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Social Innovation in the Curriculum: A Model for Community Engagement and Design Intervention

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Abstract and Figures

Social impact implies the capacity to create positive social change for communities and individuals. It is essential that innovation addresses the needs of those less fortunate, and empowers individuals and communities for improved societal wellbeing. This necessitates a fresh approach to curriculum and pedagogy, and educators have responded by engaging with humanitarian aid agencies to expose students to real world problem scenarios. These social design educational initiatives, however well intentioned, are often remotely located and students lack access to users and communities in need. Without this interaction, cultural and contextual aspects can be misunderstood, and solutions may be misdirected. A local context facilitates engagement and allows co-design processes to occur. The social project discussed in this paper has proven to be an effective model for social design. Students engage with end users within their local community, using design skills to respond to specific needs. Recipients benefit from assistive solutions, whilst students develop empathy and understanding. This design intervention model has delivered successful outcomes, and a unique learning experience.
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INTERNATIONAL!CONFERENCE!OF!ENGINEERING!DESIGN!(ICED17)!
21425!AUGUST,!UNIVERSITY!OF!BRITISH!COLUMBIA,!VANCOUVER!
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SOCIAL INNOVATION IN THE CURRICULUM:
A MODEL FOR COMMUNITY ENGAGEMENT AND
DESIGN INTERVENTION
Ian$de$Vere1,$Daniel$Charny2$$
1Brunel!University!London,!2Kingston!University!
ABSTRACT
Social impact implies the capacity to create positive social change for communities and
individuals. It is essential that innovation addresses the needs of those less fortunate, and
empowers individuals and communities for improved societal wellbeing. This necessitates a
fresh approach to curriculum and pedagogy, and educators have responded by engaging with
humanitarian aid agencies to expose students to real world problem scenarios.
These social design educational initiatives, however well intentioned, are often remotely located
and students lack access to users and communities in need. Without this interaction, cultural and
contextual aspects can be misunderstood, and solutions may be misdirected. A local context
facilitates engagement and allows co-design processes to occur.
The social project discussed in this paper has proven to be an effective model for social design.
Students engage with end users within their local community, using design skills to respond to
specific needs. Recipients benefit from assistive solutions, whilst students develop empathy and
understanding. This design intervention model has delivered successful outcomes, and a unique
learning experience.
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1 INTRODUCTION
Socially responsible design or design for need are important agendas for higher education. It is
essential that engineering and design graduates are ethical and responsible in their professional
activities, cognisant of the potential impact of their professional activities and understand their
capability to make positive contributions to global communities. Although Papenek in Design for the
Real World (Papenek 1971) may have advocated for improved societal balance through new design
agendas more than forty years ago, it is apparent that designers have interpreted their role as
complementary to business strategies and a market-driven approach (Morelli 2007). Whilst design is a
value-adding activity where aesthetics, usability and functionality and manufacturability are the key
concerns, Howard (2000) argues that designers are impelled to participate in the creation of lifestyles
that ‘demand the acquisition of goods as a measure of progress and status.’ Fuad-Luke (2009)
continues this theme stating that “during the past two centuries it could be argued that ‘design’ was
self-absorbed in its own culture, besotted in the power bestowed upon it by commercial interests, and
assured of its ubiquitous presence in consumers’ lives.
Students reflect this consumer culture in their work, often seeking to add marketability through
aesthetic development, rather than adding value though user empathy and social impact. Yet it is often
in empathetic projects that are not market-focussed that the greatest design impact can be realised.
If graduates are to make a meaningful contribution to issues of global concern, students must be taught
the values of social design and gain practical hands-on experience in designing socially responsive and
culturally appropriate products and infrastructure. This necessitates a fresh approach to curriculum and
pedagogy. The social engagement model discussed in this paper has proved an effective tool for
engaging students in participatory design within their local community; proving a valuable learning
experience, and establishing a ethical framework for future professional practice.
2 DESIGNING FOR SOCIAL IMPACT
2.1 The other 90%acting for the marginalised
"The majority of the world’s designers focus all their efforts on developing products and services
exclusively for the richest 10% of the world’s customers. Nothing less than a revolution in design is
needed to reach the other 90%” (Polak 2009). This statement from the founder of International
Development Enterprises, a global non-profit organisation, inspired the Design for the Other 90%,
exhibition and book from the Cooper-Hewitt National Design Museum. This exposition showcased
successful design solutions for the survival needs of the world’s marginalised people, demonstrating
the power of social design in driving transformational change and improving societal well-being
(Smith, 2007). Most communities in developing nations are marginalised, lacking the basic
fundamentals to live a healthy, productive life, and the tools for empowerment and self-determination
(Melles et al 2011). However this marginalisation is not the exclusive preserve of third world
economies. In many ‘first world’ nations, poor health, and the limiting effects of ageing and disability,
results in diminished quality of life, and reduces the potential for individuals to make meaningful
contributions to society. Social design can start at home.
2.2 Design as an agent of change
Could the creation of well-being and not goods and services, be a new purpose for design? (Fuad-
Luke 2009). Product design is seen as having a fundamental role in the emergence of consumerism, “a
contingent practice, rather than one based on necessity(Margolin 1998). Products are often imposed
on the consumers, who are then burdened with the subsequent social, environmental and economic
impact. Whilst designers and engineers are not always the instruments of these problems, they are the
professions with the technical ability and user understanding to affect better solutions. Yet to effect
effective solutions, a participatory or co-design engagement process is required where “design thinkers
become embedded in the lives of the people they are designing for(Brown and Wyatt 2010). Social
impact can really only be achieved by understanding the individual and societal needs within their
specific social, environmental and economic contexts (IDEO 2008).
Sanders and Stappers (2008), signal a shift from a broad user-centred approach to a participatory co-
design mindset and practice, where the designer assumes the role of facilitator in the design process,
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“whilst the person who will eventually be served through the design process is given the position of
expert of his/her experience’, and plays a large role in knowledge development, idea generation and
concept development.” Whilst the designer still plays a critical role in realising solutions, participatory
design displaces the sole expertise and authority of the designer, instead calling for a more cohesive
relationship between stakeholders. Morelli suggests that co-design and user participation are required
for sustainable product innovation, suggesting “designers will no longer be proponents of a set of
product and services, but rather the facilitators of a system of value co-production” (Morelli 2007).
This new mode of engagement between designer and end user is fundamental to the successful
implementation of social design.
2.3 Design for social innovation
Social impact relates to the capacity to create positive social change on communities and individuals.
Designers and engineers have a responsibility to envision and give form on material and immaterial
products that can address human problems on broad scale and contribute to social well-being"
(Margolin 2002). In recent years designers have been moving beyond engaging with consumer culture,
instead exploring new forms of practice, for example, social innovation. “The sustainable development
agendas are providing an opportunity to ask fundamental questions of design itself” (Chick 2012).
In response to these informed narratives, it is evident that designers and engineers must realise the
potential of design as an agent of change to make a broader contribution to society, rather than to
enhance marketability by influencing consumer behaviour. Product design should be seen as a value
adding activity that should extend far beyond aesthetics, usability and manufacturability, towards a
model where social impacts and design intervention are the key agendas.
It is evident that “designers can play a significant role as ‘shapers’ of society’ (Tromp et al 2011)
through design interventions that encourage behaviour change, and social impact.
Figure 1: identifying key aspects of design intervention
Figure 1 describes a process for local engagement, highlighting the three core concerns; opportunity,
empathy and empowerment. It is necessary for designers and local community to find opportunities
for the engagement process, from which understanding, empathy and co-design will emerge. A sharing
and collaborative spirit is a fundamental aspect for a healthy society. Successful design interventions
are those that result in solutions that empower the end user and their community.
2.4 Design activism
Fuad-Luke identified ‘design activism’, an emerging practice where designers are using “the power of
design for the greater good.” He defined a practice of ‘design thinking, imagination and practice
applied knowingly or unknowingly to create a counter-narrative aimed at generating and balancing
positive social, institutional, environmental and/or economic change’ (Fuad-Luke 2009). In this, he is
both advocating a reform of design practice, and the pursuit of social change though the practice of
design. Many design agencies are already responding and challenging the design community to
respond to global challenges (e.g. openIDEO, DesignthatMatters) and social projects are emerging that
advocate a different type of design from a market-driven approach (e.g. Fixperts, Project H Design,
DesignthatMatters - refer Section 6.1). These projects provoke new definitions of design practice,
placing the designer at the centre of a new paradigm where design is an enabler of societal change.
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LOCAL
ENGAGEMENT
EMPATHY
OPPORTUNITY
EMPOWERMENT
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3 EDUCATING FOR SOCIAL CONSCIENCE
Design has the potential to make a significant contribution to global wellbeing and betterment of
societies, yet design education is understandably focussed on graduate employability and industry
needs. This can mean curricula that are strong on the skills required to service a consumer-product-
service model, but one that neglects the needs of community and society. But if we are to address
critical global issues, the next generation of design and engineering graduates will need not only
awareness of complex cultural, societal and environmental concerns, but also an embedded ethical
philosophy that underpins their professional practice.
The idea that design should be responsive to society and the environment is not a recent concern. In
2008, the 124 design university members of Cumulus, signed the Kyoto Design Declaration, making a
commitment to sustainable development and their role “in the further education of our youth within a
value system where each of us recognises our global responsibility to build sustainable, human
centred, creative societies” (Sotamaa 2009). In doing so, these institutions acknowledged their
obligation to future generations to educate a more ethical graduate who understands the need to meet
the needs of the present without compromising the needs of future generations.
3.1 The need for a responsive social approach amongst designers and engineers
It is not always apparent that this message is resonating within educational institutions. “The lack of
social concern among graduating engineers has led to questions into how the social and technical
realms can be more closely linked. Among the many challenges engineers can address, are enabling
technologies to benefit developing nations” (Atwater 2013). It is important that social problems are
integrated into the curriculum as challenges to emphasise that engineering is not just about
technological advance. Instead, students need to understand the appropriate use of technology, so that
as graduates they will use their skills and knowledge to deliver cost effective and viable empathetic
solutions. To achieve this, curricula will need to incorporate experiential (project-based) learning
models that deal explicitly with social issues. It is not sufficient to simply ‘lecture’ on these issues;
students must have the opportunity to develop empathetic engagement skills.
3.2 Collaborating with local communities
Design can effect change and make a strong contribution towards addressing the problems faced by
less advantaged communities. There is a strong imperative for curricula to establish empathetic
understanding and develop student understanding of their potential contribution to global issues (e.g.
Margolin (2002) Morelli (2007), de Vere (2011) and Ramiraz (2011) etc). However, students often
lack geographic access to the communities that they seek to assist, with end users only accessible
through intermediaries, such as humanitarian aid agencies. This is a significant barrier to user
engagement and the participatory design processes that are so meaningful in successful social design.
For social projects to be effective, both in outcome and educational terms, a more local project context
is required, where students can directly access target communities and end users (Melles 2011).
Working locally within an easily accessible context can help students establish understanding and
empathy, whilst directly aiding marginalised groups and individuals within the community.
The Fixperts Educational project (www.fixperts.org) (described below) is an example of a social
project that provides an appropriate platform for students to achieve a meaningful social contribution,
within a local context. This model allows for user-engagement throughout the design, making, testing
and implementation process and creates opportunities for students and their educators to add value to
their local communities. Students are able to realise viable design outcomes that deliver an immediate
impact, whilst understanding their own potential to make a positive contribution to quality of life.
These are important lessons for young designers and engineers.
4 FIXPERTS
Fixperts (fixperts.org) is a creative social campaign and design education project launched in 2012
following the Power of Making exhibition at London’s Victoria and Albert Museum (Charny 2012), as
a platform for designers to engage with their communities; using design intervention to help people
with everyday problems. Initially created by Daniel Charny and James Carrigan as a volunteering
platform, the Fixperts education framework was then developed by Charny. Fixperts is now managed
by the creative consultancy From Now On, which has developed the resources and facilitated global
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growth. It operates as an open knowledge and expertise sharing resource, with the mission that ‘fixing’
is a valuable creative and social activity. Fixperts encourages people to use the power of fixing, design
and making to help those in need, and uses short documentary films to share solutions and insights and
to inspire others to undertake similar projects.
The project involves student designers and their tutors engaging with the local community to identify a
person with a genuine problem with the potential for transformational impact. It is an example of
‘research in the wild’ where students and end users work together to co-design useful solutions.
This is achieved through encouraging creative problem solving, developing empathy, building
resilience, working with people with real needs, and promoting open access design.
There is an expectation that the journey from problem to solution will be a shared adventure; inspiring,
motivating and sometimes difficult, but always educational and beneficial.
4.1 Global impact network
Since its launch in 2012, the Fixperts network has spread globally with universities in 18 countries
now engaged with the Educational Project. The map below shows the global distribution of
participants who have contributed more than 250 social innovation projects at the time of
writing. This rapid growth is due to the enthusiasm with which design and engineering lecturers have
embraced it as a learning tool for engaging students in social design. Whilst some universities such as
Kingston and Brunel in London have participated in this initiative shortly after its inception, the
network now engages students as far away as China, Poland, Africa, India Israel and Mexico.
Figure 2: The global spread of Fixperts location of participating universities
This has resulted in a global movement of ‘Fixperts', people who practice social innovation and
publish their work on an open sharing platform.
4.2 Education project
Design educational environments are a valuable resource of creativity and enthusiasm, and students
are willing recipients of product design experience in a real world context. It is for this reason that the
education project is at the core of Fixperts. In addition to providing a platform for the dissemination
and sharing of ‘fixes’ and design intervention expertise, Fixperts provides educational guidelines to
support design and engineering academics to deliver social design intervention projects.
The project aims to promote social values through design, and create opportunities for students to:
make a strong connection between design and problem solving,
experience working in a collaborative team on real world projects at human scale,
learn to listen, develop empathy and understand the needs of end users,
see the impact of direct positive application of their creativity and social engagement.
It provides a valuable learning experience and the opportunity for students to make a meaningful
contribution within a local context, through engagement and design intervention.
The Fixperts education model of engagement has four main stakeholders:
Fixperts (people who love to make and improve thingsthe design students),
Fix Partner (a person within the community who has a ‘fixing challenge’
Master Fixpert (a tutor directing student process and solutions), and
Film Maker (to document the process and outcome)
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The Fixperts process, starts with a community engagement process and culminates with a working
design prototype being supplied to the Fix Partner, with the entire engagement, design prototyping and
user testing journey documented in a three-minute film which is uploaded to the Fixperts website
(http://fixperts.org/fixfilms/). These Fixfilms have been downloaded more than 400,000 times.
4.3 Community engagement
What is a good Fixperts project? Any problem within the local community that requires a design
solution is a suitable project for Fixperts, however with the caveat that, within the constraints of
student ability and resources, it must be viable and achievable within the project timeframe. Ideally
projects should have a measurable impact for the community partner, and the potential for further
development and scalability for wider (open source) distribution.
Securing a suitable partner is not without its difficulties. Students are required to reach out into their
local community and engage with community support groups, charitable organisations, neighbourhood
businesses, and social and sports clubs. This requires students to interact with a diverse demographic,
some of whom may have significant disabilities. This can be confronting, and challenging for students.
Students must manage the project with diplomacy, whilst deferring to the needs and opinion of the
partner, and ensuring an inclusive and respectful decision-making process. The tutors (Master
Fixperts) play an important role at this stage in ensuring that students are well briefed to enable a
sensitive and empathetic approach, whilst respecting the participants’ privacy and confidentiality.
4.4 Process
Fixperts is a collaborative process, not a service. As a one-off design intervention, it is experimental
by nature, and initially solutions are likely to be of a temporary nature. The Fix Partner challenges the
students’ skills and imagination, and in return receives a working prototype, and the knowledge that
they have contributed to student development, and helped build a film repository of social innovation.
Students initially undertake an observation of the partner’s daily routines to identify problematic or
frustrating situations, or issues that they have learnt to ignore or work around. In most instances
students use a process not dissimilar to the Social Design Methods Menu (Kimbell and Julier 2012);
spending time understanding people’s experiences and resources on their own terms, taking
methodical steps to analyse and address these with their active participation, storytelling, and
developing design solutions based on the way people actually do things in their own context.
However, rather than storyboarding, filmmaking provides the project narrative.
4.5 Project examples
Typical Fixperts projects are either supporting or enabling devices, with the focus on making a
positive impact in the daily life of the Fix Partner (usually someone with a disability or restrictive
medical condition. Solutions tend to be a bespoke design, an innovation or an adaptation of an existing
product to improve usability. The outcomes below are a selection of recent assistive designs.
Figure 3. Examples of Fixperts outcomes (left to right): assistive feeding device, a button
fastener for arthritis sufferer, and a thumb brace for a sufferer of Ehlers-Danlos Syndrome.
4.6 Outcomes and benefits
The Fixperts education project has significant learning outcomes. The satisfaction of developing and
delivering a solution to a real world problem, results in a heightened sense of student achievement.
Tutors have observed a subsequent boost in confidence and an emerging enthusiasm for design as an
agent for change, rather than just a profession. Fixperts provide the opportunity for students to make a
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meaningful contribution to societal wellbeing. An evaluation of Fixperts by the Tavistock Institute Of
Human Relations (Tavistock 2016), noted the following benefits in its Theory of Change analysis.
4.6.1 Benefits to Fixperts (students)
Fixperts provides opportunities to develop transferable skills, especially in communication and
community engagement. The project allows students to make a clear connection between design and
problem solving, experience and understand design at human scale, refine observational and analytical
skills, develop story-telling, film making and teamworking skills, and enjoy the positive social impact
of their creativity.
4.6.2 Benefits to Fix Partners (those in need)
Project outcomes have facilitated greater independence in the achievement of everyday tasks, and a
sense of empowerment in having greater control and choice. Partners also feel pride and increased
confidence as a result of having been part of an innovative design team. Projects that are well made
and well meant can have significant impact in the lives of the Fix Partner.
4.6.3 Benefits to wider society and creative communities
“This is the first voluntary group I've encountered, that drags Design out of the showroom or gallery,
directly to those who actually need these skills now (Instructables.com).
The Tavistock report notes “Individuals, small businesses, sporting clubs and charitable organisations
have experienced design interventions that have resulted in social impact through a beneficial design
solution. Fixperts enforces the values of creative problem solving and social good.” (Tavistock 2016).
4.6.4 Benefits to educational institutions
The project provides a concise and structured way to develop student skills and introduce them to
concepts and values of social and user-centred design. Fixperts also has value in helping the
universities fulfil their obligations to their local community, through an engagement process that
yeilds positive and beneficial outcomes. There is also value for both staff and students by facilitating
learning and comparison by engaging with an international design network.
4.7 Issues and concerns
Some barriers to successful project implementation and outcome realisation have surfaced. Whilst
projects are generally successful, it is apparent that the academics and technical staff supporting the
projects have a vital role in avoiding potential difficulties to ensure a successful outcome.
4.7.1 Managing expectations
The project develops one-off solutions for a specific individual or group need. Solutions are
experimental prototypes and all stakeholders must understand the possible limitations of the final
solution. Outcomes may not have the quality of execution or longevity of a manufactured product. It is
important that tutors (Master Fixperts) are involved in initial project selection and scoping to ensure
that outcomes are realistic, achievable and safe.
4.7.2 Safety
Concerns exist about the safety and durability of prototypes and the public liability issues, and it is
therefore critical that the technical and lecturing staff work closely with student teams to ensure safe
and appropriate design solutions, especially with regard to Health and Safety repercussions (e.g.
stability, structural strength, electrical circuitry, exposure to hazardous environments etc).
4.7.3 Ethics
Fixperts projects must conform to university ethical and safety standards, through staff supervision.
Working with children, the elderly and those with disabilities requires sensitivity and empathy. Care
must be exercised regard to the ethical implications of filming and publishing films, particularly with
regard to respecting individual rights to privacy and the depiction of children. Many institutions
require students to undergo ethical training before the start of the project, and participants to sign an
informed consent form and a photographic release form to allow for internet publication of the film.
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4.7.4 Film making
Fixfilms, which are uploaded to Vimeo and linked to the FixFilms website, must exhibit an engaging
and compelling documentary style. However students often have no experience in filming and video
editing processes, nor storytelling and narrative development. As films utilise video footage, still and
time-lapse photography and stop motion animation, with added subtitles, voice over, and musical
soundtracks, it is advisable to conduct advance training in filming and video editing techniques.
5 FUTURE DIRECTIONS
In recognition of its achievements, Fixperts, won the 2016 Blueprint Award for Design. Although a
relatively young project, Fixperts has quickly established global reach and impact through the
Education Project, which engages university-level design and engineering students with their local
communities. But there are other avenues for future development and further societal impact.
5.1.1 Schools project
Fixperts ambition is to have the programme taught at every level of education. The organisation is
working with an UK examination board on a new science, technology, engineering and maths (STEM)
technical qualification, which will see Fixperts projects tested in schools as part of a new technical
qualification at GCSE level. This has the potential for widespread social awareness and design impact.
5.1.2 Project scaling and social entrepreneurship
Opportunities exist for the further development and scaling of project outcomes. Whilst some
problems and solutions may be unique to a specific user and their environment, there are many
commonalities regarding the difficulties people have living with physical disabilities or impairments.
It is therefore appropriate that the design solutions be made available as open source designs, in order
that many others can benefit from the students’ creativity.
An additional consideration is whether support should be found to enable the commercialisation of
these designs as specific assistive products.
6 DISCUSSION
NESTA has defined Social Innovation as “innovation that is explicitly for the social and public good.”
Its Open Book of Social Innovation (Murray 2010), identifies six stages of social innovation:
1. Prompts, inspirations and diagnoses,
2. Proposals and idea,
3. Prototyping and pilots,
4. Sustaining,
5. Scaling and diffusion, and
6. Systemic change.
It would appear that since 2012, Fixperts has moved through Stages 1 to 5 successfully, with a
sustained contribution and an increasing global network and reach and impact. It is too early to see
systemic change, however a large number of design educators have included the initiative in their
curriculum and each year hundreds of new designers engage in Fixperts projects. In addition, the
future inclusion of Fixperts projects in the UK National Curricula will see social innovation embedded
in tertiary education. This has great potential for future systemic change as the next generation of
designers, engineers and school leavers will have a unprecedented level of social awareness and the
tools and inclination to make a positive contribution to their communities. Murray (2010) states
“systemic innovation is very different from innovation in products or services. It involves changes to
concepts and mindsets as well as to economic flows: systems only change when people think and see
in new ways.” Whilst a relatively young project, it is apparent that Fixperts has the potential to change
the mindset of the young participants; this has immense value in driving future systemic change.
6.1 Similar programmes
Fixperts is not the only social project that uses design for social impact. There are many programmes
that engage in social innovation or design intervention projects; some of these are discussed below.
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6.1.1 Remap (UK)
ReMap custom-makes equipment to help disabled people live more independent lives. This charitable
organisation has been running for more than fifty years, with similar social objectives to Fixperts,
although limited to disability support. There is no pedagogical programme, instead Remap relies on
professional engineers, ‘makers’, occupational therapists and physiotherapists as volunteers to achieve
its objectives. Whilst outcomes are hugely beneficial to the target user, and potentially scalable into
assistive products, the reach or impact of ReMap is not as extensive as with an educational project.
6.1.2 Project H Design
The USA-based Project H Design is a team of humanitarian designers engaging locally to improve the
quality of life for the socially overlooked. Its programs “teach rigorous design iteration, tinkering,
applied arts and sciences, and vocational building skills to give young people the creative, technical,
and leadership tools necessary to make positive, long-lasting change in their lives and their
communities.Project H Design has three core activities as follows:
Studio H is an in-school design/build class for 6th-12th grade students who apply their core
subject learning to design and build audacious socially transformative projects. It was the subject
of the award-winning full-length documentary film, If You Build It.
Girls Garage is a design and building program and dedicated workspace for girls ages 9-13.
Integrating design, engineering, serious skills and social justice, it is an after-school and summer
program that equips girls with the confidence and tools to build anything they can imagine.
Unprofessional Development is a teacher education initiative, which brings project-based
learning into classrooms through workshops and hands-on learning experiences. It communicates
that “making, building and design are pathways to an empathetic, socially just education.”
6.1.3 DesignThatMatters
Design that Matters (DtM) is a non-profit design company that collaborates with social entrepreneurs
to solve problems in global health for the poor and underserved communities in developing countries.
DtM creates new products and services that allow social enterprises in developing countries to offer
improved services and scale more quickly. Its collaborative voluntary process uses students,
academics and industry professionals, to design new tools to improve healthcare and education in
Africa and Asia. Unlike Project H Design or Fixperts, it has no embedded educational program.
6.1.4 Engineers without Borders educational programmes
Engineers Without Borders (EWB) sees engineering as the catalyst for change. For twelve years, it has
worked in more than thirty countries on collaborative development projects using engineering to
improve lives. The Engineering for People Design Challenge, delivered in partnership with more than
26 global universities, featured on the New Radicals 2016 list for changing the UK for the better.’
The Challenge, which is embedded in undergraduate engineering curricula, provides students with the
opportunity to learn and practice the ethical, environmental, social and cultural aspects of engineering
design. This initiative is driving systemic change in engineering education. EWB is also involved in
Youth Outreach workshops in schools, as part of the STEM Ambassador Programme.
6.1.5 Open IDEO
Other open-innovation platforms such as OpenIDEO, Design21, and DESIS focus on social activism
through design, providing a facilitation platform and challenging people to collaborate to develop
solutions for societal or environmental issues for the collective social good.
OpenIDEO is a global community that empowers members to collaborate to address global issues. It
operates in two core areas; design challenges and chapters. Design Challenges address social issues
through a three to five month collaborative design process, whilst OpenIDEO Chapters activate people
in more than twenty cities around the world to develop solutions that impact their own communities.
6.1.6 DESIGN 21 Social Design Network
Design 21 aims to inspire social consciousness by connecting people and organisations. It uses an
extensive database to link member designers, design organisations and design projects, and provides a
forum to help non-profits request design assistance.
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7 CONCLUSION
Manzini (2014) talks about the role of designers as facilitators, as triggers for new social
conversations, as members of a co-design team, and also as design activists proactively launching
socially meaning design initiatives. Fixperts is an example of design activism, an initiative that has
implications far greater than the local impact of a single design intervention, however beneficial to the
targeted user. It has proven to be inspirational and mobilising, encouraging design and engineering
students to use knowledge and skills in a meaningful social way; achieving design for social
innovation that is “more probable, effective, long-lasting and apt to spread” (Manzini 2014).
The Fixperts Education Project provides students with valuable insights into the potential of design to
resolve societal problems and has established an ethical agenda for its global network of participants.
It provides a platform for students to have an immediate societal impact through design intervention.
For students this is highly motivating and rewarding, and for local communities, highly beneficial.
ACKNOWLEDGMENTS
The authors acknowledge the passion and enthusiasm of the global Fixperts network, and thank all of
the Fix Partners for sharing their problems, working collaboratively with students, and allowing the
publication of FixFilms to disseminate knowledge and share social innovation solutions.
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... Affective impact also correlates with the emotional skill development (7.4%) of learners (Roja et al., 2020), some of which are also shared with cognitive development (2.7%). Particularly empathic and emotional skills (Roja et al., 2020); Zingoni, 2019); moreover, collaboration, communication, engagement, inclusion, and research skills are improved (de Freitas & Almendra, 2021;de Vere & Charny, 2017). Besides, social competences and skills (McDonagh, 2015) cultivate interpersonal interactions and relationships in-groups and amongst peers (Malins & McDonagh, 2008;Turner, 2021). ...
... Alongside the design process, the reviewed articles establish particular relations between empathy and the design outcomes (7.6%). It reflects on design decisions and contributes to the outcome of design activity (Altay et al., 2016;Lorentzen & Hedvall, 2018;McDonagh & Thomas, 2010;Prabhu et al., 2021aPrabhu et al., , 2021b, leads to the development of more appealing, authentic, broader, cost-effective, creative, diverse, effective, innovative, meaningful, sensitive, viable design solutions (de Vere & Charny, 2017;& Kueh, 2022) via empathic responses (Zingoni, 2019). The success of the projects (Davidová, 2020;Mitchell & Light, 2018) is also affected. ...
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... Socially responsible design and need-induced design are important for training design talents in higher education. Students in the design department should be aware of the potential impact of their professional activities and make positive contributions to global communities [17]. With the process of social innovation, the public pays more attention to the creation of a social design culture [18,19]. ...
... With the change of information technology and students' learning needs, as well as the change of the design industry and social needs, design education must be changed in the course design [1]. Through introduction of the concept of social innovation, this paper keeps the five stages: analysis, design, development, implementation and evaluation in the course of curriculum design [13][14][15][16][17]. These concepts are used in relation to the teaching field, teaching teachers, teaching methods, teaching achievements, teaching objectives and teaching participation. ...
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Engineering social change through innovation in education, Engineering
  • M Atwater
Atwater, M. (2013), Engineering social change through innovation in education, Engineering.com available at http://www.engineering.com/Library/ArticlesPage/tabid/85/ArticleID/6738.aspx