2020
DOI: 10.1007/978-3-030-41200-5_3
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Prosumer and Product Design Through Digital Tools

Abstract: Currently, the growing interest of users and consumers in the participation of the creative process has led to the typical "maker culture" practices. Consequently, there is an increasing number of prosumers -users who produce what they consume-who want to be part of the design and transformation process of the products. In order to achieve it, prosumers have begun to use digital tools that greatly facilitate this task. These tools could vary depending on the number of users involved in the process and the free… Show more

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Cited by 8 publications
(5 citation statements)
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“…On the other hand, the field study is based on a previous work carried out within this line of research that compiles real cases of prosumer users [9]. This study shows various real cases in industrial fields such as furniture, textile and electronic, among others, where it is detected that we can define methods based on the use of common tools and processes between them.…”
Section: Methodological Descriptionmentioning
confidence: 99%
“…On the other hand, the field study is based on a previous work carried out within this line of research that compiles real cases of prosumer users [9]. This study shows various real cases in industrial fields such as furniture, textile and electronic, among others, where it is detected that we can define methods based on the use of common tools and processes between them.…”
Section: Methodological Descriptionmentioning
confidence: 99%
“…To define the applicability of modular design in the prosumer scope, a series of real cases and design methods were exposed. To search for cases, we started from two previous academic works developed in this line of research that collected cases of modular design [22] and prosumer users [3] separately, identifying those that had both in common. Since the resulting number of cases was not representative, the search was extended using keywords such as "customization" or "modular" in technology, industrial design and crowdfunding platforms, such as Kickstarter, Yanko Design, Xataka and Google.…”
Section: Methodsmentioning
confidence: 99%
“…Factors such as the emergence of digital manufacturing, the growing trend of maker culture or the progressive network of platforms and services have allowed the end user to be included in the creative process through the co-creation, customization and manufacture of their own products [2]. Currently, prosumers use numerous digital tools, both individually and collectively, to be increasingly involved in the design or manufacturing process of a product [3,4]. These actions often respond to needs and wants related to the user, such as self-realization, but also to external causes, such as the development of new technologies [5].…”
Section: Introductionmentioning
confidence: 99%
“…Seran S et al, (2014) proposed that prosumers are knowledgeable and capable consumers who use digital technology (Web 2.0) to collaborate and participate in the design, conception, testing, and use of products or services, and have a significant impact on their social network and community [11]. Asión-Suñer L et al, (2015) used digital tools to help prosumers in multiple phases of the product life cycle and physical tools such as fab labs or 3D printers that complement and coordinate the work of digital tools, so that the product can ultimately be materialized [40]. Bravi L et al, (2017) proposed the use a configuration toolkit to express the needs and jointly design products to enter the concept design and product development, aiming to solve the problem of technical barriers in communication among prosumers [41].…”
Section: It Emphasizes the Use Of Resources And Toolsmentioning
confidence: 99%