Design Concepts and Social Context – Quick Reference

E1: Universal Design

  • Focus: accessibility for all people regardless of abilities, disabilities, and other characteristics; core factor is accessibility and inclusive design aligned with sustainable outcomes.
  • Purpose: remove barriers to use for everyone.
  • Example: Hydrant space redesigned as a public drinking fountain, accessible to all and reduces plastic waste and carbon footprint.

E2: D4L (Design for Longevity)

  • Focus: longevity; components replaced less frequently; reduces material/resource consumption and waste; lowers carbon footprint.
  • Example: Muji packaging uses minimal ink and timeless design, easily repurposed, resistant to seasonal changes.

E3: D4S (Design for Sustainability)

  • Focus: sustainability for future generations; integrates social, economic, and ecological sustainability; use readily available materials to minimise waste.
  • Example: Pearson Lloyd's bFriend range (pen pots, mobile stand) uses recycled materials, diverting waste from landfill.

E4: Material Engineering

  • Focus: improve existing materials by studying properties and behavior; understand creation and failure; resilience and adaptability as key themes.
  • Example: Carvey Ehren Maigue's UREUS solar panels harvest scattered UV light, reducing reliance on direct sunlight and primary materials; supports sustainable design, including rural applications for farming.

E5: Cradle-to-Grave Analysis

  • Focus: life-cycle impacts of a product; analyze raw materials, use, disposal; aim for biodegradability.
  • Example: Jonna Breitenhuber's biodegradable bottle designed through life-cycle analysis using natural ingredients.

E6: Circular Economy

  • Focus: keep products in use longer; maximize use and reuse; use readily available materials to minimise waste.
  • Note: aligns with INTENTIONALLY PHENOMENON factors.

E7: Green Space

  • Focus: urban green spaces with trees, grass, and vegetation to benefit health and well-being.
  • Example: Diamond Lotus towers in Ho Chi Minh City incorporate greenery to invite natural elements into living spaces.

E8: Regenerative Design

  • Focus: designs that renew or restore environmental resources over time.
  • Example: E-Dina water light by Edina Energy generates electricity from water and demonstrates resilience and adaptability; aligns with INTENTIONALLY PHENOMENON.

E9: Hedonistic Sustainability

  • Focus: improving sustainability while enhancing user lifestyle and enjoyment.
  • Example: 4WKS coffee pods reduce waste and avoid single-use packaging, combining pleasure with sustainability.

E10: Eco-Psychology

  • Focus: understanding how exposure to nature benefits health and well-being; human-centered approach.
  • Example: Urban gardening modular design by Lindholm expands and adapts to growing plants, providing fresh air and psychological benefits.

Design in a Social context

S1: The Human to Equal Treatment

  • Focus: equal treatment and human rights; anti-discrimination through affirmative actions; example: Sheltersuit—a waterproof duffle bag with upcycled fabric and integrated scarf—demonstrates human-centered focus.

S2: Challenging Stereotypes

  • Focus: combat stereotypes and exploitation; example: Girl Champaign by DDB Unlimited uses face-changing technology to highlight child exploitation; emphasizes privacy, security, and transparency in design; linked to INTENTIONALLY PHENOMENON.

S3: User-Empowerment

  • Focus: empower users to influence outcomes; example: University at Buffalo Jacobs School of Medicine and Biomedical Science fosters new technology and inclusive learning environments; open spaces and tech empower learning.

S4: Transformative Education

  • Focus: experiences that change perspectives; prioritizes equity and adaptivity; a main factor of INTENTIONALLY PHENOMENON; includes activities like a humanity card game to challenge designers to meet user needs.

S5: Augmented Reality

  • Focus: AR as a design tool to present new views of the world; technology-centric; example: AR-enabled T-shirt with changing messages controlled by user choice.

S6: Design Co-Operatives

  • Focus: democratically owned, member-controlled enterprises; invest in education and training; example: Woza Moya AIDS project supports infected/affected individuals with crafts-based income; Little Traveller pin.

S7: Information Access

  • Focus: ensure access to information; digital divide challenges; example: UNICEF Uganda MobiStation—a solar-powered teaching kit with laptop, projector, scanner, and digital e-books for rural health centers.

S8: Urban Acupuncture

  • Focus: low-cost design tactic to revitalize public spaces.
  • Example: Nike Pigalle Basketball Court revamp, connecting the community and reflecting social/cultural shifts; aligns with INTENTIONALLY PHENOMENON.

S9: Social Development

  • Focus: improve well-being and potential for everyone; example: Serrano and Baquero gym and recreational facility for people with disabilities to connect with the community.