applying the results of user research to improve their design using this process.The Hunan Univ.-Nokia joint curriculum aims to improve this by combining fast concept design and user research into a single process. This new process features immersive teaching and individual-team alternating iterative method, which solves the problem without sacrificing the creativity of the student.
MIND’s goal is to implement strategies and shared policies so that a single well structured network can present itself on an international level and attract the best talent and capital. The Milano Municipal Councilor’s Office for... more
MIND’s goal is to implement strategies and shared policies so that a single well structured network can present itself on an international level and attract the best talent and capital. The Milano Municipal Councilor’s Office for Research, Innovation and Human Capital promotes MIND in conjunction with the offices of: Tourism, Marketing of the Region and Identity; Culture; and Business and Labor Policy. The aim is to consolidate Milan’s role as a global point of reference for education and research in design, thereby promoting the city as an international “brand for excellence.
- by Francesco Galli and +1
- •
- Design Management, Policy Design
Design refers today to many different aspects, such as product, interior, communication, brand, service and so on. It is possible to provide a coherent perception of a whole environment, designing all the aspects so that they can... more
Design refers today to many different aspects, such
as product, interior, communication, brand, service and so on. It
is possible to provide a coherent perception of a whole
environment, designing all the aspects so that they can
communicate coherent values and univocal interpretation. This is
possible by making the design driven by principles starting from
metaphoric models of the mission of a company, translating them
into perceptual aspect involving both static elements (layouts,
interior design, logo, etc.) and dynamic (interaction protocols,
services processes, processes, and so on). Beside the evident
advantages of such an approach, problems can arise from
conflictual points of view between the company (intended as a
unique organism with specific mission and values) and the
employees (requiring personal satisfaction, not necessarily
coherent with the mission of the organization).
The paper describes real experiences exemplifying what
indicated, and presents: i) a quick description of the design
approach able to design coherent solutions for different artifacts/
services (values identification, required emotions specification,
metaphors supporting them, perceptual aspects supporting the
metaphors, design of any aspect); ii) the description of a similar
approach followed in designing some department in a relevant
hospital; iii) the positive effect of the approach evaluated by the
positive reactions of patients and nurse; iv) the opposition of the
doctors, feeling themselves as interpreted less relevant for the
therapies effectiveness; v) the corrective actions taken in order to
avoid a disruptive effect of the cohesion between doctors (as more
relevant actors of the services) and the rest of the environment.
The paper describes the experience, and points out the
differences between the design of artifacts for external customers
(e.g., cars, white goods, etc,) and the design of environments in
which customers and “producers” share the same space and
processes, and suggests, for these cases, approaches going beyond User Centered Design.
A critical discussion concludes the paper.
as product, interior, communication, brand, service and so on. It
is possible to provide a coherent perception of a whole
environment, designing all the aspects so that they can
communicate coherent values and univocal interpretation. This is
possible by making the design driven by principles starting from
metaphoric models of the mission of a company, translating them
into perceptual aspect involving both static elements (layouts,
interior design, logo, etc.) and dynamic (interaction protocols,
services processes, processes, and so on). Beside the evident
advantages of such an approach, problems can arise from
conflictual points of view between the company (intended as a
unique organism with specific mission and values) and the
employees (requiring personal satisfaction, not necessarily
coherent with the mission of the organization).
The paper describes real experiences exemplifying what
indicated, and presents: i) a quick description of the design
approach able to design coherent solutions for different artifacts/
services (values identification, required emotions specification,
metaphors supporting them, perceptual aspects supporting the
metaphors, design of any aspect); ii) the description of a similar
approach followed in designing some department in a relevant
hospital; iii) the positive effect of the approach evaluated by the
positive reactions of patients and nurse; iv) the opposition of the
doctors, feeling themselves as interpreted less relevant for the
therapies effectiveness; v) the corrective actions taken in order to
avoid a disruptive effect of the cohesion between doctors (as more
relevant actors of the services) and the rest of the environment.
The paper describes the experience, and points out the
differences between the design of artifacts for external customers
(e.g., cars, white goods, etc,) and the design of environments in
which customers and “producers” share the same space and
processes, and suggests, for these cases, approaches going beyond User Centered Design.
A critical discussion concludes the paper.
The design discipline is nowadays extending its boundaries, becoming more than a profession, a way of thinking and a problem solving approach. This process implies bringing together multiple models of reasoning, modalities of practice... more
The design discipline is nowadays extending
its boundaries, becoming more than a profession, a way of
thinking and a problem solving approach. This process implies
bringing together multiple models of reasoning, modalities of
practice and divergent perspectives. A large amount of literature
has been dedicated to the adoption of design thinking in other
disciplines [1] [2] [3], and to its successfully application in
business practices [4]. However, less attention has been put on the
contrasts and frictions provoked by the designerly system of
thinking. Before understanding and accepting an approach
specific to the design profession, as a valid and reliable working
principle, the confrontation between the different actors in a
multidisciplinary team has to pass through a conflictual phase [5]
[6]. Taking into consideration a series of experiences that involve
multidisciplinary teams, the next paper concentrates on the
conflict as a powerful and essential step in the creative process. In
this sense the conflict management will be presented in terms of
understanding the root of the contrasts, proposing that rather
than leveling the differences, through mitigation, the conflictual,
moment has to be exploited as an important step in the working
process[7].
The main question asked in the paper is: what if design
could be used as a provoking factor, in order to create entropy
and induce, more creative problem solving approaches?
The paper will unfold in several parts: first the design
thinking approach will be explained. The second part will stress
out the increasing ethnic and disciplinary diversity of the
workgroups and the benefits of the differences. In the third part
the critical moments in the project management flow will be
underlined. The discussion will show different methods to
channel conflict towards a creative change in the reasoning
system introducing design as a creative element. We will conclude
by proposing a different way of looking at the design thinking,
emphasizing its potential as a disruptive
its boundaries, becoming more than a profession, a way of
thinking and a problem solving approach. This process implies
bringing together multiple models of reasoning, modalities of
practice and divergent perspectives. A large amount of literature
has been dedicated to the adoption of design thinking in other
disciplines [1] [2] [3], and to its successfully application in
business practices [4]. However, less attention has been put on the
contrasts and frictions provoked by the designerly system of
thinking. Before understanding and accepting an approach
specific to the design profession, as a valid and reliable working
principle, the confrontation between the different actors in a
multidisciplinary team has to pass through a conflictual phase [5]
[6]. Taking into consideration a series of experiences that involve
multidisciplinary teams, the next paper concentrates on the
conflict as a powerful and essential step in the creative process. In
this sense the conflict management will be presented in terms of
understanding the root of the contrasts, proposing that rather
than leveling the differences, through mitigation, the conflictual,
moment has to be exploited as an important step in the working
process[7].
The main question asked in the paper is: what if design
could be used as a provoking factor, in order to create entropy
and induce, more creative problem solving approaches?
The paper will unfold in several parts: first the design
thinking approach will be explained. The second part will stress
out the increasing ethnic and disciplinary diversity of the
workgroups and the benefits of the differences. In the third part
the critical moments in the project management flow will be
underlined. The discussion will show different methods to
channel conflict towards a creative change in the reasoning
system introducing design as a creative element. We will conclude
by proposing a different way of looking at the design thinking,
emphasizing its potential as a disruptive
The MIND project was born out of the need to strengthen currently existing joint-projects in design in Mi-lan. MIND’s goal is to implement strategies and shared policies so that a single well-structured network can present itself on an... more
The MIND project was born out of the need to strengthen currently existing joint-projects in design in Mi-lan.
MIND’s goal is to implement strategies and shared policies so that a single well-structured network can present itself on an international level and attract the best talent and capital. The Municipal Councilor’s Office for Research, Innovation and Human Capital promotes MIND in conjunction with the offices of: Tourism, Marketing of the Region and Identity; Culture; and Business and Labor Policy. The aim is to consolidate Milan’s role as a global point of reference for education and research in design, thereby promoting the city as an international “brand for excellence”
A perfect environment for training young designers.
The city of Milan has always contributed substantially to the development of the world of design. Since from the second half of the 1900s, Milan has attracted important artists, top entrepreneurs, and many stu-dents - today, some 80% of design students in Italy are trained in one of the many Milan schools. All to-gether there are 10,000 design students every year.
This is because the city offers an ideal environment for those who wish to became designers there is no other organization in the world which unites so many schools, universities, companies, design studios, fairs and other design events. A symbiosis of elements found nowhere else, facilitating designer's training and career path.
Benefits:
For students: the chance to attend courses of excellence for free and to live one year studying and working in the world’s capital for design.
For schools: the chance to host select students based on their skills, regardless of their financial situation, and the chance to offer an academic and educational experience of superior quality, which would attract an even higher proportion of the best students.
For companies: the chance to come in contact with the young up-and-coming generation graduating from the best schools with top quality Master’s degrees.
For Milan: a new venue to increase recognition of Milan ever more in the design sector, and to enhance social and economic development.
Design-Driven innovation aims to release the potential of a new type of innovation based on a radical con-vergence between social and institution meaning.
In the contemporary world “come close” to design means investigate an approach connected to industrial project culture, transverse and multi discipline that can conceive project scenarios, wider and complex, with the purpose to transfer a “systemic vision” of innovation process, passing from product design to process design that can have possible effects on a “Products System” both physical and intangible.
From an international network to a Design Center.
This is now the challenge that all promoters and parteners of the project MIND deal for the construction of MID, the Design Incubator in Milan.
The general aims of the project can be summed up as follows:
- to promote design driven innovation;
- to facilitate relations and dialogue between the actors in the design system;
- to offer designers and new businesses services for the construction of industrial prototypes;
- to carry out research on specific sectoral issues by granting study bursaries.
We conclude by explaining the particle impact of our method for the community, for the institution in-volved, for the industries and for the Milano Municipality.
MIND’s goal is to implement strategies and shared policies so that a single well-structured network can present itself on an international level and attract the best talent and capital. The Municipal Councilor’s Office for Research, Innovation and Human Capital promotes MIND in conjunction with the offices of: Tourism, Marketing of the Region and Identity; Culture; and Business and Labor Policy. The aim is to consolidate Milan’s role as a global point of reference for education and research in design, thereby promoting the city as an international “brand for excellence”
A perfect environment for training young designers.
The city of Milan has always contributed substantially to the development of the world of design. Since from the second half of the 1900s, Milan has attracted important artists, top entrepreneurs, and many stu-dents - today, some 80% of design students in Italy are trained in one of the many Milan schools. All to-gether there are 10,000 design students every year.
This is because the city offers an ideal environment for those who wish to became designers there is no other organization in the world which unites so many schools, universities, companies, design studios, fairs and other design events. A symbiosis of elements found nowhere else, facilitating designer's training and career path.
Benefits:
For students: the chance to attend courses of excellence for free and to live one year studying and working in the world’s capital for design.
For schools: the chance to host select students based on their skills, regardless of their financial situation, and the chance to offer an academic and educational experience of superior quality, which would attract an even higher proportion of the best students.
For companies: the chance to come in contact with the young up-and-coming generation graduating from the best schools with top quality Master’s degrees.
For Milan: a new venue to increase recognition of Milan ever more in the design sector, and to enhance social and economic development.
Design-Driven innovation aims to release the potential of a new type of innovation based on a radical con-vergence between social and institution meaning.
In the contemporary world “come close” to design means investigate an approach connected to industrial project culture, transverse and multi discipline that can conceive project scenarios, wider and complex, with the purpose to transfer a “systemic vision” of innovation process, passing from product design to process design that can have possible effects on a “Products System” both physical and intangible.
From an international network to a Design Center.
This is now the challenge that all promoters and parteners of the project MIND deal for the construction of MID, the Design Incubator in Milan.
The general aims of the project can be summed up as follows:
- to promote design driven innovation;
- to facilitate relations and dialogue between the actors in the design system;
- to offer designers and new businesses services for the construction of industrial prototypes;
- to carry out research on specific sectoral issues by granting study bursaries.
We conclude by explaining the particle impact of our method for the community, for the institution in-volved, for the industries and for the Milano Municipality.
- by Giovanni Maria Conti and +1
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The paper presents an alternative perspective on design, that starts from the hypothesis that design has a still little explored dimension, that do not refer to the way designers work or think but to the power dimension that can... more
The paper presents an alternative perspective on design, that starts from the hypothesis that design has a still little explored dimension, that do not refer to the way designers work or think but to the power dimension that can benexercised through design. This assumption helps to focus on the contrast between the “visible” side of design that involves all its conceptual or practical manifestations, and a hidden or “invisible” side that deals with the politics and power play, usually understated or neglected. In order to understand the balance of power we introduce insights from war theory (Rummel, 1979) (Clausewitz) (Sun Tzu) explaining its different phases as follows: 1. creating an awareness towards the presence of power, 2. activate its mechanisms, 3. the manifestation of power, 4. the effects and consequences seen as a readiness to accept the unknown (Taleb, 2012). The introduction of a new way of looking at the furniture making and the anticipation of the emergence of design as a discipline was possible by intuitively recognizing the latent presence of power,
manifesting it through a way of communication and assuming the consequences of dislocating the knowledge from the original workshop in which it was ideated, while embracing the inevitability of unknown alterations.
Extrapolating this example to the present situation of the design discipline we argue for the need to reveal the hidden dimension of design and expose it to the new generation of professionals as a way of building empowering strategies of leadership.
Keywords: design, power, knowledge, empowerment.
manifesting it through a way of communication and assuming the consequences of dislocating the knowledge from the original workshop in which it was ideated, while embracing the inevitability of unknown alterations.
Extrapolating this example to the present situation of the design discipline we argue for the need to reveal the hidden dimension of design and expose it to the new generation of professionals as a way of building empowering strategies of leadership.
Keywords: design, power, knowledge, empowerment.
Either dealing with products, communication or services, design projects present an increased complexity that calls for the collaboration of multidisciplinary experts. This generates a large pool of creative ideas coming from different... more
Either dealing with products, communication or services, design projects present an increased complexity that calls for the collaboration of multidisciplinary experts. This generates a large pool of creative ideas coming from different perspectives, which have to be stirred towards a concrete outcome. In the same time an important factor that leads to a successful project is the team management and the apprehension of the frictions that could influence the creative flow of the collaboration. After a review of several literatures which have taken into consideration the importance of conflict mitigation and the role of designers as process facilitator in the creative team, the paper intends to address the following question: what if the exercise of power and influence could lead to more innovative solutions, revealing meaningful contributions otherwise discarded in the effort to reach consensus? The main objective of the paper is to propose a different perspective on the creative design management, suggesting that controversy can be seen as an important factor, which has the potential to control the leadership within the team and reveal new alternatives in the design process.