Publikasjoner
-
Culén, Alma Leora & Srivastava, Swati
(2021).
Gen MZ Toward Sustainable Fashion Practices - Alternative Services and Business Models.
I Kommers, Piet & Macedo, Mário (Red.),
Proceedings of the IADIS International Conference ICT, Society and Human Beings; Web Based Communities and Social Media 2021; and e-Health 2021. .
IADIS Press.
ISSN 978-989-8704-30-6.
s. 61–70.
Fulltekst i vitenarkiv
-
Srivastava, Swati & Culén, Alma Leora
(2019).
From Niche to Mainstream Transitions: Digital Second-hand Markets for Millennials.
I Kommers, Piet; Peng, Guo Chao; Rodrigues, Luís & Isaías, Pedro (Red.),
Proceedings of the International Conferences ICT, Society and Human Beings 2019, Connected Smart Cities 2019, Web Based Communities and Social Media 2019.
IADIS Press.
ISSN 978-1-5108-9241-5.
s. 19–27.
doi:
10.33965/ict2019_201908L003.
-
Srivastava, Swati & Culén, Alma Leora
(2018).
Transition-oriented Futuring: Integrated Design for Decreased Consumption amongst Millennials
.
I Storni, Cristiano; Leahy, Keelin; McMahon, Muireann; Lloyd, Peter & Bohemia, Erik (Red.),
Proceedings of DRS 2018.
Design Research Society.
ISSN 978-1-912294-18-3.
s. 927–940.
doi:
10.21606/dma.2018.512.
Fulltekst i vitenarkiv
Vis sammendrag
This paper is concerned with the problem of overconsumption and opportunities to create alternative marketplaces that could ease the transition towards less, and different ways of consuming in everyday life. We argue that a more holistic view of the design context, multiple perspectives, and approaches, give more profound insights, explorations, and framings of the problem. Zygo, a future service for teens and young adults, based on the second-hand marketplace, illustrates our approach. Zygo challenges consumer lifestyles and provides a possibility for designing alternative practices around the use of everyday things. Repositioning the second-hand market as a scaffolding that supports and connects the youth in the transient, different and yet complementary phases of their lives, Zygo helps manage aspirations and needs of the youth, while raising awareness around consumption practices. Zygo is both an argument for an integrated design approach, drawing on service, system and interaction design, as well as social practice theory, and a designed proposal with the potential to promote transition design thinking.
-
Srivastava, Swati & Culén, Alma Leora
(2017).
Designing for the Second-Hand Use of Consumer Goods.
I Blashki, Katherine (Red.),
International Conference on Interfaces and Human Computer Interaction, IHCI 2017, Lisbon, Portugal, 21 – 23 July 2017.
IADIS Press.
ISSN 978-989-8533-64-7.
s. 193–204.
Fulltekst i vitenarkiv
-
Pandey, Sumit & Srivastava, Swati
(2016).
Knowledge brokers in service design: lessons from organizational studies.
I Morelli, Nicola; de Götzen, Amalia & Grani, Francesco (Red.),
Service Design Geographies. Proceedings of the ServDes2016 Conference.
Linköping University Electronic Press, Linköpings universitet.
ISSN 978-91-7685-738-0.
s. 317–326.
Vis sammendrag
With service design taking increasingly strategic and transformational roles, effective organizational partnership and engagement has become crucial. However, since organizational communities are structured and function differently from social communities, participatory service innovation methods like co-design need to take additional factors and different strategies into account for effective engagement and participation in these settings. We draw from discussions in organizational studies to highlight challenges with regards to engagement in innovation processes within and across communities in organizations. Further, we look at knowledge brokers, a concept that features prominently in discourse in this area and outline it theoretically and through a strategy of application in co-design settings. Hence, we contribute to the current service design discourse by adding insights to both theory and practice. Finally, we describe the application of this strategy in two exploratory case studies with differing scales in terms of both the service being designed and the nature of participation from organizational communities.
-
Srivastava, Swati & Pandey, Sumit
(2016).
Designing for Sustainability: Challenges and Theoretical Considerations.
I Culén, Alma Leora; Miller, Leslie; Giannopulu, Irini & Gersbeck-Schierholz, Birgit (Red.),
ACHI 2016, The Ninth International Conference on Advances in Computer-Human Interactions.
ThinkMind.
ISSN 978-1-61208-468-8.
s. 177–184.
Fulltekst i vitenarkiv
Vis sammendrag
Product demand and high consumption have been
traditionally viewed as traits of successful business in the mass
market. However, the environment is under immense strain to
sustain hyper-consumption driven lifestyles fuelled by
conventional mass market business strategies. Sustainable
services have started to emerge to disrupt such business
practices and alter consumption driven processes to reduce the
harmful impact on the environment. However, the adoption of
such services has largely been limited to a niche
environmentally conscious audience. Research has argued that
for sustainable services to have a noticeable environmental
impact, they need to be adopted in the mass market. In this
paper, we discuss the challenges and outline the theoretical
design considerations needed to frame desirable value
propositions for sustainable services intended for the mass
market. To do this, we review literature from the fields of
strategic design, service design and Human Computer
Interaction (HCI) and identify conceptual overlaps with
broader discussions on sustainability and suggest that
sustainability can potentially find a familiar voice in design due
to their common interest in advocating an emphasis on
people’s needs and aspirations for a better present and future.
Mutually, design and sustainability can discover new
representations and opportunities for a better future beyond
offerings designed to fuel incessant consumption of resources.
-
Pandey, Sumit & Srivastava, Swati
(2016).
‘Pop-up’ Maker-spaces: Catalysts for Creative Participatory Culture.
I Culén, Alma Leora; Miller, Leslie; Giannopulu, Irini & Gersbeck-Schierholz, Birgit (Red.),
ACHI 2016, The Ninth International Conference on Advances in Computer-Human Interactions.
ThinkMind.
ISSN 978-1-61208-468-8.
s. 50–56.
Vis sammendrag
The changing technology landscape has reshaped the relationship between producers and consumers and has signaled a shift towards more collaborative and social cultural forms. These changing cultural practices are referred to as ‘Participatory Culture’. While the Internet offers an always on and readily accessible mode of engagement and involvement within participatory culture, these platforms need to be complemented with collaborative and creative participation in physical spaces for sustained engagement in real world cultural activities. Recent research on maker cultures and the growth of maker-spaces offers very relevant lessons in this regard. Using this research as a point of departure, we propose a decentralized and semi-organized form of maker-spaces called ‘pop-up’ maker-spaces that could act as triggers to create engagement within communities towards creative and collaborative production and informal knowledge sharing. Further, we describe three workshops that were setup as ‘pop- up’ maker-space environments as a part of a case study to discuss our findings and insights. While all the workshops had a pre-defined thematic area, the final outcomes were very different and represented differing conceptual and material explorations conducted by the participants.
-
Culén, Alma Leora; Pandey, Sumit; Srivastava, Swati & Coughlin, Katie
(2015).
Can Games Motivate Urban Youth for Civic Engagement?
I Zaphiris, Panayiotis & Ioannou, Andri (Red.),
Learning and Collaboration Technologies.
Springer.
ISSN 978-3-319-20608-0.
s. 1–12.
doi:
10.1007/978-3-319-20609-7_52.
Fulltekst i vitenarkiv
Vis sammendrag
In this paper, we explore the possibility of using games as a way of engaging youth in environmentally-oriented participatory art or other cooperative urban projects. Our approach was design-led, and youth participated in evaluating games that we proposed from the perspective of motivation and engagement, both in the environmental issues in the games themselves and in the likelihood of subsequent real life involvement stimulated by the games. The findings show that ultimately, personal passion for the cause that the game represents, and not the game itself, would be the central factor in a youth’s decision to engage in real life. Social embeddedness was also valued high, as well as the possibility to make a real difference.
Se alle arbeider i Cristin
-
-
Srivastava, Swati & Culén, Alma Leora
(2018).
Transition‐oriented Futuring: Integrated Design for Decreased Consumption amongst Millennials.
-
Srivastava, Swati
(2017).
Zygo: Design Led reframing of the Second-Hand Marketplaces.
Vis sammendrag
Situated within a larger design research project studying the phenomenon of premature disposal of durable products and increased resource consumption, my ongoing PhD research investigates ways to explore and develop new perspectives and framings of the practices of secondhand use of durable products amongst teens and young adults (16-27 years) for the mainstream uptake of secondhand marketplaces through interaction and service design proposals. For Nordes’17, I will present an experiential exhibit showcasing a new service proposal, ‘Zygo’ that re-positions the secondhand marketplace as a scaffolding to support and connect the youth in the transient, varied and yet complementary phases of their lives and helps them in managing their respective aspirations and needs.
-
Culén, Alma Leora; Srivastava, Swati & Pandey, Sumit
(2016).
Temporalities and Spaces for Engagement in Design Activities.
-
Pandey, Sumit; Srivastava, Swati & Børsting, Jorun
(2016).
Framing process and practice: reflections on intermediate material outcomes.
Vis sammendrag
In this position paper we discuss the design of two artifacts with a Research through Design (RtD) approach and the role of intermediate material outcomes in solidifying and framing the design intent. The first artifact, called ‘Hearsay’ was designed to provoke reflection and debate around the increasing semi-autonomous machine participation in our day-to- day lives. The second artifact, the ‘BuyBit’ focused on enabling sustainable practices by enabling second hand use through seamless access to re-sell and second- hand shopping services. Using the artifacts and the design approach described as a point of departure, we would like to investigate intermediate material outcomes of design processes and their generation to new knowledge production.
-
Srivastava, Swati & Pandey, Sumit
(2016).
Designing for Sustainability: Challenges and Theoretical Considerations.
-
Pandey, Sumit & Srivastava, Swati
(2016).
‘Pop-up’ Maker-spaces: Catalysts for Creative Participatory Culture.
-
Pandey, Sumit & Srivastava, Swati
(2016).
Knowledge brokers in service design: lessons from organizational studies.
Vis sammendrag
With service design taking increasingly strategic and transformational roles, effective organizational partnership and engagement has become crucial. However, since organizational communities are structured and function differently from social communities, participatory service innovation methods like co-design need to take additional factors and different strategies into account for effective engagement and participation in these settings. We draw from discussions in organizational studies to highlight challenges with regards to engagement in innovation processes within and across communities in organizations. Further, we look at knowledge brokers, a concept that features prominently in discourse in this area and outline it theoretically and through a strategy of application in co-design settings. Hence, we contribute to the current service design discourse by adding insights to both theory and practice. Finally, we describe the application of this strategy in two exploratory case studies with differing scales in terms of both the service being designed and the nature of participation from organizational communities.
-
Srivastava, Swati
(2015).
Conserve and Consume.
-
Pandey, Sumit & Srivastava, Swati
(2015).
Pop up Maker Spaces as Catalysts for Urban Participatory Culture.
-
Pandey, Sumit & Srivastava, Swati
(2015).
Littlebits - Drawing Machines.
-
Srivastava, Swati
(2015).
Design for Sustainable Practice.
-
Pandey, Sumit & Srivastava, Swati
(2015).
Littlebits - Sketching in Hardware.
-
Srivastava, Swati & Culén, Alma Leora
(2015).
Design to Conserve and Consume.
Vis sammendrag
In today’s consumption-based economy, the mass-market business strategies are carefully crafted for fast product absorption and long term consumer engagement with the brand. These consumption oriented market practices are offering purchase options with attractive buying experiences to improve their quality of life the environmental impact of these products and services has become a threat to the very quality of consumer life, which they advertise to improve. With the increasing awareness of the effects of unsustainable services on the environment and society, there has been a rise in efforts by companies and communities towards bringing sustainable services in practice. While this has initiated a positive trend towards a green consumption economy, these business model lack the appeal of their unsustainable yet mass market counterparts. Despite the existing demand for sustainable products and services,
such services are still largely limited to niche and/or premium market segments - stemming from environmentally conscious consumers.
Product demand and high consumption have been traditionally viewed as traits of successful business. On the contrary sustainable solutions aim to alter the consumption driven processes and reducing the harmful impact on the environment.
This situation poses an interesting dilemma for designer of these services. The intent of making a sustainable solution a mass-market phenomenon challenges the fundamental
ethos of the mass market itself. However, recent trends also suggest a growing interest in product service systems which are described as “system of products, services, networks of players and supporting infrastructure that continuously strives to be competitive, satisfy customer needs”. We intend to investigate through our literature review if service focused business models can achieve an environmentally efficient yet profitable mass market positioning. Can product service systems serve as potential
areas of disruptive innovation for sustainable entrepreneurship? Further, we examine a theoretical framework grounded in three primary aspects - Design Thinking, Sustainable Entrepreneurship and User Experience Design as key drivers for the creation of mass-market sustainable services. We consider Design Thinking as an
approach for working with this problem area, Sustainable entrepreneurship (centered on product service systems) as the underlying vision and User Experience Design as the potential area of innovation. We review the literature of these aspects to understand their historical and current models and suggest theoretically evaluate their potential
contribution to the problem space.
Se alle arbeider i Cristin
Publisert
15. sep. 2015 12:41
- Sist endret
12. nov. 2018 13:40