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- Type:
- Article
- Descripción/Resumen:
- Carnegie Mellon University's School of Design partnered with Cognizant Technology Solutions on a design project for a semester-long elective course called UX Design Tools. The intent was broad in its inception: identify emergent opportunities where technology will play a significant role in people's interactions and experiences. What is the future of physical space? How are advancements in IoT, augmented reality, and telematics influencing how we experience environments? Students were asked to anchor their problem solving in evolving human needs and to understand the role technology plays. Cognizant's human-centered development approach relies primarily on ethnographic inquiry. This evidenced through integrating their anthropologists from acquired firm Idea Couture, and associates from strategic partner ReD Associates. The interdisciplinary majors from upper-level undergraduate to graduate level students learned to use and create multi- method research approaches to identify unique opportunities. Seven teams created future scenarios with newly developed physical product designs, digital interfaces, and new service strategies utilizing various technologies. Three case studies highlight a trio of observed emotional themes in relation to how people utilize technology to benefit their daily life or work: self- election, introduction-exchange, and co-dependency. This poster presentation will showcase three projects that will serve as examples of how industry and academia act as research and development entities; how to approach research as a fundamental tenet for innovation and design; and show how breadth and depth of interdisciplinary skills and experience is a necessity in an ever expanding climate of technology push.
- Creador/Autor:
- Chung, Wayne and Burton, Carly
- Peticionario:
- Lora Alberto
- Fecha modificada:
- 11/17/2017
- Fecha modificada:
- 01/12/2018
- Fecha de creacion:
- 2017-10-31
- Licencia:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- Descripción/Resumen:
- Smart home is becoming a focus in both literature and product development practices. The current study employed a human-centered design approach to understand users desires and expectations from their living context. Six critical themes were developed via in-deep interview, field observation, and data analysis. They are house as a supportive friend, atmosphere generator, theme songs for every moment, coordinator and reminder, life memory collector, and routine builder for young generations. Those concepts were partially integrated to define the value proposition for the target user group of parents with young children. This guides the design ideation and video prototyping to illustrator the user experiences. Through a focus group discussion, the design concepts were validated with six potential customers. The results also show that the design concept has the potential to motivate children’s behaviors, help to build their routine, and has the flexibility to fulfill different needs toward the changes of the family’s life cycle.
- Creador/Autor:
- Chuang, Yaliang ; Chen, Lin-Lin , and Chen, Yu-Shan Athena
- Peticionario:
- Lora Alberto
- Fecha modificada:
- 11/17/2017
- Fecha modificada:
- 11/17/2017
- Fecha de creacion:
- 2017-10-31
- Licencia:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- Descripción/Resumen:
- The deterioration of linguistic abilities is a natural phenomenon along with aging. Therefore, various assessment tools have been developed to measure linguistic abilities of seniors and diagnose degenerative diseases such as dementia. Although most of the tools are composed of images, there are not many studies focusing on the visual design, which could significantly affect performance of the subject. In this regard, this research aims to suggest a design guideline for linguistic ability assessment tools concerning the key characteristics of the elderly, focusing on visual contents and interface. Existing related researches were mostly conducted in English speaking countries. In order to assess the language processing abilities of Korean-speaking elders more accurately, it is necessary to develop language processing assessment tools that reflect the unique linguistic features and structure of the Korean language. Regarding the existing tools, there is a lack of research on aging, focusing on ‘verb naming. In the literature review section, the paper investigated the physical, cognitive and emotional characteristics of the elderly and extracted the key elements to consider when designing for the elderly. Also, design principles were found based on case studies and problem analysis of the existing assessment tools for language processing abilities. Lastly, we created a prototype model using ‘verb naming.’ Using the model, we have conducted an experiment and comparative analysis between different age groups to verify the validity of contents. In conclusion, we provided a design guideline for visual contents and interface of linguistic assessment tools, focusing on elderly users.
- Creador/Autor:
- Choi, Yoo Mi and Kim, You Ri
- Peticionario:
- Lora Alberto
- Fecha modificada:
- 11/17/2017
- Fecha modificada:
- 11/17/2017
- Fecha de creacion:
- 2017-10-31
- Licencia:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- Descripción/Resumen:
- Western cultures focus on salient objects and use categorization for purposes of organizing the environment (an analytic view), whereas, East Asians cultures focus more holistically on relationships and similarities among objects when organizing the environment (a holistic view). Previous research has shown that cognitive approaches differ between cultures: European Americans prefer an analytic style, and East Asians tend to use a holistic style. However, little is known about how cultural differences in cognition relate to aesthetic preferences. In this paper, we explored whether cultural differences arise in preferences for products set in matching vs. mismatching contexts. Participants in a laboratory experiment included European Americans and East Asians. Individually, they viewed images of a variety of furniture products (chairs, coffee tables, and floor lamps) and rated their aesthetic appeal. Each product type appeared in three different contexts: matching (target product shown in its usual in-home context); mismatched (target product shown in an unusual in-home context), and neutral (the target product shown on a white background). For both cultural groups, products were judged to be more aesthetically pleasing in the matching than in the mismatched context. However, ratings for products in mismatching contexts were significantly higher among East Asians. Our findings suggest that those with holistic views (East Asians) are more tolerant of mismatches than are those with more analytic views (European Americans). The implications for product and marketing design include greater attention to context presentation.
- Creador/Autor:
- Kitayama, Shinobu ; Seifert, Colleen ; Yoon, Carolyn , and Chiu, Tseng-Ping
- Peticionario:
- Lora Alberto
- Fecha modificada:
- 11/17/2017
- Fecha modificada:
- 12/06/2017
- Fecha de creacion:
- 2017-10-31
- Licencia:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- Descripción/Resumen:
- Learning pressure affects students’ learning process and performance. Industrial design education emphasizes that operations on real design problems that have heavy working loads may cause learning pressure. The purpose of this study is to explore the issues causing learning pressure and the pressure management strategies of undergraduate industrial design students. There were 297 students who participated in the questionnaire survey. The main findings are as follows: First, learning pressure includes academic pressure, peer pressure, self-expectations, time pressure, financial pressure, pressure from instructors, external pressure, future career, pressure from parents, resource pressure, achievement, and situational pressure. In addition, the main learning pressure is caused by finance, time, resources, external issues, and future career. Second, the pressure management strategies include problem solving, procrastination and escape, help seeking, leisure, emotional management, and self-adjustment. The most useful strategy for managing pressure is leisure, and procrastination and escape is the least useful strategy. Third, all learning pressures are significantly correlated with procrastination and escape strategy, but the coefficients are low. The results can be a reference for industrial design education and related research.
- Creador/Autor:
- Chen, Wenzhi
- Peticionario:
- Lora Alberto
- Fecha modificada:
- 11/17/2017
- Fecha modificada:
- 01/09/2018
- Fecha de creacion:
- 2017-10-31
- Licencia:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- Descripción/Resumen:
- Designing successful products and services that people like, requires an understanding of the context and the aspirations of those people. Over the past decade, a range of methods has been developed to help designers gain such empathy. These have worked well when designer and target user share a cultural context. However, designers often find it difficult to empathize with the user insights of individuals from a culture beyond their first-hand experience. To help designers step beyond this limitation, those user insights need to be placed in a larger understanding of the cultural context. In this paper, we present Cultura: a toolkit that uses nine cultural aspects based on cultural models, informing designers about user insights in a broader cultural context. The toolkit was evaluated in design sessions with four design teams. The findings indicate that Cultura provides inspiration and motivation for designers to gain empathic insights into users beyond their own cultural boundaries and to make effective designs for people.
- Creador/Autor:
- van Boeijen, Annemiek ; Jan Stappers, Pieter , and Hao, Chen
- Peticionario:
- Lora Alberto
- Fecha modificada:
- 11/17/2017
- Fecha modificada:
- 12/06/2017
- Fecha de creacion:
- 2017-10-31
- Licencia:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- Descripción/Resumen:
- Developing successful RNPs can bring competitive advantages for companies. However, the success rate of RNPs are relatively low because consumers often feel resistant to adopt them. One reason for consumers’ resistance is their lack of comprehension of RNPs. To facilitate consumers’ comprehension, this paper conceptually discusses the opportunities related to designing the appearances of RNPs. More specifically, to facilitate consumers’ internal and external learning, this paper explores four underlying mechanisms: 1) product appearance as a visual cue to trigger category-based knowledge transfer, 2) to trigger analogy-based knowledge transfer, 3) product appearance as an information carrier to communicate innovative functionality directly, and 4) product appearance as a way to trigger congruity with innovative functionality of RNPs. The rationales for each underlying mechanism are conceptually discussed, supported with relevant empirical evidence and examples found in the markets.
- Creador/Autor:
- Cheng, Peiyao ; de Bont, Cees , and Mugge, Ruth
- Peticionario:
- Lora Alberto
- Fecha modificada:
- 11/17/2017
- Fecha modificada:
- 11/17/2017
- Fecha de creacion:
- 2017-10-31
- Licencia:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- Descripción/Resumen:
- High-stakes testing that became the norm after the No Child Left Behind Act of 2001 helped condition students to strive for correct answers for clear problems, all on the first try. However, the iterative process inherent in designing requires risk-taking to conduct a trial-and-error process of defining problems and exploring possible solutions. This design research project was operated with Miami University Graphic Design students to test their willingness to take risks in their coursework to achieve their self-defined measures of success. Students identified that improving their skills was how they defined success. An interaction design assignment involving front-end coding was modified to test students’ comfort taking risks to grow their skills. Most students took risks in the assignment to grow their interaction design skills. The project revealed that closer attention to student motivation when developing learning experiences could help students make the transition to practicing design as an iterative process fraught with risk.
- Creador/Autor:
- Cheatham, Dennis
- Peticionario:
- Lora Alberto
- Fecha modificada:
- 11/17/2017
- Fecha modificada:
- 12/06/2017
- Fecha de creacion:
- 2017-10-31
- Licencia:
- Attribution-NonCommercial 4.0 International
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Participatory Design for Behaviour Change: An Integrative Approach to Healthcare Quality Improvement
- Type:
- Article
- Descripción/Resumen:
- Behaviour insights have been extensively applied to public policy and service design. The potential for an expanded use of behaviour change to healthcare quality improvement has been underlined in the England’s National Health Service Five-Year Forward View report, in which staff behaviour is connected to the quality of care delivered to patients and better clinical practice (NHS, 2014). Improving the quality of healthcare service delivery involves adopting improvement cycles that are conducted by multiple agents through systematic processes of change and evaluation (Scoville et al., 2016). Despite the recognition that some of the recurring challenges to improve healthcare services are behavioural in essence, there is insufficient evidence about how behavioural insights can be successfully applied to quality improvement in healthcare. Simultaneously, the discussion on how to better engage participants in intervention design, and how to better enable participation are not seen as fundamental components of behaviour change frameworks. This paper presents an integrative approach, stemming from comprehensive literature review and an ongoing case study, in which participatory design is used as the conduit to activate stakeholder engagement in the application of a behaviour change framework, aiming to improve the processes of diagnosing and managing urinary tract infection in the emergency department of a hospital in England. Preliminary findings show positive results regarding the combined use of participatory design and behaviour change tools in the development of a shared-vision of the challenges in question, and the collaborative establishment of priorities of action, potential solution routes and evaluation strategies.
- Creador/Autor:
- Mitchell, Val ; Jun, Gyuchan Thomas , and Carvalho, Fernando
- Peticionario:
- Lora Alberto
- Fecha modificada:
- 11/17/2017
- Fecha modificada:
- 12/01/2017
- Fecha de creacion:
- 2017-10-31
- Licencia:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- Descripción/Resumen:
- Throughout the history of design teaching in Higher Education, there has been an assumption that students need to physically encounter objects to fully understand and appreciate them. However, in this digital age, the physical encounter has been superseded by the myriad detailed images and information that is readily available on-line and in print. This concern drew together a museum curator and a 3D Design educator. One was concerned that the digital experience lacked the visceral and emotional experience of engaging with physical objects, and highlighted a difficulty of facilitating access to meaningful, contemporary, objects. The other, whose largely historic collections were increasingly considered “irrelevant” to contemporary design practice, understood the value of materiality as fundamental to a museum’s existence, and its role in teaching and research. The result was the establishment in 2013 of the “Material & Process Innovation Collection”, a museum quality collection, comprised of objects that are cutting-edge in terms of their material and process-led approaches to making, manufacture and distribution. The collection is driven not only by curatorial concerns, but by teaching and research, challenging the conservatism of museum collecting by taking innovative objects of untested materials and unknown makers, and hands the responsibility of collections development to non-curators. The research presents an analysis and reflection on bringing the physical back into the classroom, the value of this experience within teaching, learning and research, and reveals if there is merit in the assumption that sensory engagement with physical objects is of greater value than the digital experience.
- Creador/Autor:
- Boydell, Stephanie and Grimshaw, David
- Peticionario:
- Lora Alberto
- Fecha modificada:
- 11/17/2017
- Fecha modificada:
- 12/06/2017
- Fecha de creacion:
- 2017-10-31
- Licencia:
- Attribution-NonCommercial 4.0 International
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