2006 Design Research Society
International Conference in Lisbon

WonderGround Keywords

19th century literature and art;
3D modelling assistance;
accessibility;
access grid;
activism in design/cultural;
adaptive expertise;
advanced qualitative research methodologies;
aerospace design/architecture;
aesthetic;
aesthetics in the media;
aesthetics of design from a philosophical point of view;
aesthetics, research (by witch i mean researching the theory of research);
aesthetics;
all in design process;
alternative technology and innovation;
analogical reasoning and design;
analysis of design processes;
analysis of language, collaborative design;
analysis of the Human behaviour interaction;
analytic aesthetics;
analytical techniques;
anthropological theory;
anthropology;
applications and implications for studio pedagogy;
applied anthropology;
applied psychology;
arabic typography;
architectural and urban education and theory;
architectural design & practice;
architecture and planning;
architecture/design: programming;
architecture;
art and design education;
art and design;
art history;
art, handicraft, industry;
art/design;
art/science controversy in design & design education;
artefact/textiles;
artefacts (for generating understanding of the design space and for "use" in a broad sense;
augmented reality;
bamboo: as a development resource and a future material for human use: "post-mining human civilisation" or "post-hydrocarbon culture";
behaviour;
branding structures;
built heritage;
business;
careers;
cars;
case study;
case-based design;
certification;
changing town;
children's books illustration;
china;
chinese literature (Modern times);
christian;
circularity/cybernetics;
cleaner production;
codesign;
cognition and design;
cognition, creativity and computers in design;
cognition/perception;
cognitive engineering of human, technology interfaces;
cognitive psychology / cognitive science;
cognitive risk tolerance: conceptual and practical implications;
cognitive social design;
collaboration with industry in design education;
collaborative design research;
collaborative influences on the design process;
color and shadow perception;
colour;
comics;
communication in design processes;
communication, coordination and collaboration in groups;
communication;
complexity of design activity;
computer aided design (systems and application);
computer based systems for product modelling;
computer simulation in ergonomics;
concept generation;
conservation;
consumer anthropology;
consumer perceptions;
consumerism;
consumption;
contemporary and media archaeologies;
contemporary art;
contemporary Kimono culture;
craft;
crafts and design for development: critical tools for solving poverty in India and elsewhere;
crafts;
creations in spiral or mutations in design handicrafts;
creative industry;
creative methods;
creative processes and design;
creativity;
critical design;
critical thinking;
critics;
cross cultural design;
crossfield between designers;
CSCW (computer supported collaborative working);
cultural analysis of design;
cultural analysis;
cultural anthropology;
cultural context of designing;
cultural historical aspects of design;
cultural hybridization;
cultural identity;
cultural product concepts;
culture and design;
culture theories;
culture;
customisation;
cyber;
decision theory and techniques;
decorative Tiles;
design History;
design & innovation processes;
design aesthetics;
design and branding;
design and creation of economic value;
design and culture;
design and development;
design and digital media;
design and disability;
design and emotion;
design and ethnic groups;
design and evolution;
design and information technology: interface design, information design and IT enabled development with design;
design and interpretation;
design and marketing;
design and material;
design and metaphor;
design and organizational learning;
design and public;
design and sustainability (not environmental design, please);
design and the body;
design and the cultural sectors;
design and the environment;
design and the internet;
design and voice;
design as scaffolding;
design briefing/programming;
design cognition;
design competence;
design concepts;
design construction;
design consultancy business;
design criticism;
design development based on local cultures/heritage;
design discourse;
design education of multilingual/multicultural students;
design education: building new schools for sector specific design education (crafts and bamboo);
design education;
design effectiveness;
design ethics;
design ethnography;
design evaluation;
design evolution & design processes;
design experiments;
design for accessibility;
design for all;
design for healthcare;
design for sustainability;
design for the people;
design history and theory;
design history;
design improvisations;
design in built heritage;
design innovation;
design knowledge & expertise;
design knowledge and context-of-use;
design management education;
design management;
design methodology;
design methods - design research methods;
design methods (e.g. methodical design, TRIZ, etc.);
design methods (value analysis, TRIZ);
design methods;
design of diving equipment;
design of learning with ICT;
design of product/service systems;
design patterns (Alexander's pattern language and related systems);
design pedagogies;
design pedagogy;
design philosophy;
design planning;
design policy;
design process mapping;
design process;
design processes;
design protection;
design reasoning;
design representations;
design research methods and techniques;
design research methods for designers;
design research methods;
design research models;
design research;
design strategy;
design strategy;
design support or promotion;
design teacher: design methods ( design concepts and concerns), geometry and structure;
design teaching (basic level);
design teaching;
design theories;
design theory and methodology;
design theory and research;
design theory, and specifically the design theory of information technology;
design theory;
design thinking;
design to address societal problems;
design versus research;
design visualisation;
design visualizing;
design work systems;
design/product semantics;
design;
designer behaviours;
designer personality;
design pervasivity;
designerly theorization;
designers;
designing to improve comfort, safety and well-being;
designscience;
developing countries;
development of physiological methods in design;
didactics in artifacts conception and use;
differences between words and images;
digital
digital art and design;
digital art;
digital design repositories;
digital design;
digital museums and archives;
digitalization in society;
discourse analysis;
disruptive innovation;
distance learning (and web delivery);
doctoral education;
doctoral training;
domainanalysis;
domotica;
drawing;
dynamic interior environments;
eco design;
eco-efficiency;
ecology;
education;
educational institutions;
e-learning;
emerging technologies;
emotion, design, empathy, research, products;
emotional ergonomics;
emotions in design;
emotions in/and subject-object relations;
empathic values;
empirical studies;
enabler;
enlightenment;
environment;
environmental design;
epistemology relative to design;
ergonomics;
ethical experience;
ethics, aesthetics and politics within the design practice;
ethics;
ethnographic methodology;
ethnography;
europe;
evaluation;
evolutionary approaches in / for design;
evolvable and adaptive intelligent systems design;
exhibit
exhibitions;
experience;
experimental design & art;
expert design behaviour and reasoning;
expertise and design;
exporting creativity;
expressions in use;
facilitation and coaching;
feminism and design;
feminism;
fine art;
flow cybernetics;
form generation;
formal systems (logic) in design;
foundations for doctoral research;
from architecture to product design or vice versa;
functional relevance and usability implications for design of technology;
future;
generative design;
generative research;
globalization;
glocal;
graphic design (commutation design);
graphic design (design process);
graphic design education;
graphic design history/political;
graphic design history;
graphic design;
graphic;
graphics/social;
green design;
green purchasing;
health and design (vulnerable populations;
Hellenic/Greek arts;
hermeneutics;
historiographies of design research;
history and philosophy of science;
history and theory of architecture;
history of aesthetics;
history of design;
history of design and industrial product in Portugal;
history of industrial design in the periphery;
history of interior and architecture in Portugal;
history of mentality;
history of technique;
history of visual communication;
history;
housing layout & density and passive solar design;
how to develop tour commodity;
how to protect and develop national handcrafts;
human centered design;
human centred design of products and systems;
human factors and ergonomics;
human failures and limitations;
human modelling CAD systems;
human-centered innovation methodology;
human-centeredness;
human-centred design;
identity and design;
ideological design, sub-cultural inspired design;
illustration;
image and text;
image Theory;
inclusive design;
industrial design & design management research & education;
industrial design education;
industrial design;
industry;
information design;
information processing and knowledge management in design;
information visualization;
information;
innovation management;
innovation methods;
innovation;
innovative design;
innovative technology and accessibility for the elderly & disabled;
integrated product development, methodologies and tools;
integrating design);
inter/multidisciplinary collaboration in design;
interaction design research;
interaction design research;
interaction design, and specifically new media, mixed media and interactive visualization;
interaction design;
interaction theories and interaction design education;
interaction;
interactive media;
interactive multifactor processes;
interactive processes;
interactive;
interdisciplinarity;
interdisciplinary;
interface accessibility design;
interiors and furniture and their 4000 years history/evolution;
internet culture;
issues connected to cultural sociology;
engineering design;
kansei engineering;
knowing in design;
knowledge acquisition (i.e. cognitive studies);
knowledge based engineering (capture and formalisation of design rules);
knowledge construction;
knowledge exchange between design practise & academia;
knowledge management systems;
knowledge management;
knowledge for and knowledge of;
knowledge-based economy;
knowledge development;
knowledge management;
kondratieff's cycles;
language;
language and communication as related to typography (visible language);
LCD-life cycle design;
learning;
lifestyle;
light;
lisbon;
local design histories;
local design;
logic(s) of design reasoning;
management of innovation, design and NPD;
management;
market creation;
marketing;
material culture;
material thinking;
materials and design practice;
materials;
meaning (design semantics);
measurement of the amount of relativistic information;
mechatronics;
media;
medical products;
medical technology & innovation, E-health;
mediterranean design;
mental models in design teams strategies of experts;
method and process;
method;
methodological approaches in design;
methodological appropriation;
methodologies and methods of design research;
methodologies;
methodology;
methods & tools for concept development;
methods & tools for idea generation;
methods to improve the usability of physical and informational systems;
mixed-mode practice;
modernism / post-modernism theories and history;
multilevel psychological model of risk tolerance;
multimodality in Art and Design;
multimodal-multisensory monitoring;
museum management;
national design policies;
new industrial contexts and new design scenarios;
new product development;
new product-service systems;
object perception Architecture;
of "public space";
ontology of artifacts;
ontology;
optimisation;
outside the obvious fields of information design;
participation;
participatory action research;
participatory design (cooperative design space);
participatory design research;
participatory design;
pattern and decoration;
patterning;
Pedagogy of Drawing;
perception design;
perception enhancement;
perception;
performativity, place, space;
PhD in communication design;
phenomenology in architecture, theory, criticism, rediscovered relevance;
phenomenology;
philosophy and theory of design;
philosophy of design;
philosophy of language;
philosophy;
photography image;
politicians and business-organisations;
popular;
post-structuralism;
practice design innovation;
practice;
practice-based methodology;
practice-based research;
practice-based;
practice-led research;
prevention strategies;
problem solving;
process facilitation;
process/methods;
product design and textiles;
product design;
product perception;
product pleasure;
product semantics;
product taste, visual research;
product/graphic;
product/service definition;
professional software development practice;
professionalism;
psychological theory building in the design field;
psychology of art;
public policy and education concerned in art and culture;
qualitative research methods for design;
qualitative user research;
real time rendering;
reflection;
reflective practice;
reflective processes and methods;
reflexive capability;
regional culture;
regional design;
relation between digital and physical material, process influences, skills needed;
relational;
religion and design;
religion;
representation abstractions;
representation;
representations;
research and education (integration of theory in practice, research based design, and design based research);
research communication;
research community development;
research degrees;
research exhibition;
research interests: expert subject fields underlined;
research management;
research methodology & education;
research methods and tools for design;
research methods;
research;
rites and rituals in everyday life;
scenario-building in design;
science of profession;
science;
semantics;
semiotics (and problems of user-research, reception research);
semiotics and discourse analysis;
semiotics in/and design;
semiotics;
sensorial interfaces;
signs;
signage;
situations, communication technology;
skiamorph/skeumorph;
social & economic development by design;
social and cultural human factors;
social contexts;
social design;
social interaction;
social network visualization;
social responsibility;
social responsibility;
social system design;
socialness of artifacts;
sociocultural aspects of design;
sociology of design;
sociology;
software design;
space and place;
specific issues for re-examination, currently focussing on: the discourse of beauty in the architecture studio;
strategic design planning;
strategic design/planning;
strategic design;
strategic planning of innovation;
strategy;
student experience;
studio instruction;
style cognition;
subject-object relationships in the architectural studio;
supply chain integration;
sustainability;
sustainable consumption;
sustainable production-consumption; sustainable system innovations;
system design;
system thinking;
systemic design and services;
systemic design;
visual;
systemic-functional semiotics of visual art and design;
systems (re)design;
systems and systemic design;
systems design;
systems theories related to design;
systems thinking;
tacit knowledge;
teaching;
technical communication (drawing rules, icons applications);
technological and social change;
technologies and processes of construction;
technology (information);
technology and instruction: potential and problems;
technology studies, mobile multimedia messaging, picture sharing;
telepresence experience/telepistemology;
textile art and modern technology;
textile design;
textiles;
the aged;
the application of perception science or cognitive science to design;
the concept of research;
the integration of sustainability values into the design processes following a life cycle thinking approach;
the interconnections between Design and Art;
the social construction of form ideals (formbild);
theory of design;
theory of innovation;
theory/design;
theory;
third world;
timeless, -ness;
total design or particular design: town planning;
traditional textile arts;
traditions;
transient design;
typography;
ubiquitous computing;
undesigned;
urban housing;
urban regeneration;
usability of information/user testing;
usability;
user centered design;
user centred design research;
user experience;
user interface design;
user needs;
user participation;
user reception;
user;
user-centered design research methods;
user-centered design;
user-centred design;
user-designer experience;
use's new product experience;
value chain;
value;
values;
vehicle ergonomics;
victorian design;
visual analysis;
visual communication;
visual culture;
visual design research methods;
visual perception;
visual studies;
visual thinking;
visual;
visualising non-geometric design information (visual analytics);
welfare design;
what design is;
word & image relations;
workers-managed enterprise;
workshops (for generating understanding of the design space);
workspace;


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