The ethical dimensions of basing a typeface on existing faces are unclear. Commentary about “clones” from critics and type designers alike are confused and contradictory. Few writers consider the issues systematically. Misunderstanding of copyright law and unreflective versions of moral rights claims dominate discussion. Open discussion of the models for a type design avoid claims of plagiarism and also affect the reception of the new typeface.
Increasing interest is seen at the intersection of architecture and health. The built environment has become associated with a number of negative health outcomes including obesity, cancers, and diabetes. Engaging design students in these inquiries surrounding health is integral in preparing them for future practice. This paper reviews the conceptual development and tested implementation of an interdisciplinary course focusing on the wellbeing and overall health of the occupant, using primary and secondary framework structures in the vein of Groat and Wang’s logical argumentation. The reviewed course engages interdisciplinary teams composed of students from the School of Architecture, the College of Engineering, and the College of Natural Resources, with private practice. The course puts forth an effort to break out of the conventional pedagogical structure found in architectural education, primarily the studio and large lecture spaces. The course has been specifically designed to: (1) establish a framework for common content relating to health in the built environment across disciplinary boundaries; (2) build meaningful partnerships between interdisciplinary student groups; and (3) establish a common vocabulary between architectural education and aligned disciplines regarding health and the built environment. The course structure, activities, and assessments are reviewed, proposing a solid framework for including integrated design and themes of health in architectural education.
This paper demonstrates how Goffman’s frame analysis is applied in a research on designers’ experience with Cloud based digital tools. At the base of Goffman’s structure is the ‘primary frame’ - in this case designers’ experience with computer based digital tools. These tools’ transition to the Cloud initiated by businesses are called ‘fabrications’. Goffman’s ‘structural issues in fabrication’ such as ‘retransformations’ and the ‘nature of recontainment’ are also discussed through contemporary examples. These fabrications are used or ‘keyed’ by ‘active agents’ from various design fields. The data collected showed different levels of understanding of Cloud technology and the application of various tools in everyday design practices. Thus, the interviewees were clustered into three groups - designers, developers and artists. Their experiences form the creative, technology and experimental frame derived from keying of the primary frame. Design researchers can selectively borrow elements from frame analysis’ complex structure to build an effective user experience narrative.
Flexible interaction technology became a one of key technology in nowadays. On the other hand, there are relatively little works has been done to understand how it should be designed especially for feedback of it. In this study, we investigate the guidelines for design feedback to flexible interaction systems through based on user’s expectation on them. We conducted user participated design workshop to collect user’s perspectives about feedback when they use flexible interactions. We gave 8 sets of actions which are generally used in flexible interaction and let 6 participants to generated ideas about visual, sound, and haptic feedback of them. From discussion session in the design workshop, we found out key factors about feedbacks. As a result of design workshop, we build guidelines of designing feedbacks for flexible interactions. This result will lead system designers to build flexible interaction to create flexible interaction which can improve the user experience.
The design of meaningful graphical objects to represent collection items must balance the following: amount of useful information that can be communicated through the object’s graphical form, meaningful graphical difference between individual items or groups of items, and restraint in form complexity to allow for the simultaneous display of numerous collection items at a small size. How the user interprets difference and sameness and, more importantly, whether the user attaches hierarchical value to the emergent categories, may play a significant role in determining whether that user focusses attention on one set of data over another, on one set of processes over another, and ultimately, on one set of tasks over another. This paper examines the significant consequences for the understanding of the user resulting from representation of data, files, and other objects in a human-computer interface (HCI), and proposes that new approaches may be indicated, given the growing complexity of what is being represented and how what is represented can be used.
As society shifts towards an increasingly sustainable future, high-performance buildings can provide a means to meet sustainability and energy efficiency goals. Occupants in high-performance buildings are often expected to interact with building systems to maintain individual levels of comfort and productivity. However, the critical role of the human-building interface is often ignored (Day & Heschong, 2016). Too often, building controls are not intuitive and poorly understood by typical users. Conversely, some buildings rely on entirely automated building systems (e.g. lighting, shading, HVAC systems), which take control away from occupants. This approach is largely unpopular with building occupants. The literature suggests people desire and prefer control of their interior environments (e.g., Escuyer & Fontoynont, 2001). Designing a high-performance building that effectively engages users presents a more complex problem than most designers are prepared to handle.
Design teams require an ability to see the whole situation—from how the parts of the system work to how users will engage and adapt the system. This ability relies on systematic efforts to understand broad swaths of human behavior and design research, which go beyond computation or modeling (e.g., Huppatz, 2015; Rittel & Webber, 1973). In this context, design and design research supports third order (activities and processes) and fourth order (environments, organizations, and systems) design problems (Buchanan, 1999). Creating design teams, who can comprehend a whole situation, requires reframing how clients and designers understand design problems. This draft paper links theory about design problems with practical processes for using design research to improve the human-building interface.
In this paper, we present results from a collaborative research between academic institutions and industry partners in the UK, which aimed to understand the experience of rail passengers and to identify how the design of technology can improve this experience. Travelling by train can often provide passengers with negative experiences. New technologies give the opportunity to design new interactions that support the creation of positive experiences, but the design should be based on solid understanding of user and their needs. We conducted in-depth, face-to-face semi-structured interviews and used additional questionnaires given to passengers on board of trains to collect the data presented on this paper. A customer journey map was produced to illustrate the passengers’ experiences at diverse touchpoints with the rail system. The positive and negative aspects of each touchpoint are plotted over the course of a ‘typical’ journey, followed by the explanations for these ratings. Results indicate how the design of technological innovations can enhance the passenger experience, especially at the problematic touchpoints, e.g. when collecting tickets, navigating to the platform, boarding the train and finding a seat. We finalise this paper pointing towards requirements for future technological innovations to improve the passenger experience.
The more society gets complicated and developed, the more demand for various products. As a result, we are living in a flood of various products. However, considering how people consume and use products in their daily life, it is not difficult to find people transforming, changing the original purpose or adding value to existing products instead of buying new ones. This phenomenon has been defined as everyday design. In a sense that everyday design provides a better understanding of actual uses in real context, it deserves to be studied. Therefore, this paper attempts to figure out an underlying mechanism of everyday design. For this, a conceptual framework was developed, whose focus was on what triggers everyday design, what goals are set, and how a product is transformed. The conceptual framework was validated with a photographic inventory of users’ everyday design in our daily life. The conceptual framework could provide a better understanding of everyday design in a systematic way. If it is considered in the product development process, it could contribute to an increase of use satisfaction as well as sustainable design. The limitations and a further study are discussed at the end of the paper.
From the 1980s, design thinking has emerged in companies as a method for practical and creative problem solving, based on designers’ way of thinking, integrated into a rational and iterative model to accompany the process. In companies, design thinking helped valuing creative teamwork, though not necessarily professional designers’ expertise. By pointing out two blind spots in design thinking models, as currently understood and implemented, this paper aims at shedding light on two rarely described traits of designers’ self. The first relies in problem framing, a breaking point that deeply escapes determinism. The second blind spot questions the post project process. We thus seek to portray designers’ singularity, in order to stimulate critical reflection and encourage the opening-up to design culture. Companies and organizations willing to make the most of designers’ expertise would gain acknowledging their critical heteronomy to foster innovation based on strong and disruptive visions, beyond an out-of-date problem solving approach to design.
Commercial products specially designed for the elderly have assumption of user disability and focus on assistive tools design. However, recent studies show aged people gradually stay healthy condition because of modern advanced medical technology and service. There so- called “platinum society” that describes a group of aged people live in a community where they have to take care of themselves under healthy condition. To respond to above situation, this study applies service design model to explore daily life requirement of the elderly and proposes a new transportation assistive device design located aside the bus station. From empathy map analysis, point of view definition, requirement-and-function deployment, to service model construction, real daily life activity and movement of the elderly are collected and analyzed. A participative design approach is applied to involve senior citizen participation that is helpful to retrieve their intangible needs. In this proposed design, it includes an information interface and an exercise assistive device for the elderly to use during the waiting period when they stay at the bus station. It provides required information for transportation purpose as well as simple exercise movement that make it form an area of social connection. Instead of boring waiting time wasted at the station, it enhances interaction between the elderly through uncomplicated stretch movement and conversation. A scaled prototype is implemented to simulate and test the scenario and interview is executed to collect feedback from the elderly. Ongoing progress show a feasible application can be achieved by integrating with current environment.
This paper presents a case study analysing the interactions of nine security officers during the mandatory passenger screening process at an Australian international Airport. Eye-tracking glasses were used to observe the visual, physical and verbal interactions of security officers while they performed the x-ray task. Stationary video recording devices were used to record physical and verbal interactions performed by security officers during the load, search and metal detector tasks. Six taxonomic groups were developed that define the different types of interactions performed by security officers during each task. Each taxonomic group is comprised of several discrete interactions specific to each of the tasks observed. Through analysing the composition of interactions and the relationships between interactions in different tasks, this paper highlights the prominence of interactions that security officers perform with passengers and their belongings. These interactions play an important role in the first and last stages of the passenger screening process, as well as influence the functioning of the overall passenger screening process. Due to this, they have substantial effect on passenger experience, throughput efficiency and security efficacy. In response to these findings, we draw from emerging security technologies and persuasive design principles to present potential design solutions for optimising the passenger screening process. These are presented in the context of a preliminary framework with which to inform the design of current and future passenger screening processes.
Today’s design pedagogies lack the characteristics for redressing the nature of the ‘wicked problems’ they attempt to solve, such as sustainability. We argue it is not fair for future generations to suffer the systemic effects of our unsustainable consumer culture, partly resulting from today’s design professionals’ decisions, which ensue because design is an amoral discipline lacking a systemic perspective.
To rectify design’s characteristic failings, as part of a PhD study, we report a new pedagogical architecture founded as the synthesis of the practices of design and civics, forming the relationship design-as-civics (DaC): a practical philosophy. We position DaC as a reflexive, systemic radical political praxis for every citizen, possessing the explicit teleological goal to achieve the ‘good life’ for all.
DaC takes a transdisciplinary approach. It integrates the discoveries of cognitive science and linguistics to expose how we construct our understanding of the world interpreting metaphors and frames, which we utilise to ‘aim’ DaC. Alongside shared social practice theory (SSP) and insights from developmental psychology that reveal the distinctly human capacity of “shared intentionality” engendering humankind’s willingness for cooperation and empathy for fairness. That living in a fairer society is desired by people from rival political perspectives, with egalitarian societies reporting lower environmental impact lifestyles and more willingness for transitioning towards sustainment.
Thus, it is humankind’s cooperative behaviour and aligning values that provides the foundational rationale of DaC’s SSP goal to achieve the ‘good life’ through the ongoing critical examination of its ‘aim’ of resolving ‘fairness between citizens.’
While it is common for landscaped and well-marked urban streets to have sufficient identification signs, which display place or street names, they often face issues regarding the provision of information (e.g., in sign placement) and inadequate orientation signs, which play an indispensable role in facilitating pedestrian movement. Insufficient signage can be partially addressed by supplementing signs with non-informational urban elements, such as streetlights or other urban features that provide different sorts of information. In order to result in smooth urban pedestrian movement, public signage systems require a balance between districts and streets and a system for presenting linked information. This study proposes that an urban element design system can be applied to the construction of public signage systems for pedestrians. There are several methods by which to accomplish this; each fulfills the needs of different districts and streets. For example, some strategies suggest ways to integrate information in areas with many urban elements, such as public signage, while others offer strategies for adding pedestrian signs and other elements alongside vehicular signs in areas with insufficient information. This article proposes a distribution graph of public signage as a concrete method for organizing the construction of public signage. Such a distribution graph is a way to visualize different distributions of sign type, and see clusters of street patterns. It is an effective way not only to planning new pedestrian signage systems, but also for revising plans with biased or insufficient signage distribution.
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.
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.
There is considerable interest within the design research domain in the possible cognitive functions and actions as ‘design thinking’ is used. This proposal commences with reference to Senge who suggests, “Truly creative people use the gap between vision and current reality to generate energy for change”. He drew from the musician Fritz, who proposed, “It’s not what the vision is but what the vision does,” (1990, p.153). The imagined ideal in a vision seems to act like a spike setting off self-urging creative intuitions and insights and instinctive reactions. A conceptual series of diagrams will develop these insights where an imagined ideal is to be set up as the vision as the anticipated experience of a ‘best-possible-self’ with success, where emergent ‘ideas-of-best-fit’ closely match the designer’s goals and desires. The triggering mental actions required are similar in form to De Bono’s technique based on ‘Six Colored Hats’ (1985). In this project, however, the practitioner adopts an overarching meaningful ideal for a ‘hat’ in the form of an experiential clear sense of success as motivating ideations emerge, such that these closely match their goals and desires as a ‘best-possible-fit’. The model is also potentially transformative as the visioning ideal could be framed such that any emergent effects of encoded formed bias or a self-limiting psychology could be effectively reduced or eliminated through the applied created differential as a ‘generative gap’ for the self. This paper will further suggest how this envisaged ideal of success could be experientially explored through co-creative action cycles of research in different design-thinking domains.
Solution-generation design behavior in general, and "reflection-in-action" in particular, can serve to differentiate designers, recognizing their personal reflecting when designing. In psychology, reflection is found a more robust tool to enhance task performance after feedback from a personal "device" that generates the process itself while interacting with visual representation. Differences among students' interior design processes appear in their solution-generation design behavior. A “think aloud” experiment identified solution-generation behavior profiles. Qualitative and quantitative methodologies showed how design characteristics unite, forming patterns of design behavior. A comprehensive picture of designers’ differences emerged.
The research aimed:
to identify individual design students’ solution-generation profiles based on design characteristics.
to show how reflection-in-action appearing in the profiles can serve to predict how novice designers learn and act when solving a design problem.
to enhance the uniqueness of reflection-in-action for designers as distinct from reflection in other fields.
Four distinct solution-generation profiles emerged, each showing a different type of reflective acts. Identifying reflection-in-action type can robustly predict how designers develop design solutions and help develop pedagogical concepts, strategies and tools.
As humans’ information processing abilities, have become more and more disconnected from their senses due to an increasing quantity of abstract information, so have design processes. There is a demand for designers to include human sensation as part of engaging product forms and experiences. This qualitative case study explores the role of senses and their potential use in design ideation. A literature review of related theoretical and pragmatic perspectives and a survey of 15-20 product examples that provide unique sensory experiences are analyzed and sorted through four sensory design strategies: Sensory Augmentation, Conversion, Transition and Isolation. Using the four strategies as core concepts, a Sensory Reflective Framework with a mindful focus on sensory appreciation and translation is proposed to support designers’ ideation in creating unique product forms and experiences. The paper reports the process and findings of a sensory ideation workshop which was conducted based on the framework, and further discusses the development and implications of the framework in supporting designers’ sensory ideation.
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.
Outside of academia, it is often hard for researchers to find the opportunity to continue our scholarship. As graduate students and PHD fellows, we spent years creating and testing our hypotheses, designing new methods, approaches and technologies and we are anxious to ascertain if our theories can survive in the real world.
How does a lone researcher engage the business community and convince them to test and use new cutting-edge research methods? The flipside is also true, you are a corporate researcher who would like to engage new methods and approaches to advance learnings, but you have limited resources and a business that demands results. How can you trust new methods and engage in new approaches while minimizing risk and exposure? The authors will give a 50,000-foot view of a new design research methodology, The FlashDraw, and how it can be complimentary alongside traditional research methods. An overview and example of the research process will be illustrated. The poster will also explore the challenges and successes of the partnership between two researchers, a recent graduate student and a corporate researcher, and their on-going journey to explore and establish best practices for researching on the “edge of the new”.