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- Type:
- Article
- Descripción/Resumen:
- The term “slow fashion” was coined by Kate Fletcher to counter the growing trend of the “fast fashion” industry. In recent years, the clothing industry has been dominated by fast fashion that has spurred overconsumption whereby people buy more than they need. This study aims to develop a critical-creative thinking framework based on the understandings and insights of how Millennials view apparel consumption. Lynda Grose and Kate Fletcher’s chapter “Transforming Fashion Product” from their book Fashion & Sustainability: Design for Change (2012) provided useful information regarding the fashion process, helping to reveal new patterns to frame how participants of this study view apparel consumption. This research investigated the way in which consumers viewed material, consumer care, and disposal of their clothing. In order to understand the Millennial mindset with regard to apparel consumption, responses were collected from over a hundred Millennials through an online survey (Phase One), where they discussed their reasons for placing themselves along a scale from slow to fast fashion. The findings uncovered a new group of consumers, the undecided+exploring, who identified with both slow and fast fashion. Valuable insights extracted from the survey informed the development of a research toolkit for a series of participatory workshops (Phase Two) with the goal to construct a conceptual model of Millennial apparel consumption. Further understanding of slow fashion, as seen through the Millennial mindset, will inspire and guide designers, manufacturers, and consumers to make more sustainable decision when developing, selling, and buying clothing items.
- Creador/Autor:
- Hernández, Abel
- Peticionario:
- Lora Alberto
- Fecha modificada:
- 11/21/2017
- Fecha modificada:
- 01/23/2018
- Fecha de creacion:
- 2017-10-31
- Licencia:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- Descripción/Resumen:
- This paper explores the collaborative process of designing a physical object to support a National Science Foundation funded educational research project. Researchers involved with this project are exploring the ways in which gesture can aid in a explanations of science phenomena, particularly ones that have unseen structures and unobservable mechanisms. In order to manipulate the science simulations, a motion sensitive device captures students’ hand gestures. It can be difficult for students to know how to engage with this device, which impedes both student learning and associated research. In order to reduce usability challenges and enhance the connection between a student’s gestures and the scientific concepts presented on the simulation screen, a collaborative and iterative design process was conducted to create a designed form that would assist students in productively engaging with the simulations. The iterative development process of this project is an exemplar of how designed items can be developed to support multidisciplinary research projects, while also creating new fields of research. Future exploration of this device’s impact on student interaction and learning may bring to light how objects can change how people gesture in learning contexts, leaving a lasting imprint on their understanding and memory.
- Creador/Autor:
- Lindgren, Robb and Henderson, Amanda
- Peticionario:
- Lora Alberto
- Fecha modificada:
- 11/21/2017
- Fecha modificada:
- 02/12/2018
- Fecha de creacion:
- 2017-10-31
- Licencia:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- Descripción/Resumen:
- The political rhetoric of today economy has framed innovation as reproduced and reserved by specific people in specific locations. This framing has shaped the discourse of who is deserving and who is not deserving and gradually sets the foundation of social discrimination, inequality, and exploitation as part of the neoliberal economy. Given the claim that entrepreneurs are inventing the future, this paper envisions alternative futures in which performing economy contributes to socio-technical transformation. To that end, this paper focuses on two community- based initiatives in Chicago that their contribution to economy is not recognized due to incompatibility with mainstream narrative. In these counter-hegemonic exemplars, different but potentially related future-making practices occur; they are shifting the emphasize from individual entrepreneur to a collective economic development and moving forward the discussion of entrepreneurship to the kind of society and the kinds of citizens that it is creating. By conducting ethnographic study on these exemplars, patterns have emerged that are informative to design strategies for infrastructuring and socio-material negotiations.
- Creador/Autor:
- Heidaripour, Maryam
- Peticionario:
- Lora Alberto
- Fecha modificada:
- 11/21/2017
- Fecha modificada:
- 11/21/2017
- Fecha de creacion:
- 2017-10-31
- Licencia:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- Descripción/Resumen:
- Design education opportunities for non-designers are abundant and growing, many offered as rapid sprints through executive education style workshops or online courses. While these quick immersions may serve to infuse design thinking into the work processes of other disciplines, there is a risk of oversimplification. How can courses impart an appropriate sense of design without minimizing its complexity? What are the essential components of design, and optimal timing and formats needed for meaningful delivery? On the other hand, how can we educate those who seek a robust design complement to their existing professions, and those seeking a full transition of their careers into design practice? This study looks at the inception and early iterations of a one-year degree program providing an in-depth education to non-designers seeking a complementary education to other credentials or a full conversion to design through modular degree options. The first years of the program suggest several findings. For example, interdisciplinary cohorts introduce a mix of rational and intuitive approaches. Students need mentorship into design processes and practices, such as subjectivity in assessments and feedback through critique. Educators are challenged to acknowledge the past education and professional backgrounds of students, capitalizing on their unique strengths rather than homogenizing all students into a singular version of design. Students need tools to assess their professional identity during their transition to design. This work in progress will examine the spectrum of design education opportunities for non-designers, including key factors differentiating a degree program from the proliferation of short course exposures.
- Creador/Autor:
- Hanington, Bruce
- Peticionario:
- Lora Alberto
- Fecha modificada:
- 11/21/2017
- Fecha modificada:
- 01/11/2018
- Fecha de creacion:
- 2017-10-31
- Licencia:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- Descripción/Resumen:
- Lately, various kinds of intelligent products have been invented, and to play a part in the “intelligent” era, I designed an intelligent nursing bottle which can help a user when making up a bottle for a baby in middle of the night. The intelligent nursing bottle, Easybottle is a behaviour induce interaction product, which means that it motivates a user to do something with pleasure. As a mother of one year old, I learned that it is very important for a caregiver to feel satisfied in order to nurse a baby from the heart. Easybottle provides sound modality to notify the caregiver how much water she should pour when mixing powdered formula with water so she does not need to feel agitated to read bottle markings in middle of the night when her eyes are not fully awake. The methodology that I applied is metaphor. As metaphors, I chose two different sounds to compare; sound of water pouring and sound of a car’s proximity sensor. The main goal was to define more useful interface for Easybottle. I conducted quantitative within-participants experiment. This study explored whether lifelike sound works better or artificial sound works better as an indication interface. Participants evaluated the water pouring sound interface more positively than a car’s proximity sensor sound interface. Lifelike and hedonic factor appeared to be attractive to the participants and it implies that even though Easybottle is an electronic product, participants appreciate more when it reminds them of nature. Also, entertainment factor is important when doing a chore.
- Creador/Autor:
- Han, Jeemin
- Peticionario:
- Lora Alberto
- Fecha modificada:
- 11/21/2017
- Fecha modificada:
- 10/22/2018
- Fecha de creacion:
- 2017-10-31
- Licencia:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- Descripción/Resumen:
- The number of migrant workers in South Korea is on the rise, but their inadequate Korean language skills prevent them from being promoted at work, or fairly treated as respected members of the society. In this study, in collaboration with a government-authorized language educational facility for immigrants, the authors investigated (a) challenges in migrant workers’ Korean as a second language learning, and (b) design principles of lessons and learning materials specifically targeted to their needs. Student and teacher interview data confirmed that the workers’ limited time for study, weak motivation, Korean colleagues’ indifferent attitude, and limited teaching resources at educational facilities are major barriers to achieving higher levels of linguistic skills. From the data, the authors identified four design principles: personalized content, community participation, portability of materials, and micro learning modules. Informal lessons via Facebook, factory safety signs, and portable writing drill booklets are designed as on-going experimentations of the principles.
- Creador/Autor:
- Hahn, Young-ae and Gombodoo, Nyamsuren
- Peticionario:
- Lora Alberto
- Fecha modificada:
- 11/21/2017
- Fecha modificada:
- 12/01/2017
- Fecha de creacion:
- 2017-10-31
- Licencia:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- Descripción/Resumen:
- This submission reports a design-driven integrated innovation on EV mobility, EV 3.0, as a collaboration between design research institution and a small BEV company in China. The on-going project provides a novel vision and design strategies of Battery Electric Vehicle (BEV) and mobility and has achieved a key technological performance on rapid charging of BEV. The current situation of BEV Industry and their recharging patterns show a big gap of new energy mobility. Key issues of BEV and mobility are defined by analysis of users’ need of mass market and a case study of a leading BEV. Usability of charging is identified as a bottleneck of BEV industry. Hence a new vision and scenario of rapid charging are defined, leading to respective design strategies and technological routines. With a long term investigation and iterative prototyping, an established prototype is developed and officially tested in the National Center of Supervision and Inspection on New Energy Motor Vehicle Products Quality in Shanghai. The test result indicates that the prototype has 431 km range in speed of 80km/h with only 15 minutes’ recharging, which provides a valid routine to break bottleneck of BEV industry .
- Creador/Autor:
- Xu, Juanfang; Gong, Miaosen; Liang, Qiao, and Zhou, Xiang
- Peticionario:
- Lora Alberto
- Fecha modificada:
- 11/21/2017
- Fecha modificada:
- 10/08/2018
- Fecha de creacion:
- 2017-10-31
- Licencia:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- Descripción/Resumen:
- Numerous studies have dealt with what kind of value narrative can have for creating a more effective design process. However, there is lack of consideration of storytelling techniques on a stage-by-stage level, where each stage of storytelling technique can draw attention to detailed content for creating use-case scenarios for design development. This research aims to identify the potential implications for design development by using storytelling techniques. For the empirical research, two types of workshops were conducted in order to select the most appropriate storytelling technique for building use-case scenarios, and to determine the relationship between the two methods. Afterwards, co-occurrence analysis was conducted to examine how each step of storytelling technique can help designers develop an enriched content of use-case scenario. Subsequently, the major findings of this research are further discussed, dealing with how each of the storytelling technique steps can help designers to incorporate important issues when building use-case scenarios for design development. These issues are: alternative and competitor’s solution which can aid designers to create better design features; status quo bias of user which can help the designer investigate the occurring reason of the issue; and finally, social/political values of user which have the potential of guiding designers to create strengthened user experience. The results of this research help designers and design researchers concentrate on crucial factors such as the alternative or competitor’s solution, the status quo bias of user, and social/political values of the user when dealing with issues of building use-case scenarios.
- Creador/Autor:
- Nam, Ki-young and Jang, Sukwoo
- Peticionario:
- Lora Alberto
- Fecha modificada:
- 11/20/2017
- Fecha modificada:
- 01/09/2018
- Fecha de creacion:
- 2017-10-31
- Licencia:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- Descripción/Resumen:
- Student life at a large institution like University of California, Berkeley, is challenging in many ways. Along with the often extreme academic demands, students must discover and navigate numerous services while simultaneously integrating themselves into formal and informal campus communities. Historically, core student services were delivered in a piecemeal and disjointed way via a dozen or more websites. A large investment in a Student Information Systems (SIS) replacement project has since unified these service experiences through CalCentral, a Berkeley-developed service portal, and created with a significant focus on user experience design. While significant strides have been made to improve and simplify how services are delivered to students, the design team has been challenged to push their vision of the service ecosystem further, to “humanize the institution.” The vision goes through the SIS project and beyond, by first switching mindsets from service producers to service providers, and second by looking at how deeper relationships can be created digitally between students and the institution. The research, with students and different stakeholder groups, shows that beyond usability and learnability, there are greater opportunities through service design to contribute to students’ senses of agency, inclusion, connectedness and wellbeing. The design team is codifying new design principles and developing prototype experiences that look more closely at tone, behavior and contributing to a positive emotional state of mind. The service delivery through CalCentral is humanized and augmented in affirming ways, to use language that is accessible, and to guide students through complex paths.
- Creador/Autor:
- Hollowgrass, Rachel ; Jylkäs, Titta , and Geuy, Bernadette
- Peticionario:
- Lora Alberto
- Fecha modificada:
- 11/17/2017
- Fecha modificada:
- 01/11/2018
- Fecha de creacion:
- 2017-10-31
- Licencia:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- Descripción/Resumen:
- The term “community-based participatory design” (CBPD) recently emerged as a distinctive space in the Participatory Design tradition (DiSalvo, Clement & Pipek, 2013; LeDantec, 2016). This move marks a shift from treating the process of design primarily as a product development method, to one that builds social and technical capacities – or infrastructures – of individuals and communities (Björgvinsson, Ehn, & Hillgren 2010; Karasti 2014; LeDantec 2016). This paper describes participant gains from a design workshop conducted as part of a research collaboration involving a university-based research center, and four NGOs, the participatory design workshop aimed to: (1) build the capacities of young people; (2) guide young people in the creation of novel and locally relevant gender and sexual and reproductive health (SRH) solutions; and, (3) bring voices of young people into research and programmatic questions around gender and SRH in the public health domain. The workshop was conducted with 31 young people aged 15-25, over 2.5 weeks, in Lucknow, Uttar Pradesh, India. The evaluation demonstrates that the workshop resulted in exposure to working in mixed-gender teams, developing problem-solving skills, and increasing SRH awareness and knowledge. The workshop produced six low-fidelity prototypes, five of which were subsequently refined and piloted by three Lucknow NGOs.
- Creador/Autor:
- Geppert, Amanda; Yan, Shirley; Gilliam, Melissa, and Bansal, Suchi
- Peticionario:
- Lora Alberto
- Fecha modificada:
- 11/17/2017
- Fecha modificada:
- 10/23/2018
- Fecha de creacion:
- 2017-10-31
- Licencia:
- Attribution-NonCommercial 4.0 International