Workshops Day – 01 - ICoRD'25

Workshops Day – 01

DAY – 1 | 08 JANUARY 2025 | 15:00-16:30


Workshop 101: International PhD Forum

Dr. Kilian Gericke (Rostock University, Germany), Dr Vishal Singh (IISc, Bengaluru) & Dr Srinivasan V. (IIT Delhi)

 

Abstract:

Research within the Design Society community offers many possibilities for exchange and collaboration between fellow researchers. While these opportunities cover a broad scope, from young researchers to senior community members with a range of research interests, we aim to support the specific needs of PhD students.

Aims:

  • To foster the exchange of ideas and research approaches between PhD Students
  • To provide opportunities for discussing personal research topics, methodologies, and potential problems with experts
  • To enhance networking and collaboration

Outcomes of the workshop:
The forum will allow PhD students to discuss their research questions and ideas with their peers and experienced researchers to support their research. Small discussion groups will be organised in which individual research topics are presented to and discussed within the group. Discussion groups will consist of 5 PhD students and 1 expert.
Participating students will be asked to give an elevator pitch introducing their research in a speeddating round before the main discussion (3-5 min, you can use a printed poster to facilitate your pitch):

• Research topic
o research objectives/question (s) and relevance considering published
research and industrial needs
o research methodology applied
• Personal questions/problems or issues you want feedback on e.g.
o Research approach
o Potential ideas for enhancing the approach

Who it is intended for (who should participate):
PhD students who already have defined their PhD research topic, undertaken
an initial literature study and formulated aims and objectives.


Workshop 102 & 202: DRM - Gurukooll intro

Dr. Shakuntala Acharya (IIT Guwahati) and Prof. Prasad Onkar (IIT Hyderabad)
Dr. Srinivasan Venkataraman (IIT Delhi) and Dr. Vishal Singh (IISc)
(shakuntala.a[at]iitg.ac.in, psonkar@des.iith.ac.in, srinivenk[at]iitd.ac.in, singhv[at]iisc.ac.in)

DRM Gurukooll Workshop @ ICoRD2025
Fostering Design Research in India

“Design is an interdisciplinary discipline” with many facets: people, product, process, tools, economy and ecology, that interact in the ways designing and their outcomes are produced. While designing involves research of market and users, breakthrough design innovations are often result of focussed research into the phenomena and practice of design. This type of design
research involves reflective studies into how design occurs, and how it can be improved. It is multi-, inter-, and sometimes trans-disciplinary, embracing and integrating research methods
from multiple disciplines.

DRM GURUKOOLL is an annual event hosted at a different institution each year, with the objectives of exposing designers and early (career) design researchers to the current understanding of design and design research, and supporting them to adopt a systematic methodology to do just that! Motivated by the overwhelming response of the previous events, we bring you a two interactive
workshops during the International Conference on Research into Design (ICoRD2025) on 08 -09 January 2025 from 3-4.30pm at IIT Hyderabad, where the mentors with young researchers delve into discussions on – what is Design, Design Research & Design Research Methodology? We will also reflect on the intent of the annual Indian Summer/Winter school on Design Research ‘DRM Gurukooll’ and hear from the alumni on their design research journey!

Registration link: https://forms.gle/ikwjzujpSLeL5UnaA


Workshop 103: The Art of Argumentation

Dr. Saroja Ganapathy (Srishti Manipal Institute of Art, Design and Technology)
saroja.ganapathy[at]manipal.edu

Topic of the workshop:
Academic writing, with a focus on building perspectives through constructing balanced arguments

Abstract:
This workshop helps researchers cultivate the art of perceiving, constructing and presenting subtle academic arguments based on various kinds of evidence. Since research in Design may
draw on several disciplines, the workshop presents ways of integrating evidence into an argument. Specific examples and worksheets will be used to help researchers cultivate an eye for relevant detail and to draw their attention to strategies in putting these together. The focus will be on strengthening perspectives and recognizing where supporting one’s argument through existing frameworks, established perspectives or further research may be required. (As such, the workshop focuses on skills that are not offered by AI tools and are required even where AI writing
tools are actively integrated into the writing process.) The workshop is specifically designed for a reasonably small cohort of students engaged in research – from undergraduate students to those who are in the early stages of a PhD program. Since the workshop will be largely hands-on and interactive, group activities will be designed for the contact hour and an optional individual task may be completed by participants within a week after the conference. Written feedback will be given to those who complete the task.

Outcomes of the workshop:
Learning to recognize connections, contradictions and gaps in their argument; constructing strong but balanced perspectives in writing

Who it is intended for (who should participate):
Student researchers/early PhD research scholars


Workshop 104: Creativity in engineering product design

Dr. Debashis Majumder, (School of Design, UPES)
Mejda1166[at]gmail.com

Topic of the workshop:
Creativity in engineering product design

Abstract:
Design words are used in multiple domains of engineering and in research. Often it is observed that it is heavily dominated by process parameters where creativity and user friendliness is
overlooked. Case studies will be discussed, where it could have been better using a little bit of creativity and user parameters.
Needs: Creativity is essential for product design engineers as it enables them to innovate, solve complex problems, and meet user needs in unique and effective ways. It helps in reimagining
existing products to add value and improve user experience. Creativity fosters the ability to approach problems from multiple perspectives and discover unconventional solutions.
Mode of operation: The workshop will be conducted first with demonstration through PowerPoint presentations (15 Min). Then one design exercise will be given to draw solutions(30 Min), Paper
and pen/pencil. Discussions will follow (10 min)

Outcomes of the workshop:
Impact of the workshop: Demonstrations of Creative thinking that ensures products are not only functional but also aesthetically pleasing, intuitive, and aligned with user expectations.
Its relevance for design research: Creative design engineers can integrate these elements seamlessly into the design process, keeping products relevant. Product design often involves
working with cross-functional teams, including marketing, engineering, and manufacturing.
Creativity bridges these disciplines, ensuring cohesive and innovative solutions.
Goal: Creativity leads to groundbreaking ideas, helping to develop unique products or improve existing ones, setting them apart in a competitive market. The exact practice of creativity in
applied sciences and engineering will be discussed.

Who it is intended for (who should participate):
Relevance for design research community: Creative thinking enables the generation of multiple solutions for challenging issues, offering flexibility and resilience in engineering.


Workshop 105: Participatory Permaculture: Designing Sustainable Farms Together

Agnivesh Sharma & Prof Sugandh Malhotra (IIT Bombay), Prof Vivek Kant (IIT Kanpur)
agnivesh@iitb.ac.in

Topic of the workshop:
Permaculture farm design using a participatory-based toolkit in a collaborative way for sustainable future.

Abstract:
This workshop, titled “Participatory Permaculture: Designing Sustainable Farms Together,” introduces participants to a hands-on, collaborative approach for sustainable farm design. Using a Participatory-based Permaculture Toolkit, the workshop enables participants to explore permaculture principles and participatory design methods in an engaging, practical setting. The primary goals are to get insight into the toolkit’s development, offer hands-on experience in its
application to farm layout design, and gather valuable feedback for further refinement. This participatory approach uncovers tacit knowledge to refine the toolkit for real-world agricultural needs. The workshop structure includes an Introduction to Permaculture (10 minutes), offering an overview of permaculture principles and the role of participatory design in sustainable agriculture. Next is the Toolkit Sensitization (10 minutes), where participants use the “Know Your Farm” kit to map out essential farm elements. The main activity, a Hands-On Farm Design Task (30 minutes), divides participants into two groups to collaboratively design a farm layout using toolkit elements. The workshop concludes with a Presentation and Feedback session (10 minutes), where groups present their designs, discuss challenges, and share insights. By the end, participants gain a deeper understanding of permaculture design and insights into participatory approaches for sustainable agriculture.

Outcomes of the workshop:
By attending this workshop, participants will gain hands-on experience in permaculture design, applying principles like sun direction, water flow, and resource management to create sustainable farm layouts. They will develop a practical understanding of how participatory toolkits bridge knowledge gaps, supporting marginalized communities in sustainable farming.
Through group activities, participants will enhance collaborative problem-solving skills, learning how participatory methods facilitate teamwork and community-driven decisions. Also, they’ll gain insights into the unique challenges faced by marginal farmers and explore adaptable design solutions for sustainable agriculture. This workshop will inspire attendees with strategies to integrate participatory design in future projects, leaving them with a practical approach to
permaculture and community empowerment for sustainable agriculture.

Who it is intended for (who should participate):
This workshop is intended for designers, sustainability professionals, design educators and researchers interested in participatory design and sustainable agriculture.


Workshop 106: Evolving Lines: The Past, Present, and Future of Sketching in Industrial Product Design

Shovan Kar (IIT Hyderabad)
md24resch04003@iith.ac.in

Topic of the workshop:
Industrial Product Design Sketching

Abstract:
This interactive workshop explores the evolution of sketching in industrial product design, highlighting its transformation from hand-drawn techniques to digital and AI-driven practices.Starting with a brief historical overview, we’ll examine the role of sketching as a core skill in ideation and problem-solving, and discuss how digital tools like Procreate, Sketchbook, and CAD-integrated software have enhanced collaboration and visualization. Attendees will also learn about emerging AI tools that offer automated ideation and real-time design suggestions, while discussing ethical considerations and ways to maintain creativity alongside AI.

Workshop Structure (1 Hour):
Introduction & Historical Overview: Sketching’s evolution in industrial design.
Current Tools & Technology: Overview of digital sketching tools and a live demo. Future of AI in
Sketching: How AI is influencing sketching, plus ethical insights.
Best Practices for Designers: Practical tips for hybrid workflows and effective use of digital and AI tools.
Q&A and Discussion: Open forum for questions and insights.

Outcomes of the workshop:
Participants will gain a deeper understanding of sketching’s evolution, learn tips for effective
digital sketching, and understand AI’s role in future workflows.

Who it is intended for (who should participate):
Ideal for industrial designers, students, educators, and professionals.


Workshop 107: Reimagining Cultural Narratives: Digital Heritage for Design and Preservation

Dr Shiva Ji (IIT Hyderabad)
shivaji@des.iith.ac.in

Topic of the workshop:
The workshop will focus on innovative applications of Photogrammetry, 3D modeling, and VR in the digital documentation and preservation of cultural heritage. It aims to equip participants with skills for capturing, reconstructing, and visualizing heritage sites, fostering interdisciplinary approaches to preservation.

Abstract:
As digital technologies advance, so do the possibilities for preserving and reanimating cultural heritage. This workshop explores the integration of photogrammetry, virtual reality, and digital documentation techniques to protect and reinterpret heritage sites. Participants will engage in hands-on sessions focused on 3D modeling, photogrammetry, and VR applications, learning to create immersive digital twins of heritage sites that capture cultural and historical essence. Case
studies, such as digital reconstructions of the historic city of Kashi, will be presented to illustrate the transformative potential of AI in heritage conservation. The workshop emphasizes practical skill-building in AI-based reconstructions, ethical considerations, and collaborative exercises, allowing attendees to experiment with creating conjectural models. The closing panel will discuss cultural and ethical dimensions in digital heritage and the impact of these technologies on future generations. Ideal for those in design, technology, and cultural studies, this workshop fosters an interdisciplinary environment to explore cutting-edge methodologies in heritage preservation.

Outcomes of the workshop: what the attendees will gain by attending the workshop
Technical Skills: Hands-on experience with photogrammetry, 3D modeling, VR, and AI for
heritage documentation. Project Development: Creation of a digital twin or AI-based
reconstruction of a heritage structure. Ethical Frameworks: Understanding ethical implications
in digital preservation.

Who it is intended for (who should participate):
Designers and Architects: Interested in applying digital tools to cultural preservation. Engineers and Technologists: Focused on AI, VR, and 3D modeling.
Historians and Heritage Professionals: Exploring digital methods to document and preserve historical sites.
Students and Researchers: In fields like digital humanities, cultural studies, and computational design


Workshop 108: Evaluating Educational Games: Methods and Tools for Analysis

Dr Prasad Bokil, Madhuri Sasupilli, Muniba (IIT Bombay)
prasad.bokil@iitb.ac.in

Topic of the workshop:
Game Design Evaluation

Abstract:
The educational games in learning environments are on the rise, but determining their effectiveness remains a significant challenge. This workshop will focus on the need for evaluating educational games, exploring why assessment is essential to ensure these games achieve educational objectives and enhance learning outcomes. Participants will be introduced to the evaluation methods that address various requirements, such as cognitive engagement, learning, and user experience. During the workshop, the participants will be introduced to a practical tool specifically developed to evaluate educational games. This tool provides a structured approach
for assessing educational game effectiveness based on learning outcome and player experience. The participants will choose an educational game and apply the evaluation tool to conduct a hands-on assessment. This exercise will offer practical insights into the evaluation process, allowing attendees to explore the educational game analysis tool and discuss their findings with peers. By the end of the workshop, participants will be equipped with the knowledge and skills
needed to analyse educational games and make informed decisions about their design decisions and effectiveness. Activity breakdown: 15 minutes:Introduction to the importance of educational game evaluation and overview of evaluation methods. 20 minutes:Introduction to the evaluation tool and walkthrough of its key features. 30 minutes:Hands-on activity where participants apply the tool to evaluate an educational game. 10 minutes:Group discussion on findings and reflections on the evaluation process.

Outcomes of the workshop:
The participants will be equipped with a methods to evaluate the educational games.

  • Participants will gain hands-on experience with the evaluation process, learning to apply systematic method to assess the effectiveness of educational games in terms of learning and experience.
  • These skills will enable them to critically assess the quality of educational games,support informed decisions, and guide improvements in game design.

Who it is intended for (who should participate):
Game designers and educational game designers.

  • Educators and instructional designers interested in game-based learning.
  • Researchers interested in the analysis of games and education.

Workshop 109: Intro to Digital Game Studies: The Next Frontier of Research into Interactive Media and Design

Dr Chaitanya Solanki, (Mahindra University)
chaitanya.solanki@mahindrauniversity.edu.in

Topic of the workshop:
Intro to Digital Game Studies: The Next Frontier of Research into Interactive Media and Design Digital Game Studies is an emerging research field that explores games as complex cultural and social phenomena which is distinct from game design and development. This workshop provides participants with an essential foundation in Game Studies, covering its scope, significance, and applications across various industries. Key topics include: an introduction to the field, major research areas, leading global research groups, leading conferences, leading journals and the practical application of Digital Game Studies in the industry. This field of research is not just important for those in game design and development but it is also particularly valuable for scholars from sociology, anthropology, human psychology, humanities, behavorial research, cultural studies, literary research, human-centric design and HCI. As this is an emerging field across the world, this workshop will be a jumpstart for Indian researchers and for the participants of ICoRD to (i) understand the distinction between game design/development and game studies and (ii) for them to be equipped with all the introductory knowledge to venture into this domain and/or collaborate with it. The workshop opens up opportunities for scholars and practitioners to explore novel ways of analyzing human interaction, culture, and digital media. Participants will ideally leave equipped with all the starting knowledge to engage in the growing domain of Digital Game Studies and be able to explore its relevance to their own work.

Abstract:
This workshop will introduce participants to Digital Game Studies as a distinct research field focused on games as complex phenomena, separate from game design and development. It will begin with a 15-minute introduction and overview, explaining the field’s foundations and relevance to disciplines like sociology and cultural studies. Next, a 15-minute session on key concepts will explore primary research areas, including the social, psychological, and experiential impact of games, illustrated through case studies drawn from research articles that have had real-world impact. In the following 15 minutes, participants will learn about practical
avenues, covering leading research groups such as DiGRA (Digital Games Research Association), as well as prominent conferences and journals, with insights into the specific topics they address. A 10-minute interactive discussion and Q&A session will then provide aspace for participants to ask questions, clarify concepts, and consider applications of Game Studies in their respective fields. The workshop will conclude with a 5-minute segment sharing essential resources, including key readings, foundational literature, and guidance on engaging with Digital Game Studies in India and internationally. This comprehensive introduction will
equip participants with foundational knowledge to explore and apply Digital Game Studies across research and industry settings.

Outcomes of the workshop:
After attending this workshop, participants will (1) gain a foundational understanding of Digital Game Studies, recognizing its unique focus compared to game design and development and 10 appreciating its exploration of games as cultural, social, and psychological phenomena. They will (2) acquire insights into the field’s interdisciplinary relevance, seeing how it applies to areas such as sociology, psychology, cultural studies, and human-computer interaction, (3) enabling
them to explore Game Studies within their own disciplines. Through case studies, participants will (4) understand how Game Studies research impacts industries like entertainment,education, and mental health, demonstrating its practical value. Additionally, they will (5) leave with practical resources, including knowledge of major research groups, conferences, and journals, allowing them to connect with the global Game Studies community and access leading research. (6) Essential readings and foundational literature provided during the workshop will further support their continued exploration of the field. Finally, participants will (7) receive guidance on how to engage with Game Studies in India, helping them find collaboration and networking opportunities. This workshop will equip participants with both conceptual clarity and practical resources, empowering them to explore applications of Game Studies in research and industry contexts.

Who it is intended for (who should participate):
Scholars from fields such as sociology, psychology, anthropology, cultural studies, and the humanities would greatly benefit, as Game Studies offers fresh insights into human interaction, community dynamics, and cultural expression through games. Design researchers and human-computer interaction (HCI) specialists will find value in understanding how Game Studies informs user experience, narrative engagement, and interactivity. Additionally, professionals from game design and development can gain a deeper understanding of the broader social and cultural impact of their work. Researchers interested in media studies, behavioral sciences, and education will also benefit from the interdisciplinary applications of Game Studies, especially given its real-world influence on areas like mental health, education, and entertainment. This workshop is also highly valuable for those in India and elsewhere who wish to engage with this emerging field and explore opportunities for collaboration, networking, and new research avenues within the global Game Studies community.

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Workshop 110: Practicing Causal Reasoning in Product Design using the SAPPhIRE Model and GenAI

Kausik Bhattacharya and Anubhab Majumder (IISc, Bengaluru)
kausikb@iisc.ac.in, anubhabm@iisc.ac.in

Topic of the workshop
Practicing Causal Reasoning in Product Design using the SAPPhIRE Model and GenAI

Abstract
Causal reasoning is central to understanding and innovating in product design, and the SAPPhIRE model of causality offers a structured representation to achieve this. The SAPPhIRE model has proven useful in various design activities such as creative ideation, design-by-analogy, functional reasoning and design evaluation. Building on this foundation, recent advancements in Generative AI (GenAI) provide opportunities to augment the creation and application of SAPPhIRE models. This workshop aims to teach participants how to construct SAPPhIRE representations and integrate GenAI tools to support causal reasoning in product design. Participants will first be introduced to the SAPPhIRE model, followed by hands-on practice in creating SAPPhIRE representations using a structured guideline. Additionally, they will experience how GenAI can enhance this process by identifying relevant causal elements from natural language texts. This interactive session will also collect data to evaluate the guideline’s effectiveness and explore how GenAI tools impact causal modelling.

Broad timeline:
• Opening and objectives overview (5min): Introduce the workshop goals and structure.
• Overview of SAPPhIRE model and GenAI integration (25 min): Explain the SAPPhIRE model, the guideline document, and GenAI tools for
causal reasoning.
• Hands-on activity (50 min): Participants will create SAPPhIRE models for two examples using the guideline and GenAI.
• Workshop summary and wrap-up (10 min): Discuss participant insights, future applications, and conclude.

Outcomes of the workshop:
1. Participants will gain hands-on experience in constructing SAPPhIRE representations of
engineering systems using structured guidelines.
2. They will learn how GenAI can assist in identifying causal elements and improve modelling
accuracy.
3. Data collected from the workshop will aid in refining the guideline document and exploring the
integration of GenAI in causal reasoning.

Who it is intended for (who should participate)
This workshop is ideal for: (a) Design researchers, (b) Design practitioners, (c) Design students.

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