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<title>PPG Design</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/1635</link>
<description>PPG Design</description>
<pubDate>Tue, 14 Apr 2026 22:25:23 GMT</pubDate>
<dc:date>2026-04-14T22:25:23Z</dc:date>
<item>
<title>Estratégias de design para a promoção do bem-estar subjetivo dos estudantes</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/13946</link>
<description>Estratégias de design para a promoção do bem-estar subjetivo dos estudantes
Berti, Ariel Fernando
This thesis starts from the premise that emotions play a central role in the educational experience and directly influence the subjective well-being of students. Motivated by the contemporary challenges faced by schools in promoting emotionally healthy and meaningful environments, the research aimed to understand how students' emotions impact their perception of well-being and how design strategies can be mobilized to foster more positive and humanizing school experiences. The study adopted an exploratory and qualitative approach and was structured in four stages: a focus group with nine educators; a workshop with nine designers and three students; the application of the Cultural Probe—composed of the Emotions Totem, the Emotions Diary, and the Pedagogical Diary—in four schools, involving 89 second-year high school students; and a multidisciplinary workshop for the synthesis and formulation of design guidelines. The results revealed that students' subjective well-being is dynamic and fluctuating, with 58.52% emotional variation between the beginning and end of the school day, confirming the school as a modulator of affective experience. The research operationalized the three ingredients of Positive Design—pleasure, personal significance, and virtue—articulating them with models of positive psychology, producing pedagogical guidelines that strengthen bonds, engagement, and a sense of accomplishment. As a scientific advancement, the study offers empirical evidence on emotional dynamics in school contexts, the connection between pedagogical practices and students' emotions, the central role of the teacher in the student experience, and proposes an integrative model between Positive Design, Positive Psychology, and Education, contributing to the development of more affective learning environments that promote human flourishing. The research offers empirical evidence on the relationship between emotions, school experiences, and subjective well-being, consolidating positive design as a viable methodological and interventional approach in the educational context.
</description>
<pubDate>Fri, 26 Sep 2025 00:00:00 GMT</pubDate>
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<dc:date>2025-09-26T00:00:00Z</dc:date>
</item>
<item>
<title>MetAMORfose: uma proposta de revolução pelo amor na educação da vida através do design estratégico</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/13931</link>
<description>MetAMORfose: uma proposta de revolução pelo amor na educação da vida através do design estratégico
Silveira, Diônifer Alan da
Strategic design research in dialogue with complexity has enabled the expansion of theoretical and practical knowledge in new and challenging contexts. Based on interconnected complex concepts such as disorder–interaction–order–organization, and principles of recursivity, hologrammatic and dialogical thinking, and autoecorreorganization, this thesis was shaped through the experience of agipensentir (feeling-thinking-acting) life across seven possible levels: (1) Energize–Synchronize–Emit; (2) Experience–Reflect–Act; (3) Feel–Think–Do; (4) Diagnose–Plan–Execute; (5) Share–Design–Cooperate; (6) Connect–Agree–Co-create; (7) Energize–Synchronize–Emit. These integrated and circular levels are presented as metAMORphoses, understood as processes of loving each part in the here and now until the whole and the void are perceived. The life-based experimentation alongside early childhood—a fundamental human phase—was redefined from evidence collection through practice to the analysis of a corpus of institutional, informational, and artistic materials. From the longstanding Universal Declaration of the Rights of the Child to national, state, and municipal public policies—including the Child’s Booklet – Passport of Citizenship, documentaries, conferences, and the audiovisual art of Mundo Bita—18 materials were examined through a respiratory metaphor (AERO) as Auto-Eco-Re-Organizations. The method, as a decolonial path, presented life through the twists and turns of spiral circuits of metAMORphosis of bodies/corpus (autoecorreorganizations) that breathe (inspiration–expansion and expiration–retraction). This proposal invites us to agipensentir each and all inseparable dimensions of the microcosm–individual–society–species–life–macrocosm that we are.
</description>
<pubDate>Mon, 22 Sep 2025 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/13931</guid>
<dc:date>2025-09-22T00:00:00Z</dc:date>
</item>
<item>
<title>Design para bem-estar: educação financeira para pessoas surdas</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/13696</link>
<description>Design para bem-estar: educação financeira para pessoas surdas
Santos, Rodrigo dos
A Product-Service System (PSS) is related to innovation strategies that aim to shift the focus of businesses from designing and selling only physical products to doing the same from a system of products and services that are suited to meet specific customer demands. This thesis proposed the construction of a PPS in the environment of financial institutions in Brazil, supported by the National Strategy for Financial Education (ENEF), for deaf people. Using design as the basis for promoting well-being for the research target audience, this Thesis contextualized financial education under the ENEF in the country and the responsibility of financial institutions in promoting inclusive and accessible information for their customers. The research was carried out in stages, starting with a quantitative phase with the application of two research instruments (consumer wisdom and perceived financial well-being scales), back-translated into Libras, followed by qualitative research with the application of 6 in-depth interviews, a project workshop and a final experiment to validate the guidelines. As methodological support for further research, analogous cases that provide services to deaf people were explored, such as an American coffee shop and a Brazilian ice cream shop, as well as a finance education company and an association of financial market entities. The experiment to validate the guidelines simulated banking services for deaf people in Libras, using two artifacts (brochures with information on banking products) developed in Portuguese and Libras for this research. The research demonstrated that an SPS built with full support for Brazilian Sign Language (Libras) tends to provide greater well-being for the deaf public in matters related to financial education and proved the importance and essentiality of the participation of the deaf public in the design process.
</description>
<pubDate>Wed, 26 Feb 2025 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/13696</guid>
<dc:date>2025-02-26T00:00:00Z</dc:date>
</item>
<item>
<title>Mudança organizacional sob a perspectiva do Design Estratégico</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/13618</link>
<description>Mudança organizacional sob a perspectiva do Design Estratégico
Ferreira, Luís Gustavo Araujo
This research addressed Strategic Design, Organizational Change, and the strong relationship between these themes. Design, increasingly present at the strategic levels of the organization, can support project actions to achieve business objectives and address complex challenges. In this context, the aim of this thesis was to develop a process oriented towards Strategic Design to facilitate changes in organizational strategic directions. The topic was approached emphasizing collaborative processes, exploring concepts such as dialogue, shared vision, and iterative cycles. To achieve this goal, a theoretical survey was conducted to identify the research gap. The theoretical review demonstrated the relevance of the topics covered, leaving space to be explored concerning the applied practice of organizational changes, viewed from a strategic design perspective, through collaborative processes. The research strategy adopted was action research, with an applied nature, exploratory character, and qualitative approach. Two cycles were conducted, where cycle one aimed to engage team members in formulating the strategic drivers of department, and cycle two aimed to conduct a team evaluation after a follow-up period. The completion of the cycles brought countless reflections that significantly contributed to the evolution of the proposed process. This study reinforces the importance of strategic design being present in organizations, assisting them to evolve and achieve their business objectives. It also highlights the role of strategic design as a facilitator to achieve strategic objectives and organizational transformation, providing methods, tools, and the mindset needed to navigate complex, dynamic, and uncertain environments. This research contributes to the advancement of the literature on strategic design, offering a deep understanding of its practical application and strategic value to organizations.
</description>
<pubDate>Mon, 27 Nov 2023 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/13618</guid>
<dc:date>2023-11-27T00:00:00Z</dc:date>
</item>
<item>
<title>Estratégias de design para a promoção do bem-estar subjetivo de crianças em tratamento de câncer e de seus familiares</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/13611</link>
<description>Estratégias de design para a promoção do bem-estar subjetivo de crianças em tratamento de câncer e de seus familiares
Copetti, Carmen Lúcia Pinto
This dissertation addresses the contributions of strategic design to improving experiences and promoting subjective well-being of children undergoing cancer treatment and their families. This is a qualitative exploratory study that involved the participation of children undergoing cancer treatment, their families, designers and professionals specialized in the subject. The study portrays the reality and needs of these audiences and was subdivided into 6 stages, involving: co-creation to generate a storyboard with children undergoing treatment; in-depth interviews with family members and professionals; participant observation in a scavenger hunt activity with children and family members; dynamics on user experience with family members; dynamics on well-being and generation of ideas with children and family members; workshop to generate ideas with experts. The research involved listening to different actors and their points of view, and was applied within a social and organizational context, involving the feelings and subjectivity of experiences. The needs and difficulties of the audiences were raised, as well as their impacts on the generation of emotions during the journey. Finally, through workshop sessions with specialists, service opportunities were identified that can contribute to the public's experiences and well-being.
</description>
<pubDate>Thu, 08 Aug 2024 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/13611</guid>
<dc:date>2024-08-08T00:00:00Z</dc:date>
</item>
<item>
<title>Design estratégico no ambientes dos FAB LABS Acadêmicos: inovação de significado para impulsionar a inovação social</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/13318</link>
<description>Design estratégico no ambientes dos FAB LABS Acadêmicos: inovação de significado para impulsionar a inovação social
Chaves, Carolina Wiedemann
Digital technologies have rapidly integrated into everyday life, also impacting the production of artifacts through electronic systems. Digital fabrication, which employs computational means for design and computer-controlled machinery for production, has played a central role in this process. In this context, Fab Labs have emerged as spaces that, aligned with the Maker Culture, provide the general public with access to digital fabrication machinery. Many of these laboratories are linked to educational institutions and are classified as Academic Fab Labs. Despite the potential of Fab Labs to promote the inclusion of society in digital fabrication, their ability to impact society beyond the academic community has yet to be fully explored. Considering that higher education institutions are guided by the principle of the inseparability of Teaching, Research, and Extension, Academic Fab Labs, by offering access to Maker Culture and digital fabrication, present significant potential to promote this integration. In this regard, Strategic Design, linked to Social Innovation and Innovation of Meaning, emerges as a promising approach to explore this potential. This research aims to propose a Design Strategy to reframe Academic Fab Labs, using Design-Driven Innovation as a key tool. The methodology adopted is qualitative, based on the problematizing approach of Strategic Design, focusing on the movements of Listening, Interpreting, and Disseminating, which are characteristic of Design-Driven Innovation. In the “Listening” phase, interactions with various interpreters were carried out to gather existing knowledge on the topic. Additionally, two Academic Fab Labs, one linked to a public institution and another to a private institution, both located in Porto Alegre (RS), were selected as the study field. Key interpreters were interviewed, future scenario workshops were conducted, and unsystematic observations were made. In the “Interpreting” phase, a project concept was developed based on the signals captured during the listening phase. This process resulted in the formulation of a Strategic Design Proposal for Academic Fab Labs, which includes a self-assessment tool for Fab Labs to analyze their configuration and performance concerning the inseparability of Teaching, Research, and Extension, as well as Social Innovation practices. The key concepts of this proposal are purpose, sharing, and networking. Finally, in the “Disseminating” phase, a prototype of the proposal was presented to the Fab Labs involved in the study. The self-assessment tool aims to foster Fab Labs' self-awareness, enabling them to pursue their reframing according to the contexts in which they operate and the dynamics of organizational culture. The (Re)Framing Journey of Academic Fab Labs is composed of three tools: an introductory questionnaire (“How I perceive myself”), a deep reflection on the space (“Looking in the Mirror”), and a future planning panel (“(Re)Framing and Future”). The research suggests future studies to develop dynamic platforms to disseminate and enhance the (Re)Framing journey, as well as to explore its adaptation to non-academic Fab Labs and its application in other laboratories around the world.
</description>
<pubDate>Fri, 09 Aug 2024 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/13318</guid>
<dc:date>2024-08-09T00:00:00Z</dc:date>
</item>
<item>
<title>Design Boost: método para construção de competências de design orientadas à inovação organizacional</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/12912</link>
<description>Design Boost: método para construção de competências de design orientadas à inovação organizacional
Schneider, Maíra Nicoletti
This thesis addresses the importance and necessity of empowering professionals with design skills so that they may contribute to building more innovative, adaptable, and competitive companies. The resultant method from this thesis, named 'Design Boost,' is directed towards strategic design consultants, innovation leaders, and professionals aiming to foster a design culture within their organizations. In this work, promoting this culture initiates the individual development of each collaborator through teaching and learning skills characteristic of the field. Through a comprehensive literature review on design, six competencies for effective organizational innovation were identified, named by the author as Reflexivity, Creativity, Experimentation, Empathy, Systemicity, and Meaning Production. Thus, the primary goal of the method is to equip organizations seeking innovation with an educational resource focused on their employees' development, empowering them with design knowledge, skills, and atitudes. To achieve this, the method was structured into four straightforward and objective stages: Diagnosis, Planning, Training, and Evaluation. Each stage is designed to address specific design competency development needs, emphasizing meaningful and practical learning. As support for implementing the method, dynamics and tools were proposed and developed to build each of the design competencies aimed at organizational innovation. This method was developed, tested, and refined in a real business context during action research. Its contribution lies in the field of strategic design, innovation, and corporate education, providing an approach for developing design competencies in non-designers. Through Design Boost, organizations can strengthen their innovation capacity and promote a design culture that drives success in a dynamic and highly competitive business environment.
</description>
<pubDate>Fri, 29 Sep 2023 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/12912</guid>
<dc:date>2023-09-29T00:00:00Z</dc:date>
</item>
<item>
<title>Implicações político-projetuais de um design frictivo-cuidadoso</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/12606</link>
<description>Implicações político-projetuais de um design frictivo-cuidadoso
Lesnovski, Melissa Merino
</description>
<pubDate>Fri, 29 Apr 2022 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/12606</guid>
<dc:date>2022-04-29T00:00:00Z</dc:date>
</item>
<item>
<title>Estratégias ativistas no design</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/12602</link>
<description>Estratégias ativistas no design
Batista, Marcelo Vianna
The proposal of the thesis is to understand activist strategies in design, recognizing "activism" and "strategies" as boundaries of knowledge in the field of design that we seek to promote advances in. To achieve this, the thesis is developed in three methodological movements. In the first movement, we conducted a literature review examining a) scientific productions on Activism; b) Activist Design, design in which activist characteristics are recognized; and c) strategies and Strategic Design, developing a provisional theoretical framework on activist strategies in design. In the second movement, we conducted observation, experimentation, and analysis of activist strategies in the empirical field in five experimental practices (Voices for Science, Afrodite Gorda, The Church of Entrepreneurship, Reddit vs. Stock Market, and the cases “Tudo bem por aí?” and “Tela... Sala de Espera”), in which qualitative methods were chosen to consider the particularity of each experimental practice, adopting reporting as a way of providing in-depth presentation of the activist situations presented. One by one, the practices are presented with a) pertinent contextualization; b) clarifications about the given contingencies; c) description of the observed event in this contingency; d) what the situation reveals about activist action; and, finally, e) the development of a proposal for activist strategies in design based on the analysis of what the practices revealed, which was positioned in the theoretical framework. The third movement adopts the seminar method, bringing the arguments developed in the first and second movements about activist strategies in design for debate and reflection with a) Brazilian authors with scientific production on Design and Activism, and b) Brazilian individuals who use the hashtag #designativista between November and December 2022. At the end, we present a general overview of the course of these four years of production, highlighting what is at stake when we talk about activism in design, and our final argument about activist strategies in design with an emphasis on diplomacy and humor: these strategies are more than just screaming for 'STOP' and assume a 'well, let's see' that slows down and promotes other views on the activist situation, and cause 'damage', but in a surreptitious way, on the margins of direct confrontation.
</description>
<pubDate>Thu, 13 Apr 2023 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/12602</guid>
<dc:date>2023-04-13T00:00:00Z</dc:date>
</item>
<item>
<title>Brincadeiras cosmopoiéticas: uma proposta de design transdisciplinar e abdutivo</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/12451</link>
<description>Brincadeiras cosmopoiéticas: uma proposta de design transdisciplinar e abdutivo
Mandelli, Roberta Rech
In this thesis, I propose to feel, think, and make a transdisciplinary and abductive design, based on the three principles of Complexity: dialogy, which seeks distinction without disjunction; the hologram, which postulates that a part exists in the whole that exists within the part; and the recursivity, which refers to the concomitance of causes and effects in&#13;
established relations. Thus, a methodological dialogue is sought between Complexity&#13;
(strategy), pragmatism (abduction) and psychoanalysis (desire). I propose that the similarity between abduction, strategy, and desire resides in all of them being methodological processes capable of perceiving one event while giving meaning to it. In other words, processes that support the becoming as they restrict it. Abduction is elaborated as being simultaneously a proposition and an argument – a dicisign whose interpretant, as future, is coupled to the referred object, retroacting in the past. The interpretant of an abductive proposition which asseverates, negotiates, and expands a perception, giving it force of existence in the language, is named after the quality of lovingness. Then, the subject is included in the knowledge process from a temporal understanding. The cosmopoiesis neologism is developed as a proposal for a design whose core resides in each of the playful subjects which, nevertheless, are coupled to each other based on abductive proposals, inhabiting each other as ideas. In this way, cosmopoietic playing aims at promoting health as an expansion of the playful subjects in languages. In the methodological design proposal, four playful subjects participated in a cosmopoietic playing, which extended over eight months, in thirty meetings lasting approximately one hour and thirty minutes each. In the process of this play, six operational strategies have been signified and can be understood as open laws that regulate singular existences: persistent interactions as a condition for the coupling of the playful subjects; flashlights languages as an expansion strategy in different languages; sudden desires as a process of sharing abductive proposals to be signified, negotiated and expanded in the serpentine of senses, aesthetic questions which allow knowing the subject's knowing process; and live deaths as a dialogical strategy that allows to contemplate death in metaphorical metonymies as interpretant continuations that signify themselves as life, in language.
</description>
<pubDate>Tue, 14 Mar 2023 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/12451</guid>
<dc:date>2023-03-14T00:00:00Z</dc:date>
</item>
<item>
<title>Cenário como processo projetual: cartografia para a construção de uma metodologia de design</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/12446</link>
<description>Cenário como processo projetual: cartografia para a construção de uma metodologia de design
Santos, Ana Paula Silveira dos
From a strategic design perspective, this thesis investigates scenarios as a process. The main focus is set on building a methodology dedicated to those project processes which are involved in project action, understood as scenario-based project processes, developed at metaproject level. In this context, scenarios are understood as the production of past, present and future narratives. For this purpose, we put into&#13;
practice processes operated through the concepts of polyphony and the imaginary, which contribute to the occurrence of a presence that is actualised as memory or imagination and made up of multiple voices. We explore the technique of cartography which, in the face of such plurality, finds ways of expressing subjectivities which, in turn, respond to intersubjectivities. Cartography gives voice to affections in their very inception, minimising the restrictions that affect perception when it’s subject to logic and rationality. Thus, our general aim is to propose a methodology for the development of scenario-based project processes whose narratives can potentialize the imaginary and polyphony. In order for the cartographic technique to be able to preserve the subjects’ perceptions about specific realities, the urban reality (more specifically, the city of Porto Alegre – Brazil) is chosen as the locus for observation and record. It is a diverse and dynamic social space, a localised synthesis of contemporary living, which is intrinsically collaborative. The production of knowledge is supported by bibliographical research, by the visual and aural records originating from the cartographies, from the analysis operations and from the collective project practices. This is an empirical inductive, qualitative exploratory research exercise.&#13;
Therefore, it is by means of the metaproject exercise that the different movements&#13;
that make up the methodology take shape. The first movement is the collection of the&#13;
cartographies from the individual cartographers. The second movement exercises&#13;
the practice of building scenarios based on the cartographies of the first movement. The third movement works on metaprojecting based on the scenario-building activities of the two previous movements. The result of the aforementioned movements and practical processes, are reflections and thought constructions that justify the creative power that resides at the metaproject level, taking into consideration the implementation and practice of the project process. We propose a methodology that deals with scenarios as process, based on cartographic practice.
</description>
<pubDate>Wed, 15 Mar 2023 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/12446</guid>
<dc:date>2023-03-15T00:00:00Z</dc:date>
</item>
<item>
<title>Instigando a arriscar: proposição de um método narrativo pelo design para a exploração em cenários</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/11892</link>
<description>Instigando a arriscar: proposição de um método narrativo pelo design para a exploração em cenários
Ruiz, Tássia
</description>
<pubDate>Mon, 22 Aug 2022 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/11892</guid>
<dc:date>2022-08-22T00:00:00Z</dc:date>
</item>
<item>
<title>Apontamentos para um design a partir do discurso: projetando para a neurodiversidade</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/11834</link>
<description>Apontamentos para um design a partir do discurso: projetando para a neurodiversidade
Machado, Rodrigo Najar
In this work, it is argued that design research was heavily influenced by scientific par-adigms and positivistic epistemologies, many times mimicking methodologies and methods from areas such as cognitive sciences and cognitive psychology. This influence helped mold a kind of design research that has been developed since the 1960s, and it spawned in the 1990s, to methodologies like Design Thinking and Strategic Design, keeping the epistemological thread adopted by Herbert Simon. It also proposes a mostly post-structuralist paradigm to create a design that, both in terms of research and design praxis, it is centered around a dis-coursive blueprint. Starting with a project directed towards and collectively made with autistic people, it goes through a theoretical and pragmatic journey in which basic elements of design are discussed and rethought with the goal to explore the possibilites of Design Stemming from Discourse.
</description>
<pubDate>Fri, 24 Jun 2022 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/11834</guid>
<dc:date>2022-06-24T00:00:00Z</dc:date>
</item>
<item>
<title>Banquete metaprojetual: uma experiência de atualização do design como estratégico</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/11779</link>
<description>Banquete metaprojetual: uma experiência de atualização do design como estratégico
Oliveira, Ágata Morena de Britto
The design I present in this text was made throughout the path of building the doctoral thesis from the experience of the realization of design as strategic. With this purpose I have projected experiences in which space-time was composed in commensality, as an inventive procedural of the community, to foment further discussions. In the wake of these discussions by the dining table, I tried to create conditions so that every practicing subject could feel-reflet-act for the sake of being a part of the question. In this regard the dining table is understood as an artifact-process bound to the production of knowledge by which the diners make new propositions and questions.Design here is operated by the metaproject by means of artifacts-processes. The artifacts-processes propose interlacings and, for that, they are laid down by the moments of the ecology of becoming, making a connection with our functions-intents from the ‘epoche' and from the proposition. The procedural set up by the artifacts-processes define the metaproject's flux and encourages the continual opening and adaptation of the strategies to what is being lived. The relationship between the metaproject and the strategies tries to foment learning and recursive procedurals and enables the metaproject displacements.This thesis has the intention to tell the cycles of the experiments that occurred with the purpose of living such procedurals. To develop these cycles, it was necessary an interlacing between theory, method, epistemology, ontology, and the experiences found in phenomenology and in its procedural crossings of the path that made possible the practices of feel-reflet-act of our existential modes. The phenomenology means, above all, to re-learn to live the world. It is the philosophy of the incompleteness, of the becoming, of the constant movement, where what is lived manifests itself and is always the starting point to achieving something.  These interlaces constitute the metaproject path that we call ‘hodos-meta'. This perspective proposes a methodological reversal established as metaproject: to convert ‘meta-hodos' in ‘hodos-meta'. Therefore, the metaproject will not be a path (hodos) prearranged by the goals determined at the starting point. This reverse implies not a method to be applied but something to be experienced and taken as an attitude. In this way the precision of the path is closer to the movements of life, of the becoming.  Consequently, stating commensality as a proposition to design I suggest the opening of a kind of receptivity by the means of the experiences promoted by the artifacts-processes. These experiments were proposed to update the everyday life potentialities into something that may become, maybe even into feel-reflet-act, regarding our existencial modes. With these experiments we open the possibility to a new mode which may be constituted of ideas, of things, objects or even feelings. It is an opening for speculation which emphasizes the interlacings between phenomenology and the Whitehedian processuality. This moment that I call speculative becoming has profited from the interlacing between ‘epoche' and the proposition. It has formed a path to the feel-reflet-act of design as a strategy to speculate about our responsibilities and choices in our modes of existence, considering the dark situation of the world today. And by doing that taking these transformations to the worlds where our imagination allows us to flourish.
</description>
<pubDate>Fri, 20 May 2022 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/11779</guid>
<dc:date>2022-05-20T00:00:00Z</dc:date>
</item>
<item>
<title>d.e.coisas: um método de Design Estratégico para a Internet das Coisas</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/11563</link>
<description>d.e.coisas: um método de Design Estratégico para a Internet das Coisas
Diehl, Marcia Regina
A myriad of possibilities opens from the creation of computational artifacts based on digital sensors that are continuously collecting data from the context, connected to the internet, and acting based on the analysis of the collected data. For this, it is necessary to understand the context in which such objects will be immersed, observing issues such as the systems involved and, mainly, the networks of ecosystem relations. It so happens that the design processes in the field of computational technologies are focused on meeting the needs of the human being, considering them as the problem for which they must find a solution. I believe that design processes should have a space-time that allows them to discuss the problem from a systemic-relational view that could both lead to a reinvention of the problem and foster the development of innovative artifacts. One of the approaches to Design that comes closest to this proposal is Strategic Design, as it operates in a transdisciplinary way, having as premises the reconfiguration of the problem, co-design, social innovation, and sustainability, suggesting acting from a systemic view. In this sense, the present work aims to propose a Strategic Design method to be operationalized in a transdisciplinary way, from a systemic-relational view focused on computational artifacts for the Internet of Things. The research of this thesis was carried out through theoretical documentary research, research on design approaches connected with the problem and objectives, interviews about the experiences of specialists in the operationalization of transdisciplinary processes and a design practice - the Inventando_Coisas workshop - operationalized through the method that is proposed. This method – the d.e.coisas – has the characteristics of being open, sensitive to the design moment, inventive and permeated by knowledge of the humanities, technologies, and design. Its operationalization took place through the methodological movements r_Prepara, r_Aproxima and, r_Projeta, which are situated, respectively, in three dimensions: the preparation of the method's operationalization; encouraging the strengthening of intra-project relationships; and the design process itself. Inventando_Coisas occurred mostly through digital platforms with participants from the fields indicated in the method, with their movements taking place according to what emerged during the design actions. Transdisciplinarity was enhanced by the r_Aproxima movement that stimulated dialogue by establishing an operative metalanguage. The elaboration of the computational artifact in the r_Projeta movement took place from the multiple connections that were established between the knowledge contributed to the process. The r_Prepara movement made it possible to prepare the meetings according to the characteristics of d.e.coisas and what emerged from the participants in relation to the conduct of the process. The canvas that conceptualizes the computational artifact called Guaiaca_IoT clearly reveal the presence of the theoretical field, similar methods, and the tacit knowledge of specialists. In the end, it was possible to perceive that the gap, the problem, and the objectives were adequately addressed since the resulting artifact, as well as the operative metalanguage, reveal in themselves the evidence of what was proposed and founded.
</description>
<pubDate>Thu, 31 Mar 2022 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/11563</guid>
<dc:date>2022-03-31T00:00:00Z</dc:date>
</item>
<item>
<title>A metodologia do sensível: o processo de projeto de audiovisualidades</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/11557</link>
<description>A metodologia do sensível: o processo de projeto de audiovisualidades
Pedrozo, Danielle Difante
The interest in investigating the creative process of narratives focused on audiovisual products also led to a reflection on how design could re-semanticize its projects, by giving more relevance to the subjectivities of subjects and to aesthetic values. In this sense, sensoriality stands out, as it is perception that mediates the encounters between subjects and objects. Thus, a methodology aimed at creating sensitive products (audiovisualities) was designed. For this, we sought to explore the creative process in the treatment of narratives, in order to promote their potential to touch/affect the audience. In addition, a series of practical, inaugural and subjective experiences were developed, inspiring by the creative nature of their processes. The assumed method is empirical inductive of an experimental nature, visiting reality through a series of experiences that are characterized by their uniqueness and unpredictability, becoming an open space for reflection and transformation. The bibliographic review, together with visual and sound recordings, also constituted the basis for the knowledge production process. The methodology of the sensitive showed that its functioning is an eternal movement of interpreting and reinterpreting, which happened individually or collectively. That is why sensitive practices were not interested in the linear translation of narratives, but in the creative exercise of inventing countless possibilities to update and re-signify them through the proposed processes. The act of creation was linked to sensible matter. The methodology of the sensitive also asserted itself as a theory, due to its set of ideas (and ideals).
</description>
<pubDate>Fri, 22 Apr 2022 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/11557</guid>
<dc:date>2022-04-22T00:00:00Z</dc:date>
</item>
<item>
<title>Negociando com a incerteza: proposição de um framework guiado pelo design para projetação de artefatos que promovam a criação de conhecimento no contexto das cidades</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/11086</link>
<description>Negociando com a incerteza: proposição de um framework guiado pelo design para projetação de artefatos que promovam a criação de conhecimento no contexto das cidades
Stoffel, Hiparcio Rafael
The growing urban concentration has challenged cities to deal with social problems of greater uncertainty and complexity, but the efforts used to solve them have not been satisfied from a traditional approach. Every city is a carrier of knowledge, creative and intelligent to some extent, varying according to its culture, values, beliefs and abilities. The exercise of creativity, entrepreneurship and innovation are determining factors in dealing with situations of high uncertainty and creating knowledge. This research, based on the concepts of Research Through Design, studied the creation of knowledge in the treatment of complex problems and situations in cities from the construction of artifacts, in order to mediate the understanding of the problem, identify opportunities and create knowledge under the Strategic Design perspective. Having metaprojectual thinking as one of its foundations, strategic design takes a look at the design movement as a reflexive, conversion and generative process. The methodological approach used included exploratory, empirical and qualitative research and its application in a design group formed by specialist designers and diffuse designers. The analysis of design processes was explored using the linkography method. As a result, a framework structured in six perspectives was proposed to support the process of Designing Artifacts for the Creation of Knowledge: (a) Engagement and Interaction, (b) Context and Understanding, (c) Externalization of Ideas, (d) Format, (e) Application and (f) Joker.
</description>
<pubDate>Fri, 25 Feb 2022 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/11086</guid>
<dc:date>2022-02-25T00:00:00Z</dc:date>
</item>
<item>
<title>O design na era dos algoritmos: construção de cenários a partir do Design Estratégico utilizando Inteligência Artificial</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/10363</link>
<description>O design na era dos algoritmos: construção de cenários a partir do Design Estratégico utilizando Inteligência Artificial
Boeira, Juan Pablo Dávila
At the same speed at which digital tools are shaping the way people live, communicate and work, they are generating great changes, constituting the driving forces of digital transformation phenomena (FITZGERALD, et al., 2013), and thus, the problems faced in the social, cultural and organizational spheres become increasingly complex. In this sense, the practice of building scenarios through Design is particularly fruitful because the elaborated scenarios seek to predict possible futures and are part of the organizations' need to transform or create innovative, original and differentiated strategies (DESERTI, 2007). These scenarios seek to develop interpretations through strong and weak signals, which are derived from the observation of the evolution of explicit behaviours in culture, markets and technologies, to name a few. By focusing on these aspects, Contextual Research, a fundamental meta-project stage of the scenario building process, one is faced with a large amount of data to be considered. In this context, this research aims to put forward a device to automate procedures for the construction of Strategic Design scenarios through Contextual Research, proposing the inclusion of Artificial Intelligence as an instrument to capture and analyse data sources in an agile and accurate way. Therefore, bibliographic tracking is presented in order to locate the relevance of the subject in the fields of Design, Strategic Design, Scenario Construction, Metaproject, Digital Transformation, Big Data and Artificial Intelligence, along with their derivations. Due to the fact that the study is of an empirical basis, the nonquantifiable characteristics of its research object and experimental action, we chose to use Design Science Research, spread over four phases: 1. Conception and calibration, both of the system and of the collection instrument; 2. Effective incorporation of Artificial Intelligence in the developed digital artifact, as well as adjustments to the collection instrument; 3. Carrying out of the research proposal evaluation workshops and 4. Analysis of the collected data. In short, through this study, it is possible to verify that Artificial Intelligence, through the digital artifact developed, signals, with each new advance, its potential to complement the designer's attributions in generative stages, improving its capacity to store, process and synthesize data at speeds and quantities unimaginable for any individual. This fact offers the greatest repertoire to develop and complement projects, as well as opening up paving the way for Designers to be able to lead and execute activities with greater strategic relevance.
</description>
<pubDate>Fri, 27 Aug 2021 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/10363</guid>
<dc:date>2021-08-27T00:00:00Z</dc:date>
</item>
<item>
<title>Empresas de impacto positivo: um modelo conceitual para criação de valor a partir do design estratégico</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/10280</link>
<description>Empresas de impacto positivo: um modelo conceitual para criação de valor a partir do design estratégico
Carpenedo, Caroline
The last years have shown how business is changing and the challenges companies face to balance the short-term business results with the need for progress in the long term. In this new context, some companies are reinforcing their purpose to strive for objectives which goes beyond the pure financial results, guaranteeing a positive business impact, and generating value for the whole ecosystem over time. The strategic design can occupy an important space where the businesses can see the value that can be shared among people: customers, suppliers, investors, community, other companies, i.e. the ecosystem and society in general. In addition to being thought-provoking, building the competencies to contribute with the collective change is in the field of strategic design through shared processes as well as to encourage sustainability and social innovation. Therefore, this study aimed to understand how enterprises integrate economic value, sustainability and purpose to generate a positive impact for the entire ecosystem. Thus, a design science research study was carried out with three different companies, having each one the B certification as well as ESG (Environment, social and governance) indicators that are structured and followed by the board of directors. This research achieved its goals by proposing a conceptual model which includes the fundamental elements that companies need to take into consideration to generate positive impact to all ecosystems participants. This thesis contributed to the sustainability, purpose and strategic design field brining examples on how companies who joined the positive impact generation journey are creating, capturing and disseminating value to the whole ecosystem. A second contribution was bringing the benefits that sustainability in the business strategy can bring to organizations. And finally, this study favored the dialogue between the discipline of strategic design and the management area so that we can build a common theoretical framework that brings education, awareness and value creation to the entire ecosystem participants.
</description>
<pubDate>Fri, 03 Sep 2021 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/10280</guid>
<dc:date>2021-09-03T00:00:00Z</dc:date>
</item>
<item>
<title>Design e complexidade: em busca de um novo ethos projetual</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/10093</link>
<description>Design e complexidade: em busca de um novo ethos projetual
Bittencourt, Paulo Henrique da Rocha
The thesis proposes the conception of a design method and its theories, in the light of complexity theory, capable of integrating order and disorder, opening and closing, certainties and uncertainties, regularities and randomness, continuity and rupture, nature and culture to their processes, reason and imagination. Therefore, it presents principles for the regeneration of design action towards the renewal of the design ethos, aimed at creativity, diversity, dialogue, fraternity, overcoming technoculture, reconnecting dispersed knowledge and experiences and, finally, design of new possibilities of living the world in society. The work is organized in four movements that narrate the theoretical-methodological path of the research carried out in the dialogue with design experiences. It starts from the discussion about the proximity of design to the notion of form and presents the idea of a form-in-transformation, which establishes its own system for each project and is established by it, according to processualities founded on the order-disorder-organization-interaction. It then suggests the concept of design as the process of designing an original form that institutes a new unit organized from the cut of matter by substance. In this case, the project would be the formal expression of the design in its entirety. The First Movement takes up the concept of a complex system, understood as a whole that transforms itself at the same time that its parts are transformed, based on the relationships engendered between them, new emergencies, entrances and exits enabled by its organizational opening. The Second Movement points to the concept of time in design as chrono-cairo, that is, a time-nottime, which acts continuously and discontinuously on everything that exists, just as it precedes phenomenal existence by appearing in a timely manner. in crises and bifurcations. It also associates the idea of event as everything that happens in chronocairo and that impacts the system. Event, in turn, is the instance that allows events to occur, intra and ecosystemically. The Third Movement discusses the ecosystem nature of subjectivation processes, with the recognition of individuals as bio-anthropo-social subjects and the simultaneous movement of closing the “I” to the “other” (selfishness) and opening the “I” for the “other” (altruism). Projecting devices are a web of projective dispositions aimed at the subject to project himself, in “himself” and in the “other”, for the formation of a “we”. Finally, the Fourth Movement advances in understanding the concept of crisis and how a situation of systemic destabilization can be used (or designed) to promote transformations. In this sense, it proposes the idea of crisis: the conception of projecting devices that generate events capable of causing deviations and/or ruptures in the regulation devices and, consequently, fluctuations, bifurcations, retroactions, emergencies, novelty and transformation in design processes.
</description>
<pubDate>Tue, 22 Jun 2021 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/10093</guid>
<dc:date>2021-06-22T00:00:00Z</dc:date>
</item>
<item>
<title>Design emocional de sistemas produto-serviço: framework para análise da experiência do usuário baseado nas Teorias de Appraisals</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/9756</link>
<description>Design emocional de sistemas produto-serviço: framework para análise da experiência do usuário baseado nas Teorias de Appraisals
Gonçalves, Gabriela
This research investigates the potential of Appraisals Theories for the analysis of users’ emotional experiences in product-service system projects. The theory was introduced in Design to understand the emotions aroused in the user-product interaction. However, the area still lacks research that considers emotion in project activity that extrapolates materiality. In this sense, the general objective of this investigation is to develop an appraisal framework that contributes to the analysis of the user’s emotional experience in product-service system projects. Thus, initially this investigation reviewed the main Appraisal Theories in Psychology and the model used in Design, and developed a new framework of theoretical based appraisals for analyzing user emotional experience in product-service systems, for later application in the empirical phase. This is an exploratory research based on design, inspired by action research, with a qualitative approach, based on the product-service system TEDxUnisinos. This system involves products, services, communication and a network of actors committed to generating positive emotional experiences for the public. The data was collected so that the new framework could be developed and analyzed. The sample consisted of 10 people, involved in all stages of data collection, including members of the audience, speakers and volunteers from that conference. They participated in two online workshops, one to identify appraisals from previous editions of the event, and the other to generate ideas, based on their evaluations, for two new editions of TEDxUnisinosSalon. The activities were recorded on video and later transcribed literally. The content was analyzed through Theme Analysis. Based on the workshop results, two editions of TEDxUnisinosSalon (condensed format conference) were developed by the researcher. The same participants assessed the emotional impact of these events on themselves. As a result, this research presents an appraisal framework for analyzing the emotional experience of users, in product-service systems projects.
</description>
<pubDate>Mon, 29 Mar 2021 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/9756</guid>
<dc:date>2021-03-29T00:00:00Z</dc:date>
</item>
<item>
<title>Cartografia de projetos de aprendizagem: uma proposta de abordagem projetual convivial do design estratégico</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/9726</link>
<description>Cartografia de projetos de aprendizagem: uma proposta de abordagem projetual convivial do design estratégico
Terres, Márcia Beck
The reflection upon education and its purposes is a recurrent, emerging, and central importance issue if we consider the evolutionary and complexified scenario in which we live. (MORIN, 2012). As from this premise, the discussion of this research combines the questioning of the social, cultural, and political function of education through the prism of conviviality (ILLICH, 1976; FISTETTI, 2017; MANZINI, 2017), through the strategical design approach. (MANZINI, 2017). It places education in an ecosystemic perspective (MATURANA; VARELA, 1995; MORIN, 2012; 2015) in which the conviviality become vector for a systemic discontinuity of alienating mechanisms of learning and in the transition to the development of social and cultural transformation of society. According to Illich (1976), the conviviality predicts that the priorities regarding the development of the society be redefined, granting an opening for collaborative relations that are susceptible to a crucial and political communitarian analysis concerning productivity and its means. This opening is consistent with emancipatory learning that organically negotiates and articulates individual and collective skills favoring the democratization of education and the conditions for a culture of learning. (MORIN, 2015). Therefore, the analysis of the theoretical relations of conviviality and social learning linked to the process of design for a reflection upon education proposes integrating elements in consonance with a new culture of strategical design. (MANZINI, 2017). In this flow, the thesis presents a cartography proposal of learning projects as a convivial tool to guide the planning of learning processes in the school context. The cartography of learning projects is a projective approach of strategical design, understood as a social technology in the convivial tool's perspective. The proposal of social learning reframed by the conviviality searches to contribute to more sustainable futures by enhancing the action design mode in the political, social, and cultural ambit, promoting ruptures of thinking models that endorse the functional and monolithic determinism of the school context.
</description>
<pubDate>Fri, 19 Feb 2021 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/9726</guid>
<dc:date>2021-02-19T00:00:00Z</dc:date>
</item>
<item>
<title>Sob nova direção “Passarela Performática”: metodologia de projeto para design, arte e moda</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/9538</link>
<description>Sob nova direção “Passarela Performática”: metodologia de projeto para design, arte e moda
Cimadevila, Antônio Carlos Rabadan
This thesis proposes the practice of a flexible methodology, named here as Catwalk Performatic (PP), inspired by Strategic Design, in articulation between Design, Art and Fashion. Such methodology uses open principles and points out the importance of flexibility, of the performer, of collaboration and everything that is involved in that act of performance. The thematic is the PP as the methodology proposed by strategic design,&#13;
the starting point is the analysis of the so-called conceptual fashion show; posteriorly, realizing the elements that support PP, co-creation, culture, body and society. From the conceptual fashion show, the action that moves this project, within the scope of Design, goes through spectacularization and metadesign, forming the methodological principles that support the theory and corroborate the practice. The practices comprise two moments: an initial parade of free inspiration and also experimentation, which constituted the first experience, and the second, expressed in the following two experiences, which allowed the use of the methodology built by the author. It presents a procedure that will have freedom as its main characteristic, in addition to creativity as a space for performers, stimulated by culture and the experience of performativity, present in the Catwalk Performatic.
</description>
<pubDate>Mon, 07 Dec 2020 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/9538</guid>
<dc:date>2020-12-07T00:00:00Z</dc:date>
</item>
<item>
<title>Desenvolvimento de um método de design para projetação de uma tecnologia exploratória de natureza metafórica</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/9475</link>
<description>Desenvolvimento de um método de design para projetação de uma tecnologia exploratória de natureza metafórica
Nerva, Flávio da Cunha
This study aimed to develop a design method for behavior change through cognition based on the creation of exploratory artifacts of a metaphorical nature in the area of Persuasive Design. Exploratory technology is designed to help users explore and understand information about themselves. It starts from the assumption that this technology facilitates the reflective process from the construction of metaphors by the subject himself, in order to identify behaviors arising from non-visible cognitive processes, peculiar in the motivational stage of pre-contemplation of the Transteoric model. From the literature review and the deepening of the understanding of the context of behavior change, we sought to raise "elements" of reference for the process of change in the context of Persuasive Design. The review demonstrated that there is a gap and a need for better investigate the concept of Exploratory Technologies, as indicated by Dey (2013). The review also points to a lack of specific methods for the development of these technologies. The method used was that of action research through design, which presupposed two stages. The first, through interactions between designers (designers and technicians) and people linked to the context of the theme - in workshops to generate design guidelines for the development of an artifact. The second, through participant observation in order to evaluate the interaction of volunteer subjects with the artifacts. The guidelines were applied, prototyped and validated in three design cycles, by means of a research council composed by Psychologist, Design and by the researcher with training in Strategic Design. As a result, eleven exploratory technologies were indicated, nineteen design guidelines were proposed and a Method was created that supports designers in the Development of Exploratory Technologies based on Metaphors - called MDTExM - for behavior change focusing on the subject's subjective well-being. It is important to note that the main legacy of the research goes beyond the method created. The construction process may serve other investigations that seek to develop design method.
</description>
<pubDate>Fri, 20 Nov 2020 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/9475</guid>
<dc:date>2020-11-20T00:00:00Z</dc:date>
</item>
<item>
<title>Cenários panoramáticos: metodologia para projetação em design estratégico</title>
<link>http://repositorio.jesuita.org.br/handle/UNISINOS/9445</link>
<description>Cenários panoramáticos: metodologia para projetação em design estratégico
Silva, Claudia Palma da
At the threshold between design, art, and culture, we propose the projection through panoramatic scenarios, a methodology that promotes the transformation of reality using imagery narratives. We have developed a theoretical-methodological path that involves the sensitive dimension of design, from the perspective of aesthetics and the perspective of meaning. We infer from Adorno (2004) that art alters the perception of reality, as it is through aesthetic experience that it is possible to overcome the limits of rationality and deny what dominates reality, and thus frees man from a state of alienation. Therefore, we follow a track based on art that involves aesthetics, ethics, and politics. We also reframed the processes of perception, interpretation, and transformation in the light of design. Our project course is presented as a narrative course that involves image and imagination. And, the image in this study is a significant matter of a polysemic nature and acts in the production of meaning (BARTHES, 2012). And yet, the photographic image (RANCIÈRE, 2005) promotes imagination because it articulates the visible and the saying in a game that sees the invisible. For this reason, the photographic image is our main design input. And yet, photography allows us to enter the optical unconscious (BENJAMIN, 2017) of the city, locus of imagination, and transformation for design. Strategic design is understood by the triad: (a) doing together (typical of the collective activity), (b) sociocultural transformation (which aims at social well-being), and (c) strategy (which guides the project course). And, two main strategies guide our path: utopia and transculturality. In this way, the strategy moves the projecting process at the metadesign level, which happens through the shift between the project levels, which is equivalent to the displacement among the levels of knowledge; metalinguistic. In scenario, (re)assembly and fragmentation are the main techniques that work in transforming reality. And, making oneself seen (CANEVACCI, 2011) is the subject's reflexive action, the researcher's emotional and interpretive gaze, a sine qua non condition for this type of projection. Furthermore, the notion of the future in this kind of scenario acts as an agent for transforming the present, so it cannot be anticipated or predicted. Thereupon, we carry out a design experience – which is specific for our method – and qualifies the presented methodology. Our experience involved weaving narratives produced in three different cities: São Paulo, New York and Mexico City. In each city, we perform a participatory observation activity, with photographic records and an artistic workshop about the “Utopian city” theme. The registered photographs were fragmented and exchanged between cities, to favor transculturality employing cultural dialogic. From this, the imagery narratives produced in the workshops were read and transformed into an artistic and also meaningful – semantic and syntagmatic – process that resulted in a sensitive scheme. Therefore, design is also transformation.
</description>
<pubDate>Tue, 29 Sep 2020 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://repositorio.jesuita.org.br/handle/UNISINOS/9445</guid>
<dc:date>2020-09-29T00:00:00Z</dc:date>
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