HIPÓTESIS Y OBJETIVOS
3.1 Instrumentos Estímulos Musicales
5.1 Introduction
This chapter analysis and brings together the literature reviewed in chapters 2 through 4 to identify themes central to the phenomenon of interest. These broad themes are then consolidated into seven primary themes that cover both designing for low variety and designing for high variety. The chapter concludes with a brief summary of the chapter.
5.2 Identification and analysis of themes
From the literature of designing for low variety, the following themes were seen as central within the literature. (1) There was a separation between design and context. (2) The purpose of design was to create clear boundaries, a fixed specification of user requirements and a fixed desired outcome of the customer. (3) The purpose of design was to systematically design an offering that can be specified in advance to maximise production efficiency. (4) What happened after the point of exchange was not of interest to the organisation or their design activities and thus freezing of the design requirements into a specification of performance attributes allows organisations to assume contexts are characterised by low variety, even when they are not. (5) Designing for low variety is underpinned by traditional economic thought whereby value is created in exchange. (6) Modularity theory was commonly used throughout the literature and primarily applied within the context of static functional products. (7) The core concepts of modularity were considered to be design rules, architecture, modules, interfaces, interactions and function. (8)
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Designing for low variety is not suitable for contexts characterised by continuous changes, where post production design changes are required, because the window for functional re-design is limited.
From the literature of designing for context and S-D logic, the following themes were seen as central within the literature. (1) There is no separation of design and context. (2) Design is an enquiry that evolves over time as actors integrate and engage with resources in their context of use. (3) Designing for high variety requires an organisation to account for five important attributes of use; institutions, actor’s agency in context, existing resources in context, system boundaries and the actor’s desired outcomes. (4) Designing for high variety is a continual process and supported by the process of resource integration. (5) Designing for high variety has compatibilities with S-D logic and their understanding of value in use and resource integration. (6) A broadened understanding of modularity is compatible with designing for high variety and S-D logic. (7) The core concepts of modularity were considered to be design rules (institutions), modules, module boundaries (interfaces), crossing points (interactions) and architecture (service ecosystem). (8) Digital technology, such as 3D printing, is enabling organisations to serve use through the mobilisation of resources, the unbounded nature of digital materiality and designing for incompleteness.
There are clear disparities between the two design strategies making it possible to distinguish between them. However, from the perspective of both strategies, it is possible to rationalise the list of factors into the following major themes. (1) Resource integration. (2) Design rules. (3) Modules. (4) Actor agency. (5) Variety. (6)
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Value proposition design. (6) Technological advances. (7) Value. It is important to note that some terms have different means associated with them depending on what design frame they are tied to. For instance, value proposition design for low variety is seen as a scientific process that requires the complete specification of the design prior to the exchange. In contrast, for designing for high variety it emphasises designing for incompleteness where the boundary between context and design does not exist.
From the servitization literature, the following themes were seen as central to the literature and thus making it a suitable context through which to study the phenomenon of interest. (1) Servitization is a phenomenon that promotes the transition from an exchange based relationship to a longitudinal relationship centred on product service systems and value in context. (2) Scholars within the S-D logic community agree that existing principles of designing for low variety are not applicable within contexts characterised by high variety and continuous change. (3) The design of the physical asset may be contributing to the service paradox because organisations utilise a design for low variety frame when trying to serve use. (5) The physical asset is best placed to absorb contextual variety and to do so requires a greater level of digital materiality to be exhibited from the asset. (6) Servitization provides an opportunity for scholars to better their understanding of designing for high variety by understanding the limitations of designing for low variety when used in a context focussed on use and outcomes.
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5.3 Summary
This chapter has identified a number of themes that have emerged throughout the course of the literature review contained within chapters 2 to 4. Whilst the themes for design were identified according to each design frame, they were then consolidated to seven broader themes that cover both designing frames. These themes will form the basis of the empirical chapters as it allows the author to be guided by a tentative list of themes and categories that guide the researcher during data analysis (Voss et al, 2002).
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