IASDR 2017 Workshop
Design now faces with new challenges that have made us rethink about our current design paradigm. It motivated us to organize a forum called, Design 3.0 Forum at KAIST in 2016, where we invited globally renowned design researchers and practitioners from different countries to discuss about important agenda for emerging challenges. The agenda we extracted from this forum can be summarized as follows: 1) envisioning of designers' future roles on open creativity and design; 2) dissemination and evaluation of design research outcomes by keeping deep design values; and 3) post education and practice that moves beyond the current use-centered perspectives by thinking big toward social innovation and large-scale impact.
As the result of the Design 3.0 forum, we all agreed that we must continue to develop and extend these agenda and collaboratively make executable actions to carry them out in the design community. In this special session at IASDR 2017, not only the organizers of the previous Design 3.0 forum (i.e. Youn-kyung Lim, Ron Wakkary, Kun-pyo Lee, and Tek-jin Nam), we invite the people who have not participated in the previous forum but can provide important insights on these issues. For the format of the session, we will take the panel format where the invited participants will present their positions first, and then have in-depth discussion on them among the participants and the audience. Through this special session, we expect to advance the initial Design 3.0 agenda and can generate more concrete and executable action items for Design 3.0.
Please follow developments of this work at http://design3-0.org/2017iasdr/
IASDR 2017 Guest Speaker
Tracy Moss is an independent design consultant and currently serves as the Course Director for Counter-Proliferation Opportunity Design at Joint Special Operations University, MacDill Air Force Base, Florida. As co-founder of the U.S. Special Operations Command (USSOCOM) Design Thinking education program, she also serves as core faculty for the full complement of design-related courses and activities at the university and headquarters.
Ms. Moss retired from military service in 2015 having spent 20 years on active duty in both the U.S. Air Force and U.S. Navy. During her final four years of military service at USSOCOM, she served as the lead Analyst and Planner on two operational design teams and as Chief of Counter-Weapons of Mass Destruction Analysis.
IASDR 2017 Guest Speaker
Bob Schwartz joined GE Healthcare (GEHC) in December 2007 as General Manager, Global Design & User Experience. With five studios in four countries, Bob is responsible for overseeing the Global Design function encompassing human factors, industrial design, ergonomics, user-interface, environmental design, and design research. As a strategic driver of organic business growth, his team focuses on the look, feel usability and end-to-end experience of GEHC products and services. Bob is also the GE Healthcare Global Executive Sponsor of the People with Disabilities Network.
Since 2009, Global Design/UX has been the recipient of 19 medals from the International Design Excellence Awards (IDEA) and was listed, in 2011, by Fast Company magazine as a Corporate Design Stronghold. In 2015, Bob’s career trajectory was cited by Fast Company as among the top Chief Design Officers. In 2015 the Industrial Designers Society of America (IDSA) named him among the 50 most notable industrial designers of the last 50 years. Bob was recently elected Chair of the Board of the Design Management Institute.
Continuously engaged in Design education throughout his career, he is a two-term member of the Board of Trustees of the Milwaukee Institute of Art & Design and its Executive Committee and is Chair of its Academic Excellence Committee.
Bob is also a member of the Design Management Advisory Board at Northwestern University and has had similar roles at Savannah College of Art and Design and Carnegie Mellon University. Further, he has also held a design faculty appointment at the University of Cincinnati. While at P&G, Bob applied his leadership to developing the School Collaboratives Program there and has created similar relationships in his other roles with academic institutions globally.
Bob joined GEHC from Procter & Gamble, where he was a global design leader working to transform the design function there to a strategically relevant capability, which is now comprised of 350 global designers and design managers. Prior to P&G, Bob was Vice President, New Product Development, at Levolor Kirsch, a division of Newell Rubbermaid, where he brought innovation to the home decor industry. At Motorola, Bob was the Director of Design, responsible globally for all key product lines within the Commercial, Government, Industrial and Consumer Products businesses.
As Executive Director and COO for the Industrial Designers Society of America (IDSA) Bob forged an unprecedented relationship with Business Week magazine to annually publish the Industrial Design Excellence (IDEA) awards and later the Catalyst Awards. This accomplishment led to Bob receiving a United Nations appointment to the People's Republic of China as Senior Advisor for Design. He has also testified before Congress on a Bill to establish a US Design Center in the Dept. of Commerce.
Bob was also the Director, Science and Technology Programs for AdvaMed, where he forged strong partnerships with the FDA, HCFA and Congress and lobbied and directed policy and voluntary standards research for circulatory and cardiovascular devices, healthcare information systems and the prevention of sexually transmitted diseases. Prior to this, Bob was the head of Corporate Industrial Design and Architecture for the American Red Cross, where he implemented new nation-wide mobile blood collection, tissue banking and disaster services systems and blood center laboratory designs.
Most notably, Bob was inducted into the IDSA Academy of Fellows at the 2007 World Congress of Industrial Design, for his outstanding contributions to the industry.
Bob has a Masters degree in Industrial Design from the Rhode Island School of Design, where he was a Roddy Scholar, and a Bachelor of Fine Arts in Industrial & Graphic Design from the Kansas City Art Institute.
The phenomenon of design entrepreneurship has received attention in the field of design. The trend of design entrepreneurship emerges in Taiwan and becoming a new career option for designers. Entrepreneurial activities can promote economic growth through innovation and knowledge spillovers. Studies on designer entrepreneurship are warranted because it proposes the possibility of entrepreneurial innovation, contributing to industrial and economic development. A multiple case study was employed, and seven design-led startups were selected as case study subjects to explore and conclude how these firms integrate their own profession and acquire resources to construct the value chain so as to keep the company operational and profitable. According to the results, the value chain of design-led startups is identified. The findings are further discussed to provide a better understanding of the entrepreneurial path of design-led startups in Taiwan.
IASDR 2017 Guest Speaker
Mark Hallerberg is Dean and Professor of Public Management and Political Economy at the Hertie School of Governance, a private public policy School in Berlin, Germany. His research focuses on fiscal governance, tax competition, financial crises, public sector innovation, and European Union politics.
He previously held academic positions at Emory University, where he maintains an affiliation with the political science department, as well as at the University of Pittsburgh and Georgia Institute of Technology. He received his PhD from UCLA in 1995.
Eliciting multiple stakeholder narratives is a critical factor when designing systems, services or products. This research explores how the use of an analog tool (the picture postcard) in the digital age can be used to elicit socio-cultural stories to support design for ‘social practice’. The process combines people and things by using a participatory design approach and material culture studies to design, explore and analyze the complex nature of interactions between social ideals and the artefact.
The study emphasizes ‘slow immersion and design’ by creating prolonged interactions that allow people to sit with someone else’s perspective while also introspecting about their own. In an age of echo-chambers, the research examines the impact of reducing the risk of fragmentation (where people assign themselves into homogenous groups leading to an amplification of pre-existing views (Sunstein, 2001)) on participants’ ability to generate and sustain a healthy exchange of honest, social narratives.
The research findings reveal a deep bonding between participants and a reduction of implicit biases that initiates a broader range of discussions within a given socio-cultural topic. The space for ‘elastic interaction’ (articulation of ideas without fear of judgment; when and how they want it to be expressed) allows honest thoughts to manifest. The findings also reveal that this process slowly allows for an empathetic acceptance of another’s perspectives.
The poster illustrates the research through these various approaches: the process of slow immersion and design research with a combination of postcard exchanges, one-on-one interviews and participatory design research activities to help elicit the stories for a sociocultural co-design space.
IASDR 2017 Guest Speaker
Meredith Davis has taught for forty-seven years and served as head of the Department of Graphic Design, Director of Graduate Programs in Graphic Design, and Director of the PhD Design program at NC State University. She is an AIGA fellow and national medalist, Alexander Quarles Holladay Medalist for Teaching Excellence, and fellow and former member of the accreditation commission of the National Association of Schools of Art and Design, for which she drafted the national standards for the evaluation of college-level design programs. She serves as a member of the education advisory committee of the Cooper Hewitt Smithsonian National Design Museum and is a former president of the American Center for Design. Meredith is a frequent author–including four books on design and design education– and serves on the editorial boards of She Ji and Design Issues. Her research includes a two-year study of design-based teaching and learning for the National Endowment for the Arts, which received a CHOICE award from the National Association of College and Research Libraries.
She has served on the development teams for two National Assessments of Educational Progress, most recently for the scenario-based evaluation of 21,500 students in Technology and Engineering Design Literacy. She authored a five-year research study of teaching critical and creative thinking across the college curriculum, featured in a study by the Organization for Economic Co-operation and Development on the effectiveness of higher education in preparing students for innovation jobs. She has reviewed proposals for the Smithsonian Office of Education and Museum Studies, National Science Foundation, US Department of Education, Institute of Museum and Library Services, and Canadian Foundation for Innovation, and her work has been funded by the Kenan Institute for Engineering, Science and Technology; National Endowment for the Arts; Worldesign Foundation; and several state commissions.
This paper explores the findings of a study into the telecommunications environment in Mongolia. It was hoped that an effective self-learning resource for the prevention of developmental dysplasia of the hip (DDH) in infants for distribution to parents in that country could be created and evaluated using these findings. Based on a field survey conducted in Mongolia, the most effective format this resource should take was identified. A prototype was created that featured video taken from both a third-person and parent’s (first person) perspective. After further evaluation, this prototype is to undergo revisions that will be assessed in Japan and Mongolia before a final version is distributed utilizing information and communication technologies (ICT). It was found that a visual message that did not rely on written language was the most effective means of communicating the desired message. With input from nursing staff in Mongolia, the Sapporo City University School of Design and School of Nursing came to leverage their respective strengths to create an effective prototype that will be used as the basis for a resource for relaying this preventive information to the target audience.
The rapid development of IoT technology has accelerated the growth of smart services. Despite the proliferation of smart services, academic research is still in its early stage particularly in terms of service experience and service design. Concerning a service experience viewpoint, it is essential to consider the context and environment of smart services, namely “smart servicescape,” as this can influence users’ entire experience.
Moreover, the smart servicescape will have different characteristics due to the convergence of online and offline connected environments. With this background, this study aimed to propose a framework for the smart servicescape by identifying new dimensions that reflect the characteristics of smart services.
Accordingly, an initial analytic framework of service experience blueprint was established on the basis of the conventional servicescape and service blueprinting. Twenty movie clips on smart home services officially produced by ICT corporations were collected, were analyzed through grounded theory, and were classified according to the analytic framework. Through a series of qualitative analysis, the framework structure was improved to make it more suitable for the smart servicescape. Finally, this study proposed a framework for the smart servicescape derived from the smart home service experience blueprint. The values of this framework can be identified in two aspects: (1) by identifying new dimensions to reflect the characteristics of smart services such as Smart device, Datascape, and Connected scape; and
(2) by suggesting the structure of the service experience blueprint infused with the perspective of service experience, which consists of service encounters and the servicescape.
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Seattle Cancer Care Alliance and Premera Blue Cross show you how we conducted design research to build a collective understanding of the cancer care experience. We will provide detailed instructions, with checklists, on how to recreate a similar collaboration, including how we worked and what we worked on. You will walk away knowing how we shared skills and resources, built credibility and equal playing fields, and delivered research insights to both our organizations from multiple perspectives and vantage points.
Seattle Cancer Care Alliance (SCCA) brings together the leading research teams and cancer specialists from Fred Hutchinson Cancer Research Center, Seattle Children's and UW Medicine. Based in Seattle, SCCA is one of the top five Adult Cancer Care facilities in the United States as ranked by U.S. News & World Report. Shay Ghassemian, User Experience Designer in Digital Health, and Katie Rehfield, Patient Experience Specialist, will be facilitating this workshop.
Premera Blue Cross is a not-for-profit health insurance company serving 2 million people across the United States. As the largest health plan in the Pacific Northwest, Premera offers a wide range of products for individuals and families, Medicare recipients, and employers ranging from small business to Fortune 100 companies. Irish Malig, Senior Manager of Experience Strategy, Robert Racadio, Design Research Manager, Design Strategists Sara Bell, Paul Braun, and Ryan Rosensweig, and Darci Brown, Healthcare Implementation Manager in Provider Experience, will all be facilitating this workshop.
Presented by Shay Ghassemian and Robert Racadio
It was late on a Friday evening. A great time to avoid crowds. Most people were dining and drinking, absorbing the city’s capacity for pleasure, or maybe relaxing at home. That left the supermarket to me and others whose lives are synchronized differently. But as I stumbled my way through those harshly lit corridors of obscene American consumption, I realized I was among some highly unusual company. In every aisle, there were people—people?—clad in blue uniforms with devices attached to their forearms and fingertips, cables and wires dangling, each methodically filling large specialized carts. These were not shoppers like me. They were employees of the grocery chain operating— operated by?—new software for online ordering and curbside pickup. Surely, this wasn’t such a strange scene in contemporary stores around the world. Yet, it did raise strange—radical? — possibilities: a specter of “before” for an unforeseeable and potentially unpleasant “after.” The unity of the human and the machine, not implanted but merged in the operation, made me wonder: Are they cyborgs? Incipient cyborgs? Is this still a supermarket? Or an altogether different kind of space? One in the process of becoming? But becoming what?
The image that flashed to mind was that of an Amazon fulfillment center: a million acres of non-stop conveyor belts with robots finding and retrieving machine-labeled products and filling yellow bins under the supervision of a handful of humans. Robotic automation creating efficiency while eliminating the unpredictable and unproductive complexities of human labor and interactions. Perhaps, supermarkets are undergoing a transformation from spaces where humans browse, compare, select, and purchase to cyborg-operated warehouses. Perhaps this rapid and fundamental revision of function is an inevitable result of the increasing rate of technical reformation of everyday life.
Then again, perhaps my lucid vision of this scene as a new-reality- becoming is an example of what has been called “dystopian imagination”—an imaginary projection of “ethical and political concern” [Baccolini & Moylan, 2]. Or maybe it’s only a personal paranoia about the brave new world unfolding.
Due to the intuitive controllability and easy to learn the tablet is a very popular nowadays. Many touch gestures are introduced to enhance the convenience usage on the tablet.
However, how these gestures match with the tasks? Are they understood by the “technological alienation” of the elderly users? Is there difference existing between the elderly and younger people? This study aims to answer these questions. Seven basic gestures and their correspondent tasks were selected from top 3 operation systems. Thirty mid-older subjects including 15 expert users and 15 novice tablet users and thirty young subjects were recruited to do matching test. As a result, we found that the correct rate of the mid-older is significantly lower than the young. Experience in using might affect the correct rate. Certain intuitive gestures including Tap, Swipe, Pinch and Rotation had higher correct rate were considered to be acceptable for both mid-older and young subjects according to the ISO standard. However, only the Pinch gesture for novice mid-older is acceptable. The research suggests that more coaching might be needed for novice mid-older adults on the use of gestures.
This paper details the evaluation process undertaken to create criteria for the development of an iPad stand for elderly users. Emphasis is on the requirements elicitation stage with end users in the field. 32 elderly participants taking part in the activity group as part of the Ageing-Well program of a City Council in a cosmopolitan area in Australia were part of an evaluation in which three existing iPad stands were trialled. While commercially available stands are abundant, specific problems such as reduced grip, basic technical understanding of the stand, and concerns surrounding stability were encountered within the group. Observation and semi-structured interviews were undertaken with the cohort to determine factors surrounding the suitability and uptake of these stands by elderly users – most of them with some disabilities - with findings suggesting that current tablet stands require fine levels of dexterity, which may not be appropriate for elderly users where such a device is needed. While usability in setting up the stand and use is a strong factor, aesthetics and material qualities are equally important for enjoyable use. In addition, the use of iPads in social activities between two or more older adults has specific demands in terms of visibility of screen, sturdiness and easy movement that is not considered by current tablet stands. The paper ends with proposing design recommendations. Further research is required to develop a suitable solution and refines these
Design is gaining popularity as a way to address complex social problems in various fields of practices. Strangely, public health which, by nature, is concerned by such kinds of problems, remains foreign to this way of thinking. Building on the increasing popularity of design in policy making, we stress that public health could also benefit from this conceptual yet pragmatic framework. To open a critical perspective about the potential of design for public health, we examine four design projects that address social determinants of health and whose outcomes promotes healthy living habits. Finally, we argue that the interest of design for public health lies on its concern for the users’ æsthetic experience emerging of its encounter with the touchpoints that embody health policies. This contribution ought to act as a stepping stone to open a debate about design as offering a critical perspective for the practice and study of public health.
Kaleidoscope-Special Sessions Presentation
You may have labored for years to achieve your current market success. But as your success grows, so do expectations.
Growth targets require both capitalizing on existing business practices and innovating new ones. It can be a challenge to do both.
Kaleidoscope's VP of Research and Development, Mike Clem, DVM, Ms shares his understandable, memorable and easy-to- apply "Ships and Castle" model.
Childhood obesity increases the risk of obesity in adulthood and is associated with cardiovascular disease risk factors. The prevalence of overweight and obesity is increasing in China. It is necessary to develop an intervention project for preschool children. Based on a service design project aiming at the communication of balanced diet information to the preschool children in China, this paper discusses how to take advantage of the digital platform and game-based learning to empower the preschool children. It argues for the importance of the DIKW hierarchy for empowerment. It also proposes an innovative model to involve new stakeholders into the whole system and to improve the viability of the project.
Design is by nature an interdisciplinary, dynamic, and fluid discipline (Cross, 1982; Friedman, 2003). To define what design is has proved to be a very difficult—if not impossible and meaningless—exercise (Friedman, 2000), making also the understanding of the evolution of both the design discipline and practice a complex challenge. A rapidly changing technological landscape increases the breadth of design both in geographical terms and by extending to new domains, merging with different and new disciplines.
Communication Design especially, being closer to the information and the media spheres, is the most sensitive and receptive design area. Communication Design finds online a fertile ground for its growth and developments, thus the online environment and the Web especially can be explored, dug, and mapped as mirrors of that evolution. The aim of our research is to map through the Web the complexity of the intersections between design as a discipline and design as a field of practice. Our exploration and representation of the online design territory covered four online environments: Behance, Wikipedia, Google, and the websites of the top one hundred design universities. The study has been conducted by using digital, statistical, and visualization methods. This exploration seeks neither to confirm theories nor predict the future, rather, it wants to make explicit and observable what Communication Design has become today. It aims to screenshot the state of the art, the emerging paths, in order to understand where and how it is going to develop. The attempt is to make design as a complex phenomenon visible, through the construction of a set of maps and representations for professors, students, and associations. These representations are tools to trigger reflections on the discipline
Increasingly universities are adopting a collaborative approach to ensure research outcomes have industry-relevant impact. This collaboration has known challenges given the complexity of the process which requires successful negotiation across the needs of various stakeholders, disciplinary knowledges and cultural contexts. A co-creation approach in collaborative research can assist in navigating these challenges by empowering all stakeholders including industry, the academy and the community. This paper presents a case study of an industry engaged research project that employed this approach. Partnering with a northern European international airline and universities from Australia and Singapore, the project investigated opportunities for innovation around the ageing population’s user experience with in-flight packaging. Applying case study method, data collected included in-flight observations, expert interviews, co-creation workshops and prototyping. Challenges as well as opportunities are identified around how the co-creation approach supported the industry relevant outcomes of the project. The findings suggest that co-creation supports better outcomes for collaboration across the complexity of industry engaged cross-cultural research projects.
In societies where productivity is prioritized over presence, anxiety abounds. The extensive and alarming effects of anxiety on the mental and physiological wellbeing of bachelor students inspired a cross-disciplinary team to tackle this problem. Using combined expertise in visual design, music technology, psychology, art therapy and mindfulness — a digital tool entitled “Modes” was born. The Modes digital tool is an atmospheric, introspective, and aesthetically sophisticated engagement of three senses: ophthalmoception (sight), audioception (hearing), and tactioception (touch). Through immersive interaction, mesmerizing visual and sound landscapes are generated in order to reduce anxiety in bachelor students. The two measurable outcomes of Modes are 1) the reduction of self-reported anxiety in bachelor students, and 2) the reduction of bachelor student heart rates.
Interacting with the Modes digital tool is like playing in a sandbox of dynamic visuals and music. Users begin by selecting and entering one of three digital environments entitled Refocus, Chill, or Energize. Each environment (or mode) offers a unique set of visuals and music designed specifically for anxiety reduction. The design and functionality of Modes are rooted in tenets of mindfulness practice and Ayurveda — an ancient Indian healing system emphasizing inner balance as a method for maintaining health and wellness (Kiefer, 2016). The Refocus, Chill, and Energize modes aim to balance each of three governing principle of Ayurveda that regulate physiological activity. Ultimately, users may combat and control their anxiety in three targeted ways: by refocusing, chilling, or energizing.
Graphic design is often seen in the commercial context and is discussed through topics linked to software and technology. When we look around us we can realise that billboards, banners, posters and most of the print that surround us in the public space are delivering messages of marketing, corporations, consumerism and other commercially inclined narratives. This, however, is not the only way to comprehend the practice of a graphic designer. Graphic design can take a socio-pedagogical and historical role and distribute alternative messages in the society which are not linked to money and consumption, unless education, reading and studying are considered consumption of sorts.
It is obvious that graphic design is a powerful tool that shapes our understanding of reality. This happens through being exposed to the work. Posters are claimed to mirror societies by many theorists and most visual communication is mediated by a graphic designer. Thus, Bonsiepe stated already in 2005 in his speech Design and Democracy that there is an absence of questioning activities linked to design production. It is yet a relevant theme that research needs to approach; also in a post-colony where the printed poster is ubiquitous. A simple sheet of printed paper. A very simple but extremely complex and powerful. There lies an investigation that this paper will start. The outcome of this paper to share knowledge within the researchers about creating new meaningful pathways in understanding globally important practice of graphic design. Art and design are universally important.
The Japanese government has planned by 2020 to introduce the Finnish Neuvola System, a fundamental social childcare system that covers the period of pregnancy to child care. The purpose of this research is to clarify the conditions for high quality of Neuvola service, comparing childcare of Finland and Japan. First, the social systems of Finland and Japan, legal actions and other related social backgrounds are covered. Following this, the results are analyzed. Secondly, the results of interviews in Finland with Neuvola public health nurses and three typical Neuvola users, including a father, mother, and pregnant woman are presented. As a result of survey, six conditions were identified as the basis of Neuvola services: personal health checks, facility preparation, pleotropic care, communication through mutual dialogue, customized information and management of service provider quality. In a society where nuclear families are increasing, it is harder to care for children without someone’s support. In comparing Finnish and Japanese childcare systems, the Finnish system perceives childcare as a social matter. In the Neuvola System, people are always open to discuss about any worries or queries. In Japan, the system is closed toward personal matters and private treatment options are not adequate. This is a major factor in larger problems that exist in the Japanese system.
The results are discussed in relation to previous studies of participatory roles in social health care services in the Japanese government and users of these services, leading to the proposal of a Japanese childcare service design.
The purpose of this research was to utilize co-design thinking to investigate and understand the experiences of veteran students entering into college at The Ohio State University (OSU) after military service, and to assist the university in improving those transition experiences. The research significance is that an increasing number of post 9/11 era veterans are utilizing the educational benefits earned through their service. Many of these service members have spent years inside a military culture, which has inadequately prepared them for a transition to the civilian and academic environments.
It has been found that veteran students often self-segregate due to age differences, and their experiences gained through military service. Additionally, while OSU’s Office of Military and Veteran Services (OMVS) has been doing incredible things to help veteran students transition away from the military and into OSU, many of their practices tend to promote self-segregation rather than integration.
Although it is not true across the entire population of veteran students, the research conducted showed that many sought opportunities for improved social integration programs. Opportunities lie in finding a balance between the culture that veteran students share, and integration into the civilian culture they are now part of. Additionally, veteran students could benefit from additional support in regards to academics and logistics when navigating through OSU.
The study conducted was comprised of preliminary interviews with a director of the OMVS, an initial survey, four co-design sessions with volunteer veteran students, and an evaluative survey to gain deeper insight into the possible new service concepts generated during the co-design sessions. Based on the research results, proposed new services and improvements to existing ones were presented to OSU’s OMVS.
The concept of design thinking has received increasing attention during recent years, particularly from managers around the world. However, despite being the subject of a vast number of articles and books stating its importance, the effectiveness of this approach is unclear, as the claims about the concept are not grounded on empirical studies or evaluations. In this study, we investigated the perceptions of six design thinking methods of 21 managers in the agriculture industry as they explored employee and business-related problems and solutions using these tools in a 6-hour workshop. The results from pre and post-survey responses suggest that the managers agreed on the value design thinking could bring to their own domains and were able to articulate on how they can use them in solving problems. We conclude by proposing directions for research to further explore adaptation of design thinking for the management practice context.
It is believed that secondary school students often define design problems in the design
coursework superficially due to various reasons such as lack of exposure, inexperience
and the lack of research skills. Questioning techniques have long been associated with
the development of critical thinking. Based on this context and assumption, the current
study aimed to explore the use of questioning techniques to enable pre-tertiary students
to improve their understanding of design problems by using questions to critique their
thinking and decision-making processes and in turn, generate more effective design
solutions. A qualitative approach is adopted in this study to identify the trajectories of
students during design problem identification and clarification process. Using student
design journals as a form of record for action and thoughts, they are analysed and
supplemented by hearing survey with the teacher-in-charge. From the study, the
following points can be concluded: 1) questions can be a useful tool to facilitate a
better understanding of the design problem. 2) The process of identification and
clarification of design problem is important in the development of critical thinking
skills and social-emotional skills of the students. 3) It is important that students are
given time and opportunity to find out the problems by themselves. 4) Teachers can be
important role models as students may pick up questioning techniques from teacher student discussions. 5) Departmental reviews and built-in professional development
time for weekly reviews on teaching and learning strategies are necessary for the
continual improvement D&T education.
Learning a new competence and attempting to perform it within an organization not only takes time, but it is heavily influenced by the real-world context of day-to-day work culture and individual perceptions. The little-understood world of learning Human- Centered Design (HCD) within an organization is studied over one year in inside of a group of healthcare organizations through a training and mentoring program called the "Innovation Catalyst Program."
Deep insights and personal narratives are gathered by studying learners and their coaches in real-time observations and conversations. A dynamic story unfolds as those who are learning creative approaches for organizational innovation are coached by those with many years of experience on the topic. These same participants provide feedback on the frameworks generated.
The result of this Longitudinal Grounded Theory field study is a new actionable model for understanding experiences and approaches to learning HCD within the context of an organization, a novel approach to assessing development, and ultimately, a way to empower individuals with the mindsets and skillsets of HCD for real-world challenges.
Motion graphic design is a branch of information visual design.Based on questionnaires and the factor analysis of Statistics,this paper evaluated the hierarchy elements of motion graphic design through the cognitive performance of the three elected types of videos (from 9 selected sample). Furthermore, analysis of the design categories based on users' perspective; the weight ratio of each factor of design details in the cognitive process,and Set up visual data chart.The research is to provide a quantitative evaluation of motion graphic design methods and help to realize the value of cognitive analysis.
This paper introduces academic research into conceptual apparel and fashion narratives that are inspired by diverse art and media aesthetics for unique collection stories. Distinct photography forms the design continuum with photo-real imagery carefully mapped onto patterns, creating fabric textures and garment shapes. They concentrate in their content on investigating place and space as a shared environment. The actual design practice is therefore embedded in a reflective discourse that is driven by exploring textiles as a social, factual or cultural platform for meaning and narrative. Fabric is treated as a screen and canvas for a collage of visual information, cultural environment, collective memory and association. In contextualizing this multi-disciplinary approach, wider theoretical implications and readings of narrative imagery in textile, fashion design and art are cross-referenced. A focus is on particular limited editions as a research model and case study within this practice. Bespoke ranges have been commissioned by partners in creative industries that explore site-specific histories and new insights for design outputs. They have been exhibited at international fashion weeks as well as in museum and gallery contexts. As a second outcome they have also played an important role by being commercialized in an academic spinout company and intersecting research strategy with academic enterprise. This is referenced in this context as an underlying support structure for dissemination of above experimentation.
We developed an art program that connects rehabilitation exercises with the creation of art. The quality and level of rehabilitation exercise achieved in the outcome of the resulting artwork is reflected as feedback to encourage patients to perform their rehabilitation exercises. The art program is called “Let’s stand up and draw art in the sky!” and utilizes a virtual reality (VR) head-mounted display device to create a landscape image in the device’s display area, through the movements of sitting down and standing up. To replicate the rehabilitation movement of standing then sitting on a chair, a squat exercise experiment was conducted with and without the art program, using university student subjects, and the results were compared between the two trials. When the subjects used the program they reported a significant increase in the "Level of Vitality" and the "Level of Pleasure", compared to when they performed the exercises without the art program.
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.
The user experience difference between China and USA elderly people in using public space was discussed in this paper based on the questionnaire process. 1960 elderly people were selected from the four cities in Shanghai (China), Wuxi (China), New York City (USA), Cincinnati (USA) to complete the questionnaire, and the result shows the similarities and differences between the elderly people in China and USA. That is: The using frequency of the public space for the former is much higher than the later; the main purpose of the former in public space is sports and fitness, and relaxation is the chief choice of the later; weather condition and easy communication are the key factors for former to participate in public space, while timing is that for the later; all the elderly people in the two countries are favorite on the sports and fitness, but the party chatting is the feature of the former and the sightseeing is the feature of the later; the facility requirement is the most important attributes for the former to the public space, and the interaction design is the unique demands of the later, while the former had no interests on that demands. In the end, the reason for all the similarities and differences were analyzed in this paper, and the culture, the economics, as well as the politics factors were discussed in detail.
A Design for Service (DfS) approach has been linked with impacts that significantly alter touchpoints, services and organisational culture. However, there is no model with which to assess the extent to which these impacts can be considered transformational. In the absence of such a model, the authors have reviewed literature on subjects including the transformational potential of design; characteristics of transformational design; transformational change; and organisational change. From this review, six indicators of transformational change in design projects have been identified: evidence of non-traditional transformative design objects; evidence of a new perspective; evidence of a community of advocates; evidence of design capability; evidence of new power dynamics; and evidence of new organisational standards. These indicators, along with an assessment scale, have been used to succesfully review the findings from a doctoral study exploring the impact of the DfS approach in Voluntary Community Sector (VCS) organisations. This paper presents this model as a first-step to establishing a method to helpfully gauge the extent of transformational impact in design projects.
This paper reviews contemporary communication design practice in Australia through a series of interviews with practitioners, conducted to better understand the place of sustainability in contemporary practice. It is especially concerned with the expectations and experience of designers, and their attitudes towards sustainability in practice, and the contrast between designing ‘greener things’ and establishing more sustainable outcomes for their clients through deeper collaboration. The paper is part of a larger PhD project attempting to establish ways of expanding the understanding of sustainability for communication designers.
It is common to see graphic design copies of foreign models or other Chinese designers. These designers are apathetic toward the work and neglect its ongoing challenges, including the need for constant innovation. In contrast, there are masters who use Chinese culture in creative ways and achieve outstanding reputations all over the world. The reasons design masters choose Chinese culture as a theme for their graphic work and the unique ways in which they symbolise cultural resources and knowledge are explored and explained in this study. This study also illustrates how traditional culture can become a potential innovative strategy by applying a systematic and culture-based methodology. The case studies presented concern the first generation of graphic designers in Hong Kong: Henry Steiner and KAN Tai Keung. The preliminary results of the two case studies show very positive outcomes for cultural interpretation becoming a new innovative stream of graphic design.
This study aims to explore the difficulties of preserving cultural heritage in rural areas and to inform better designs of computer systems to support such preservation. In this case study, we observed and documented craft cultures in three rural villages in China. Our methods include photo-ethnography, interview and observation. From analyzing various types of data, we were able to identify issues of cultural heritage preservation, including cultural identity and values. We propose a conceptual system design for an installation and software connecting rural craftspeople and people who appreciate crafts, as a means of fostering a mutual relationship of support and appreciation. We believe this relationship can help preserve cultural heritage in rural areas. Some of the system installation elements were prototyped in scale models. The paper’s primary contribution is the design field research, analysis of design field research, and conceptualization.
Japan has become a super-aging society, with the number of older people (over the age of 65) at a historical high both in absolute numbers (33 million) and as a proportion of the total population (26.0%). Walking is known to be associated with positive psychological improvements such as in subjective sense of wellbeing, life satisfaction, and a sense of purpose in life, as well as improvements in physical and mental function, such as arm/leg muscle strength and standing balance. In this study, we focus on information about functions for assisting walking, comparing and contrasting the information provided by existing products that support walking with the goal of clarifying issues from an information-provision viewpoint. We conducted interviews with eight older people who go for walks on a daily basis, asking about their thoughts before, during, and after walking. From 110 total comments, we obtained 30 comments relating to the action of walking. Furthermore, we investigated the functions of 11 devices and 20 applications that support walking, and from 24 functions, we focused on 20 functions relating to the action of walking. By comparing and contrasting the twin perspectives of “information items” and “information content” with visualization levels identified in the field of management, we clarified issues relating to devices and applications for supporting walking among older users, from the viewpoint of information provision.
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.
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.
This study introduces a new perspective on the design pedagogy in learning symbol design. A new experimental discipline implemented by the design methods demonstrates positive learning outcomes for students on the development of symbol study. Understanding denotative and connotative interpretation in visual literacy is essential in order to convey not only a clear message but also distinctive recognition as the nature of symbol quality. Students executed design experiments with design theories and methods for understanding design fundamentals of the denotative symbol and explored a matrix table for cultivating connotative symbols. This pedagogical strategy applied to the expansion of visual concepts with progressive experiments on each stage; 1) analyzing perceptive characteristics, 2) simplifying visual construction, 3) developing a visual concept with connotative meaning, and 4) configuring visual balance and enhanced quality based on design principles. With examples of student outcomes, this paper explains an analysis of functional expression and interpretation applied by design methods. This study discovered that earlier teaching of design fundamental disciplines with theories and methods in the graphic design major gave students better opportunities to pursue their further study more effectively and productively.
To prepare students to imagine desirable futures amidst current planetary level challenges, design educators must think and act in new ways. In this paper, we describe a pilot study that illustrates how educators might teach K-12 students and university design students to situate their making within transitional times in a volatile and exponentially changing world. We describe how to best situate students to align design thinking and learning with future foresight. Here we present a pilot test and evaluate how a university-level Dexign Futures course content, approach, and scaffolded instructional materials – can be adapted for use in K-12 Design Learning Challenges. We describe the K-12 design-based learning challenges/experiences developed and implemented by the Design Learning Network (DLN). The Dexign Futures course we describe in this paper is a required course for third year undergraduate students in the School of Design at Carnegie Mellon University. The “x” signifies a different type of design that aligns short-term action with long-term goals. The course integrates design thinking and learning with long-horizon future scenario foresight. Broadly speaking, we ask how might portions of a design course be taught and experienced by teachers and students of two different demographics: within the university (Design Undergraduates) and in K-12 (via DLN). This pilot study is descriptive in nature; in future work, we seek to assess learning outcomes across university and K-12 courses. We believe the approach described is relevant for lifelong learners (e.g., post- graduate-level, career development, transitional adult education).
In this project, two key elements of the development of technology, Facebook, a social media tool, and mobile phones, a portable communication/connectivity tool is brought together in an experiment that was started in 2009 as pilot and full scale since 2011 which continues to date. The objective of this research is document in real-time, how actual and possible uses of mobile phones, which has transcended from the rubber keypad versions to the smartphones of today, is extending beyond its first intentions. The idea came about on reading that people residing abroad bypass stringent laws, national and international, to transfer money to their homes in Africa through the purchase of prepaid cards and offering the ‘pre-paid’ time as ‘money equivalent’ to traders back home who then deliver real money to people in Africa. Today, there are official versions of this such as ‘Sente’ in that continent. With news and clippings appearing across the internet, through various means such as blogs, websites, newssites, etc., the author realised that all the information, news and bits about the emergence of new uses of mobile phones could be documented through a simple Facebook page. Titled ‘Unique Uses of the Mobile Phones’ the author has been collating information and news about the various ways and means by which smart phones have gone beyond their first incarnation as mobile or cell phones. As an on-going project, the author intends to harvest the data to present the findings in research papers and articles.
This article concerns the use of critical design practices within the context of commercial semiotics, arguing that incorporating practices from a critical design approach is valuable for client brands, but also an important means with which to incite brands to consider more deeply their role in shaping the future. As an alternative to the oppositional approach frequently taken by critical design practitioners, working through design practices collaboratively alongside client brands creates potential for the radical changes sought by many of the movement’s vanguard. A case study of recent work with a corporate client demonstrates the practical effects of using critical design practice within a commercial setting, proving the complementarity between critical design practice and commercial semiotics – where the confluence of the thinking brought new value to improve product design for example – and points to the value of using current leading edge thinking within the design community.
Light in photography is considered by most practitioners as one of the most important
visual element since through it the human is able to recognize shapes, texture, color depth and even create diverse moods in the images. In food photography, light settings also imply the creation of several forms of shadows which become a secondary visual
element. Thus, the effects of different types of shadows on food photos can generate
different perceptions of the food creating either a positive or negative impression on
This paper aims to explore the usage of cast shadow on food photography in order to open a new discussion in this topic. The main approach was to create and survey food images with several cast shadow composition; evaluate them and determine if the difference of cast shadows has an impact on how food images are perceived.
As a result, the experiment showed that different cast shadows affect not only the mood in which food is perceived but also the taste of the food. These findings can be useful to
explain how cast shadows are also a key visual element in the decision making process
or human behavior when choosing what to eat from a group of food images.
Having observed that many industrial design projects are started with the wrong approach, producing loss of resources, time, and professional relationships, this article presents a set of three tools that enables a clearer view of the Fuzzy Front-end (Vogel, Cagan). The first tool helps to understand the design order (Buchanan) of the product to be developed, and to place it in the utilitarian product universe (practical and economically biased), the transitional-wholistic product universe (practical, economic, and emotionally balanced), or the emotional product universe (viscerally and symbolically biased). The second identifies a product’s global purpose composed by its practical, economic, and emotional purposes, as well as the value factors they include (practical and indicative function, usability, practical or emotional cost-benefit, visceral appeal, and symbolic meaning). The third tool involves the type of project to be undertaken (vision, new development, major enhancement, or minor enhancement). Applicable to all disciplines of design, the three tools comprise the product identity footprint, which helps inform the selection of appropriate strategies to start a project the right way. It can increase the efficiency of the product development process by providing an agreed view that can be shared with all the development team, from the project sponsor to the engineering, marketing, planning, and creative departments.
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.
Industrial design education has existed for a long time as part of the university system, but the curriculum and contents of each subject vary considerably from school to school. In recent years, the introduction of new concepts that change the definition of design has blurred the boundaries of design, making the curriculum different. Establishing a standard curriculum to address these challenges is an important task, but it is necessary to fully understand how design education actually takes place and to share content with educators. This paper aims to contribute to the debate on industrial design education by fully disclosing the process and results of the first stage of industrial design education of a university by autobiographical method. The first course, Product Design Practice 1, is a studio class based on a task feedback iteration system. Students are required to submit assignments showing weekly progress. The instructor reviewed the assignments submitted before the class and gave written comments in class. In addition, details of the design process and method that are difficult to identify as novice students are learned through twelve case studies and applied to the project. This Task Feedback Repeating Class system gives students the opportunity to implement design ability while gaining detailed skills with a comprehensive view. Through this process, the researcher got a reflection on the class and implications for the improvement of the class.
This paper expounds the background of Chinese design education as well as the orientation of the design education of Tongji University in the new times, it also collects 458 master thesis of College of Design and Innovation during 2010-2016 as analyzed sample. Based on the coding of subject classification, quantitative analysis and content analysis are made in order to understand the interdisciplinary education status of College of Design and Innovation from the two perspectives: the overall cross-disciplinary performance and the relationship between different cross-disciplinary directions.
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 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.
This research is based on the scenario in the context of Hong Kong, in which church has been built in densely populated urban environment restricted in flat space. The research objectives were: 1) firstly to investigate the relationship between theology and spatial design in Hong Kong Protestant church; 2) secondly, to analyse the issue of the lack of design with respect to sacred identity in the church of Hong Kong that leads to an unappealing and non-sacred appearance of Protestant church; 3) and finally, to establish theoretical standpoints on designing sacred space with contemporary quality without surrendering of the sacred identity. The aims of the research were to understand the influence of secularisation to the rationale of church design and to generate an appropriate identity of church with a theoretical standpoint to serve the contemporary community effectively.
In order to meet these objectives, the study comprised of a qualitative site observations of 171 churches, which provided comparative figures for the study of churches incorporated with design elements or no design elements.
In Hong Kong approximately 775 one-flat churches, which are 66% of the total number of Protestant churches, are located in different layers of vertical space within this vertical city. When churches provide social services in the same limited space, the identity of church is surrendered to the need of the social community.
This study endeavours to facilitate church design with the focus on the immanence quality in order to encounter the different spatial limitations in church design.
This paper presents the results of a research based Living Lab experience, where people participate together as users, researchers, stakeholders and collaborators working to effect change to improve social inclusion and social participation for persons with functional difficulties. The Rehabilitation Living Lab in the Mall (RehabMall) transforms an urban shopping mall into an interdisciplinary, multi-sectorial research platform that supports multiple projects investigating what constitutes an accessible and inclusive environment for people with physical, sensory and cognitive disabilities. We present an overview of the RehabMALL Living Lab, the contexts of the project and the project meta-analysis to present the salient issues emerging from the projects that were done. Grounded in a design research approach, and inspired by the Ecological Systems Theory of Bronfenbrenner (1979), the investigations conducted focus on subjective and inter-subjective experiences within understanding obstacles and facilitators that frame how people experience going to the mall, and how the physical, cognitive and virtual environments that support these activities might be better served. Disability is defined within the framework of the “World Health Organization’s International Classification of Functioning (WHO, 2003). The overview of the project is presented with particular attention to the various collaborations and partnerships created alongside the issues that emerge in terms of results, and how people might be better served when public spaces are designed with their input and within a perspective of universal design.
Contemporary research in business strategy, new product development, and design management has suggested that cross-functional collaboration within team-based environments is critical to successful product development processes. However, scholars have also demonstrated that the mere presence of inter-functional structures does not necessarily lead to better outcomes. Indeed, the very differences which cause cross-disciplinary teams to result in improved design processes may also lead to friction as team members’ backgrounds, orientations, and training often cause them to have different perspectives on what information is important to the product design process and to solve development-related problems. Improved understanding how to integrate information from differing functional areas is a clear emphasis of research, yet very few empirical studies have precisely defined the units of knowledge flowing through NPD projects, differences in importance of information elements by functional area, or the structures which may facilitate the sharing of information within NPD. This study presents an investigation of product design briefs as knowledge-based artifacts of cross-functional collaboration within NPD. Drawing on a proprietary sample of 68 briefs analyzed through an expert rating procedure alongside survey questionnaire of 153 product development managers our results define 51 information elements commonly shared between functional areas during an NPD project. We organize these information elements as eight factors, categorize the “importance” of each element to NPD success, and describe differences in evaluation from across three primary functional domains of NPD: (a) Design, (b) Marketing, and (c) Engineering/ R&D/ Development.
The mental model is a well-known subject discussed by Norman. But problems of everyday things continue to exist. In fact, it is almost impossible to provide a coherent conceptual model for individual users, especially when an increasing number of technology-embedded artifacts have created new interactivities nowadays. In this paper, the classical user interface problem of a gas stove’s spatial mapping will be used to demonstrate how interactivity could be tamed by using the concept of feedforward. Feedforward is an important element to consider because it provides clear and instant affordance, leading to a mistake-free user experience.
This paper discusses feedforward based on the utilitarian perspective. The Previewable system will be introduced to compare the performance among conventional, touch-enabled, and hover-enabled gas stoves. Findings from a comparison analysis of its performance, its state of action, and the subjective experience will be shared. Furthermore, aspects of feedforward open up a venue in which to discuss its influence on the interpersonal and power relations that exist between artifacts and users with a design guide. The latent potential of feedforward leaves a lot to be discussed, but the findings in this paper strengthen the case for feedforward and lead to a glimpse of look at feedforward in context-aware.
Since the 1800’s, England became an industrialised country and experienced extensive urban growth, so sales associates chose this location to establish large stores. Towards the end of the nineteenth century, the aim was to create the stores to entice customers through space, impressive architecture, interior design and the elegant display of merchandise. At the same time, the display techniques were growing to promote sales. Therefore, more retail equipment manufactured and supplied for displaying products in the stores. This significant variation led the retail industry as that goods could be touched by the customers and they were not accessible only through retail assistant anymore (Whitaker, 2011). Since then due to this new differentiation, retailers have been experiencing a significant change in their customer’s behaviour. Now the retailers are trying to give a brilliant shopping experience to their customers with more reason to increase the sale (Ebster, Garaus 2011). However, there are some restrictions to this strategy that afford excellent opportunities for shoplifters and opportunist criminals. Store design can be a fantastic and efficient tool to increase sales. Also, it could significantly increase the chance of retail crime. This paper examines how to minimise criminal activity in retail environments to reduce loss prevention and retail shrinkage by raising awareness through design thinking. Therefore, interviews, observation and exploration were done based on the experience of employees and customers in ‘The High Street Retailer’. The research project outcome included as over, a creative retail crime learning package and a digital platform to raise awareness and improve communication.
Sketchnoting, if seen as a methodology, exhibits potential for systematic and methodical
research. It provides a framework to communicate visually through simple shapes,
breaking complex forms down into combinations of dots, lines, squares, triangles, and
circles. Situated at the lower end of the visualization spectrum, which ranges from napkin
style sketching to photo-realistic rendering, it has low barriers to putting pen on paper.
In the context of an industrial design graduate course originally introduced as a gateway
to traditional visualization in design, sketchnoting exhibited greater potential to not only
lower the threshold of sketching, but in addition, to foster creative, and in some cases,
even boost design confidence. These anecdotal observations revealed several overarching
opportunities for a larger, cross-disciplinary research, which would begin with exploring
the ability to foster creative confidence through lowering the inhibition threshold to
drawing for designers and non-designers alike. Proceeding to explore the potential of
sketchnoting (due to its dual coding nature) becoming an entry point to employing all
modes of thought processing, deductive, inductive and abductive logic as they pertain to
divergent and convergent thinking. Ideally setting up this framework to be investigated as
a means to improve student engagement and general learning behaviors. The long-term
and underlying goal is to change how people see and solve problems and to diversify
stakeholders involved in the development processes. This paper discusses the underlying
concept as well as the originally observations, closing with the above-mentioned series of
How can design orient people to an expanded sense of future possibility? Design researchers are beginning to recognize design’s potential role not solely in producing products, services and strategies but, instead, in shifting mindsets and behaviors. This shift requires a different view of the design practice, from engaging users to gather insights to be implemented, to that process as the actual material of the design. Borrowing from the framework of practice-oriented design, a first step in these processes is expanding participants’ understanding of future possibilities. In opening future possibilities, one recognizes an expanded range of futures and, ideally, engages in dialog with other people and their range of possibilities. This paper introduces mapping activities that are intended to reframe participants’ perception of possible futures. This study conducted pilot workshops with participants who were downsizing their home and struggling with decisions about their things and spaces. This paper argues that working with people already engaged in life transitions such as downsizing presents a rich opportunity for these futuring methods, as they are already beginning to grapple with designing for possible futures. These methods provide a stake in the ground for future exploration of potential methods to engender mindsets of possibility and engage in trialing methods like living labs.
We recognize our past—history and heritage—as crucial to who we are (Grenville, 2007; Lowenthal, 2008; Nietzsche, 1874/1980). Significant regulatory and popular effort is expended in protecting places, buildings, and behaviors that link us to this past. International governance organizations recognize free association with history as a fundamental human right (e.g., Blake, 2011). Tangible representations of the past (e.g., objects, buildings, landscapes) are preserved as reminders of this past. Given the broad agreement that connections to the past are important parts of human existence, what are the connections between individuals’ security in knowledge of their own history and measures of public health?
The literature connecting preservation and public health is neither direct nor voluminous. A search for literature revealed a gap in knowledge about ways that preservation and public health relate. While some literature demonstrates possible connections between the two fields, no identified articles argue for the connection. Two examples from the preservation literature (Appler, 2015; Kearney & Bradley, 2015) explain situations where preservation issues have affected public health concerns, but do not acknowledge public health as part of their discussion. This exploratory essay briefly outlines core principles of public health and a review of literature from the public health and preservation and heritage fields that aligns with these principles. The essay concludes targeted research into the relationship preservation-public health is needed.
The field of graphic design has continually evolved to encompass a wide scope of skills. From designing graphics to designing business strategies, graphic designers can be incorporated into all stages of industry projects. For some graphic designers around the world, broad uses of design practices are recognised as significant and are being applied to a breadth of large scale business and community sector frameworks. However, these skills are frequently underutilised and their value overlooked among small business projects. Perth-based design jobs, for example, are commonly outcome-driven and graphic designers are typically hired by clients at the end stage of business projects to only make project artefacts such as websites, business cards or brochures. Gjoko Muratovski, Director of The Myron E. Ullman, Jr. School of Design at DAAP, University of Cincinnati, puts forth that big businesses has benefitted greatly from integrating design’s intrinsic methods into all aspects of product and service development. In his paper titled Paradigm Shift: Report on the New Role of Design in Business and Society he states that “With the growing reputation of design as a catalyst for business innovation, designers are being invited to take on executive roles. Jonathan Ive (Apple, Inc.), Mark Parker (Nike, Inc.), David Butler (The Coca-Cola Company), and Todd Simmons (IBM Corporation) are perhaps the most notable examples of this emerging trend” (2015, p. 121). Literary statements such as this one, depict the rise of design using corporate giants as example. A discussion about the expansion of design amongst smaller business sectors, however, appears to be lacking. This report looks to explore this as the broad idea of my PhD. My paper views that there is gap in Perth local graphic design profession – graphic designers are not engaging with broader and more holistic design strategies such as those employed in service design. As part of my PhD project, this paper will discuss the literature review, research methods and design philosophy relevant to design strategies and processes used in graphic designers in Perth.
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.
This paper reports on the development of a mindful interdisciplinary design methodology in the context of the MinD project research into designing for and with people with dementia, which takes the particular focus on supporting the subjective well-being and self-empowerment of people with early to mid stage dementia in social context.
Existing research is for the most part focussed on functional support and safe-keeping from the perspective of the carer. References to decision-making and empowerment are predominantly related to action planning for dementia care or advance care planning. References to care and social interaction show that caregivers tend to take a deficit-oriented perspective, and occupation of people with dementia is often associated with doing ‘something’ with little focus on the meaningfulness of the activity. Furthermore, caregivers and people with dementia tend to differ in their perspectives, e.g. on assistive devices, which might offer support.
The MinD project, has therefore developed an interdisciplinary co-design methodology in which the voices to people with dementia contribute to better understanding and developing mindful design solutions that support people with dementia with regard to their the subjective well-being and self-empowerment a well as meaningful and equitable social engagement.
This paper discussed the design methodological framework and methods developed for the data collection and design development phases of the project, and their rationale. It thus makes a contribution to interdisciplinary methodologies in the area of design for health.
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.
In an equally distressed and burgeoning community just outside of our major metropolitan city, there is a history of transformation efforts—from creative placemaking, to affordable housing initiatives, to economic re-development—which have all seemed to fall short in the area of community engagement.
From the creation of neighborhood festivals that have low resident turnout, to a backlash of discouraged citizens who feel unheard and uninformed, there was a need to re-consider how to involve this unique community—made up of four very distinct neighborhoods— in the imminent re-development of the area in which they live.
In the winter of 2016, our service design and creative strategy consultancy was brought in to a city-wide visionary community development project tied to our rapidly approaching bicentennial, in order to utilize service design methodologies as a way to engage communities and to design with organizations and community residents according to their needs and desires.
This short paper will highlight a case study of an ongoing collaboration between our consultancy; a non-profit organization dedicated to the growth of it’s community; a higher education institution with a legacy of community engagement; a local office of the country’s largest community development corporation focused on Creative Placemaking and community revitalization; and, most importantly, various residents and stakeholders.
The accompanying poster will visualize the process of engagement of various community stakeholders, tailored design research methods, and mechanisms for assessing short- and longterm
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.
We analyze life in urban district on the outskirts of Tokyo by ANT. This research is used to identify social and technological elements that are regarded as essential in the modern day and to develop methods that will link to a practical approach. Our presentation describes these methods in detail. We believe that it may be possible to identify particularly important elements in design methods that respond to the complications of the modern day in early modern wisdom and customs, which until now have been overlooked. Today, as the foundations of social norms and traditions that have previously been regarded as self-evident are swaying and the risk society is advancing, these new design methods can be used to respond to an array of issues with a high degree of complication, such as the deterioration of the mental environment and environmental problems without any discernible solution. Since the modern era began, design has solved social problems through the development of objects and systems. However, in terms of the problems stated above, it can also be pointed out that design is both unable to suggest basic solutions and, in addition, forms a part of the social structures that cause these problems. Approaches that follow laws of causality tied to modern methodology cannot be applied to complicated problems where the relationship between cause and effect is unclear. The use of new design methods makes it possible to decipher complicated relationships and apply pre-modern systems to modern life.
The challenges facing many small nonprofit organizations are increasing at a greater rate than the internal capacities of many within this sector are able to address effectively. This situation has small nonprofits questioning their sustainability and ability to deliver their services in the long term. Often these small nonprofit organizations are working within a business model and communications paradigm that has remained unchanged for decades and one which is proving no longer effective in attracting awareness, engagement, and support. Many of these organizations are facing a critical failure requiring significant business model innovation to achieve both their short-, mid- and long-term goals. Design thinking is an avenue for nonprofits to achieve business model innovation by developing new, unique concepts supporting an organization’s viability and the processes for bringing those concepts to fruition. This case study outlines the design thinking process applied to business model innovation for a small, 22-year old, nonprofit approaching critical business failure.
Typography is an important visible element of a cultural festival’s brand mark, yet is
overlooked within cultural festival research. An abundance of work has been published that
examines cultural festivals from cultural, economic, tourism, and place-making perspectives,
yet there is a shortfall in scholarly research addressing the key role typography performs to
engage audience participation through cultural festivals’ primary brand driver – the brand
mark. This paper critically considers triangulation as a constructive and effective research
framework for enquiry into typography deployed in the brand marks of cultural festivals and
provides a roadmap to further research. Offering an analysis of how and in what way
typography is being used in the brand marks for cultural festivals, this paper contributes a
discussion of appropriate research methods in the examination of this material. Triangulation
is engaged as a research technique combining the methods 1) content analysis, 2) case study
(text analysis) and 3) a semiotic analysis of typography as a framework to advantage three
perspectives on typography, capturing the complexities of the phenomenon. Through a pilot
study of 20 cultural festival brand marks from English speaking countries in 2016, the findings
show that triangulation of three methods is beneficial to uncovering a rich and nuanced
understanding of the role of typography in brand marks. Although many research methods are
available to design researchers, the authors argue that triangulation, is an appropriate method
to analyze typography used in the brand marks of cultural festivals as it allows for the
emergence of a heterogeneous understanding of the discipline.
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”.
In this study, based on the perception of older adults, fuzzy positioning of healthcare wearables and impacts of differentiated product positioning on human considerations and design communication strategies are studied. Empirical researches are performed by adopting both quantitative research (248 questionnaires for clustering and regression analysis) and qualitative research (15 cases for in- depth interview). The perceptions of older adults on product positioning are divided into three types: Tech-Aid, Fash-Acc, and Fash-Tech. Results indicate that the influential human considerations for each positioning were different from each other. Through coding and storyline analysis, diverse communication strategies are found for each positioning. The outcomes for each type are as follows. For Tech-Aid, wherein older adults lay emphasis on usefulness, ease of use, and privacy, the designers can adopt a calm communication strategy by giving priority to older adults’ control power, fitting symptoms, user-friendly, and cautious interconnection. For Fash-Acc, wherein older adults focus on personal image, aesthetic appearance, and ease of use, an active communication strategy for modeling a style for elderly fashion that agrees with aesthetic appreciation and simplified operation can be adopted. For Fash-Tech, wherein older adults require to integrate usefulness, ease of use, aesthetic appearance, comfort, privacy, and self-image, a persuasive communication strategy can be used, through which designers can offer older adults more data insights and entertainment, along with data association, and in the meantime, reduce data interferences and pay attention to style modality and appropriate display with context fusion and contact comfort.
Design is essential in product development but several small and medium-sized enterprises (SMEs) relatively capable of manufacturing are suffered from lack of in-house design ability. For new product design, these SMEs typically employ external designers. In this clientdesigner interaction, designers propose design solution alternatives to their clients, which clients may accept or reject. In some cases, clients provide designers further design requirements. A study on how interactions are performed and what effects these interactions have on the results of product development is essential to determine what is needed to achieve successful collaborative relationships. Thus, this study analyzed three design development cases that were previously performed to understand how interactions work between clients and designers and its effect on the outcomes. In all cases, the design team developed designs for the clients based on their technological requirements. This study focused on the effect of client stance on the process and deliverables. Clients usually take various actions that accept or reject design solutions or give additional demands. This is because clients take initiative in decision making. Clients' stance was divided into receptive and expressive stances. As a result, a receptive stance ensured the design capabilities of design consultants, whereas expressive stance confined design capabilities to some extent but a new design direction may be proposed based on a client's knowledge, information, and judgment.
Despite the increased popularity of online tools for remote teamwork and meetings, moderated collaborative activities between multiple users in early conceptual design stages, such as brainstorming sessions, are yet not well supported. In this paper, we introduce All4One, a networked system that enables multiple remote users to participate in a moderated visual sketching session. Each participant can independently draw and share sketches using a tablet, and a moderator uses a set of tangible tools to arrange and manipulate sketches that are displayed in real-time on a whiteboard. We present our prototype in detail and the results from a workshop study simulating a brainstorming session with designers who tested the system in practice. Results show several usage patterns and the potential of All4One for use in early design stages, and the importance of the role of the moderator as the facilitator of the design process. The paper concludes by identifying weaknesses and strengths of the current system and possible directions for future work.
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.
This paper presents the main process of a graduate course entitled ‘Generative Design Research for Sustainability’ offered in the Department of Industrial Design at Middle East Technical University in the spring semester of 2015/2016 through exemplary design research cases conducted by the graduate students at the doctoral level. These cases focus on the adaptation of the generative tool and the method, namely Experience Chart (EC) Guide tool (Kulaksız, 2016) and Experience Reflection Modelling (ERM) method (Turhan, 2013), in line with the graduate students’ particular research topics. First, the paper provides the course objectives, outcomes and process, then, it explains the EC Guide tool and the ERM method to be adapted and implemented within the context of the course. Then, these generative tool and method, and their adaptations are demonstrated through the exemplary cases (i.e. efficient use of working environment in design studios, lighting practices in kitchen environment, and interactive prototyping practice) selected from the submitted assignments considering their quality, originality and comprehensiveness. The main emphasis of this paper is on the adaptation and implementation of the EC Guide tool and the ERM method through providing the experiences, insights and suggestions of the graduate students who are also the co-authors of the paper. Based on that review, major conclusions and findings are presented through comparing and contrasting these cases for the future development of the course.
In a few years, the number of apparatuses with touch panel displays like smartphones will increase. People who are visually impaired, hearing impaired and disabled can use tactile feedback for receiving incoming communications. However, opportunities for tactile feedback applications are limited.
Our hypotheses follow: as there are haptics patterns suitable for use cases, we will design haptics samples of tactile feedback and inspect their effectiveness. This study focuses on haptics patterns showing a relationship between the user’s impression and various use situations. Previous studies have been insufficient, so our target subjects inspected a limited number of objects.
This study consists of two inspections:
1) We collected various haptics patterns that users had defined and analyzed the first inspection. For the next inspection, we manufactured a smartphone prototype. We matched the impression of eight haptics patterns types that we got from the subjects in the first analysis with different situations and tested various replies.
Tests were repeated and recorded for various situations. As different haptics vibrations were added to emails, we inspected whether subjects could distinguish a difference in their meanings. Thus, we added different haptics patterns that corresponded to various situations. We concluded the hypothesis was effective for subjects. We could inspect the hypotheses in relation to subjects’ impressions of the haptics pattern.
2) Additionally, we obtained different results between elders and youths. Consequently, we suggested design guidelines for the new tactile feedback of the smartphone application. We suspect that haptics will be possible for a variety of interactive designs.
Design processes are so complex that it is not easy to remember, reflect and record in detail after the actual processes are over. This paper proposes a notation to depict a design process as a whole while keeping its original complexity in terms of visual and structural aspects. The notion affords two types of structures to represent design processes, through activity units, a series of actions of the same kind, and design elements including ideas, prototypes and theories emerged, created, and applied during the design process. We use a design process of an actual design workshop as a case to derive the notation while using the online presentation tool “Prezi” as an interaction framework. We then investigated the depicted design process by re-experiencing the process as a first-person engagement using the designed notation. Prezi's animation mode allowed us designate a sequence along which viewers can experience the design process by zooming in some activity units and design elements, and its presentation mode allows us to look back the design process from the start to the end by following activity units arranged in the temporal order. Following the transitions among some design elements allows us to focus on essential objects in the design process. The depicted process illustrate that the two structures of activity units and design elements are not corresponding to but independent of each other.
This research aims to investigate how Korean digital agencies practice design thinking for their website innovation. Based on a literature review on the design- thinking-driven web development process, multiple case studies of award-winning website projects were undertook. Through analyses of these cases, the following challenges and lessons were disclosed: (1) challenges – building a long-term, playful partnership with clients, leveraging decision-making executives’ design thinking awareness, and coping with limited resources (design thinking practitioners, budgets, and schedules) and (2) lessons – cross-functional collaboration, agile mobile-first development process, powerful visual storytelling, and compelling UX strategies and UI guidelines. Moreover, distinct approaches of design thinking practices were identified according to two website types: a brand promotion website – killer branding content-driven approach, and a service channel website – better UI/UXdriven approach.
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.
Over the last two decades, for-profit and non-for-profit organizations have increasingly adopted open collaboration, such as open innovation and crowdsourcing, as a strategy for innovation. Information and communication technology (ICT) has played a major role in forming open collaboration communities, but organizational design also needs to be considered to encourage the active participation and collaboration of actors. Nonetheless, organizational design aspect has seldom been addressed in developing open collaboration platforms. In this research, an organizational design framework for open collaboration was developed through a nature-inspired design approach. This framework suggests that the self-organization mechanism of social insects provides inspirations for the design of the platform, especially in terms of setting simple rules to induce behaviors of the actors and facilitating interactions among them. Since the open collaboration strategy depends on external actors who are not in employment relationship, an organization cannot force their contribution. Accordingly, the organization’s capability to induce the spontaneous participation of actors is essential, and it implies the potential role of designers in platform design based on a thorough understanding of actors. We thus claim that designers can bring a new perspective to organizational design. Open collaboration platforms serve as an exemplar in which designers contribute to the design of an organizational environment that fosters collaboration.
Today, while profit maximization is still the bedrock of the capitalist model, people have embraced the idea of social contribution as a useful strategy in businesses. In this recent movement, Creating Shared Value (CSV) strives for a win-win solution that creates both social and business value. While in its early stage, CSV is showing promise and potential; society is witnessing a paradigm shift from practices of corporate social responsibilities (CSR) to CSV which is more sustainable and effective approach. Since Porter and Kramer originally introduced the concept in 2011, CSV’s application has expanded to many areas of business management, but it has not been discussed comprehensively in design research as of yet.
The title of this paper, “Designerly Way of Creating Shared Value” (DCSV) is inspired by Nigel Cross’s famous book, Designerly Way of Knowing (2006). ‘Designerly’ is an adjective describing ‘how’ designers think and behave that is different from professionals in scientific disciplines. The aim of this paper is to propose a new matrix illustrating the link between creating shared value and design, and to systemically describe the existing examples of DCSV (Cross, 2016). The paper will begin with an introduction to the concept of CSV followed by a brief literature review on CSV in design research. The second part will focus on demonstrating the new DCSV matrix by illustrating the four examples that exemplify it.
Based on a sound research plan, qualitative user data help designers understand needs, behaviors, and frustrations of a target user group. However, when a design team attempts to design for unfamiliar target groups, it is extremely difficult to accurately observe and understand them by simply using traditional research methods such as interviews and observation. As a result, the quality of user research data can be called into a question, which leads to unsatisfying design solutions. Inspired by a fiction writer’s technique of generating stories together with readers, we present the new method, Group Storymaking, that supports designers to quickly gain broad and clear understanding of an unfamiliar target group throughout a story-making activity with actual users. We envision Group Storymaking as a new user study method that designers can easily implement to learn about an unfamiliar target, involving actual users in a research process with less time and cost commitment.
The authors performed a usability improvement study for a shoulder continuous passive motion (CPM) rehabilitation device based on the usability engineering process of IEC 62366, a mandatory standard for the development of medical devices. To enhance the usability of the entire development process for a shoulder CPM device, the authors 1) performed user research to determine design requirements and 2) evaluated the usability of the device. Requirements for a shoulder CPM device were derived through rehabilitation device comparisons, functional analysis, context inquiry and observation, and interviews. The authors used expert reviews and comparison usability evaluation methods for shoulder CPM prototyping. The methods and techniques of these design researches were declared in IEC 62366, but IEC 62366 does not include any guideline in detail. The results of this study can be used to guide the development of a user interface that meets the level of usability standards required for medical devices.
There is a growing need for sustainable fashion since the 2010s. As artists and designers explore the potential use of innovative materials developed by synthetic biology and DIY bio-hacking (Myers, 2010), recent practice-led research in fashion design aims at building the better relationship between ecological sustainability and biotechnology to cope with the limited resources available on the earth (Fletcher, 2008). Based on this issue on the material sustainability, this practice-led research analyzes the current production processes of the fashion industry to propose possible solutions by incorporating emerging biotechnology and fashion design in the context of sustainable design. As the methodology, the authors adopt two processes to make bio-garment. First, the experiment of DIY bio has been conducted for culturing ecological bio-material SCOBY (symbiotic colony of bacteria and yeast) that produces bacterial cellulose. The material has similar properties to leather. Second, designing the garment through 3D modeling has been tackled because we aim to make the bio-materials grow onto a 3D printed mold as ‘zero waste method’ (Rissanen; Mcquillan, 2016) , which can eliminate textile waste at the design stage. By the application of biological materials in the process of dressmaking, this practice led research has been analyzing the production line of the fashion industry and trying to propose sustainable solutions. Also the research aims to combine emerging biotechnology and sustainable fashion in order to establish the design process as an alternative design process to the polluting industry.
Packaging is an essential element of design for both consumers and businesses. Product packaging functions both as a communication tool for product information and for brand messages. In addition, the role of visual elements and messages on snack packages are not well understood. This is particularly true from the standpoint of influencing the selection of snack food in children, even though there has been growth in the economic power of children as a consumer group. Therefore, this study examines: 1) the role of design variables such as typography, images, and the stylistic combination of these visual elements in affecting children’s snack food selection; 2) the role of health messages on children’s snack food selections; and 3) the role of perceived ‘healthiness’ in influencing children’s snack food selections. Digitally- simulated snack package images were created and sixty children ages 9 to13 were recruited for this study. From these design variables, ‘preferred-selections’ and ‘perceived healthy-selection’ of children in this age group were identified.
Understanding the user’s situation is very important in the design process. There are many ways to understand a user’s situation – a designer might observe a user’s situation or a user
might record their own situation in Human Centered Design (HCD) file. However, the latter of these methods has not been very popular mainly because of the burden it place on the users. This research proposes a new smartphone-based design support application, named “HN camera”, which can be used to record the users’ situation, without any additional burden on them. This application is based on the ‘Extended Alethic/Deontic/Temporal (ADT) model’ concept. A user or a designer can understand and record the user’s situation based on the Physical factor, the Kansei factor, and the Cultural factor using HN Camera. The application was used in visualizing and analyzing tourists’ travel as a service design. Through this, the effectiveness of the proposed application was clarified.
Design oriented educational institution around the world, project based learning is well practiced in local setting as well as global setting. Communication is one of the significant aspect in this learning settings. Currently, many design projects are implemented by members beyond their belonging organization, creating difficulties in face to face communication, especially when members are in different countries. This study proposes a new method for project-based learning in design education program implemented on international design workshop and discuss about outcome through empirical program.
This method is composed in three phases. First phase is online pre-workshop session using SLACK, where each member do their own researching and surveying on the specific topic related to the project, share and discuss them with other members. The second phase is face to face workshop, which all members gather in one place to work on the project intensively to make their group design proposal. The lastly in the post workshop phase, each member get back online to make reflection on the project, feedback them on the proposal, and make improvements. Also, compile and publish a project reports on the overall program for documentation. Through out the program, SLACK platform is used for basic communication and sharing data and information. S This program are operated in an international design workshop called “Global Design Workshop” of Chiba Institute of Technology(CIT, Chiba, Japan), with students from Chiba University(CU, Chiba, Japan) and Tunghai University(THU, Taichung, Taiwan) . The theme of the workshop was “New work place, space, style using IoT technologies.
The technique and philosophy of traditional crafts are relevant aspects of our culture that should be passed on to future generations. However, using traditional crafts in modern life in their original form can be a challenge. It is essential to reinterpret them in the modern context, keeping the essence of tradition. For this purpose, we conducted case studies of Koishiwara and Yame in Fukuoka Prefecture, Japan, where Japanese traditional crafts are still manufactured. We used Koishiwara Pottery and Yame-Fukushima Buddhist Altar manufacturing as our investigation objects, conducted studies on their historical background and performed detailed observations of manufacturing techniques and processes. Thereafter, we developed the concept of “KATA” in Japanese, generally translated as type or prototype. “KATA” has several other meanings; in this study, we subdivided the concept into three elements, namely, shape, pattern, and style. We used “KATA” to build a framework to be used as a scaffold to help analyze the techniques and background of traditional crafts and reinterpret them to design products in the modern context. Based on reinterpretations, we developed a series of prototypes of modern tableware with the essential techniques of traditional crafts to verify the usefulness of the framework.
In recent years, architecture culture study is a popular direction in traditional vernacular dwelling research of China. Architectural culture, as the metaphysical part of a building, not only influences the formation of the building in design period, but also dominates the usepattern of the building after construction. However most of studies started with material form of dwelling from architectonic prospective ignored that architecture is a phenomenon of culture. The study of vernacular dwelling from cultural and other related academic fields is very necessary. Bei-nong is a transportation space in traditional vernacular dwelling of Jiangnan area in China. This paper tried to use the methods of urban history research to investigate this space. First of all, the particular time and region of bei-nong appearance has been observed and defined from historical and cultural background. Then, appearance reasons have been analyzed based on the social context and mainstream philosophy during the scope of time and region. In the end, the physical and social functions and the architecture construction of bei-nong have been summarized and ratiocinated from the former conclusions according to inductive reasoning theory. A real and comprehensive bei-nong is showed in the result of research, not only the physical form and history of architecture but also a history story about that place and time.
This research expected to innovation designs can develop by more detail user-experience, that also reduce users unfamiliar and depressed; therefore, we investigated that people cognitive process on operated daily commodities, and we planned a tool to analyze users the area of contact and frequency. In experiment, we selected three objects whose size and shape are similar but haven’t limited way of operation. After that, we excluded feature of shape and make them consistent. We studied 30 participants response to operation and affordance, and analysis that by qualitative and quantitative. The result showed the participants have consistent posture of grasp, area of contact and way of operation in the same experimental situation; in addition, even the grip are the same, but following different functional parts, users still response a corresponding way of operation. So we suggest that shape only be as one of design factors on simple design style, and not the main factor. Designer should find other design techniques to enhance the user’s cognitive operation.
Case studies are discussed, from Northumbria University’s practice-led Centre for Design Research (CfDR) that demonstrate how visualising concepts and designs through digital animation can enable effective communication of ideas and interactions, which in turn enables creative leaps in thinking, understanding and decision-making. Animation is a tool that can unlock the comprehension into what is and what could be. This paper reflects on a number of collaborative projects between the CfDR and several scientific communities, demonstrating and focusing in particular on the process of visualisation, designing digital animations to communicate complex processes, ideas and interactions. An approach and understanding has been developed about how to effectively communicate potentially complex, scientific and technical concepts for the benefit of the client and the end user, in particular the lay audience whose knowledge of the subject may be limited or non-existing.
Findings indicate that the process of constructing simple digital animated stories becomes a learning process for both designer and client. Critical discussions during collaborative meetings develop shared understandings: helping clients to think more creatively about communication (appreciating the benefits of manipulating a truth to position to waylay contextual confusion), and making implicit knowledge belonging to the client explicit to the designer. It is important to state that this negotiation is more effective when the designer is a layperson with respect to the complex implicit knowledge of the client. During these collaborative conditions the untangling of complex ideas have achieve the a-ha moments in the animations’ audiences.
How can students at a federally-designated Hispanic-serving institution understand and express culture and diversity through art and design? In order to address this inquiry and to exemplify a method that introduces students to critical thinking in the context of design, I am presenting a case study based on the primary results of a project implemented at an introductory graphic design class, which is part of a multidisciplinary arts program. In this project, students learn basics of design research and auto ethnography in a studio setting, in order to explore heritage and culture, their context of living, family history, and personal connections with their past, present, and future. Results from this discovery stage inform brainstorming, sketching, design, and production of a book that contains multiple visual explorations on “Heritage.” Some of the most memorable and productive conversations and interactions between students took place not only during the development of the project, but at the final project presentation, which exposed their capacity to develop greater tolerance and a more empathic view of the other, to be open to reanalyze their context and personal interactions, to better evaluate the design abilities of their peers as they respond to their own individual approach to the topic, and to develop a better and safer sense of place in the classroom.
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.
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.
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.
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.
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.
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.
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 .
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.
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.
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.