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 freedom of participation that they have on the product. It has been presented a number of qualitative classification of cases involving the end user, individually or collectively, that has influenced as a prosumer in the product design process. The objective is to study the use of digital tools in the creative phase within the design process according to their different levels of participation with respect to the final product. The cases are shown in four tables according to the number of users involved in the process and their level of participation. In these tables, other important aspects related to the study of digital tools such as the type of contribution of the prosumer to the product or the design phase in which he participates will be identified. In conclusion, this work will show if there is a pattern in the use of digital tools according to the number of users involved in the process and the freedom of participation that they have and which are the reasons for their use.
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Asión-Suñer, L., López-Forniés, I. (2020). Prosumer and Product Design Through Digital Tools. In: Cavas-Martínez, F., Sanz-Adan, F., Morer Camo, P., Lostado Lorza, R., Santamaría Peña, J. (eds) Advances in Design Engineering. INGEGRAF 2019. Lecture Notes in Mechanical Engineering. Springer, Cham. https://doi.org/10.1007/978-3-030-41200-5_3
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