How do arts-based writing endeavors catalyze generative thinking and support research development in design students’ thesis endeavors? This paper offers reflections from an industrial design masters student, a graphic design masters student, and their arts education professor in a School of Design at a Research I institution. Informed by theoretical and historical contexts of the design discipline and perspectives from composition studies and fine arts practice, we explore the potential of arts-based writing as an evocative, speculative tool and a distinctive form of reflective practice for the development of graduate design research. We suggest that arts-based writing’s iterative process, dialogic engagement, and speculative approach to knowledge-construction provide critical, reflective structures for working through uncertainties and thus are uniquely responsive to the evolving epistemologies of the transdisciplinary university. Three focal questions guide this reflection: What is arts-based writing? What role does arts-based writing play in students’ design research endeavors? How can arts-based writing practices support the growth of speculative and pragmatic design research?
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.
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.
This paper presents a prime aspect of Augmented and Virtual Reality development in the field of healthcare. We explored several recent works and articles and a comparison between generic application development and immersive technology-based application is included. The paper talks about more practical approaches that can be taken to enhance the effectiveness of the application.
The resources (infrastructure) to complete this study are provided by the University of Cincinnati’s Center for Simulation and Virtual Environment Research (UCSIM). And several experiments and projects in the field of health care are used as a reference to make conclusions.
The profession of industrial/product design has the capacity to support wealth generation through a product-driven supply chain that extends across services that include manufacturing, distribution, sales and maintenance. Moving away from the more typical manufacturing approaches of developed countries, where the resources available to support designers employ advanced technologies and materials, this paper discusses an on-going UK Arts and Humanities Research Council-funded project to explore ways in which industrial/product design can provide opportunities for entrepreneurship and employment in countries on the Organisation for Economic Co-operation and Development (OECD) Development Assistance Committee (DAC) List and receive Overseas Development Assistance (ODA). Through practice-lad research with participants from Uganda, Kenya, Indonesia and Turkey; industrial/product design educators/researchers/practitioners shared knowledge and expertise and engaged in creative activity to translate propositions into proposals with the potential for manufacture in each of the four countries. The findings, articulated product visualisations, indicate significant potential to support manufacturing in countries in a variety of levels of economic development by adding value to the packaging of traditional foods; integrating low-cost imported components to add value to indigenous crafts and materials; producing contemporary furniture designs using materials that can be considered as traditional materials; and employing unorthodox and unexpected materials.
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.
Al-Tahrir Square, surrounded by commercial crowded streets, financial headquarters, and governmental institutions is one of the most iconic squares in Baghdad. It is part of daily life for many Iraqi people due to its central location, which is characterized by busy roads with honking cars. In this essay, I am going to explore Al-Tahrir Square in Baghdad, Iraq as a venue of rebellion for Iraqi people. Since 2015, Iraqi people from diverse
backgrounds have been gathering in the square to protest for their rights every Friday. It has been the site of many historical events in Iraq although it has been established as a social place. I will explore the sociopolitical significance of Al-Tahrir Square by
connecting the history of the place with how it has been changed since 1961 when the Freedom Monument was first open to the public. The research addresses the urban landscape of Al-Tahrir Square and its transformation over time, taking into consideration
the political issues that affect it. I will analyze policies and regulations that have discouraged people from gathering in the Square to prevent political threats to the government and suggest ways to create safer spaces and mixed used attractions, modify
the natural landscape of Al-Ummah Garden to make it more connected to the Square, and revitalize the existing kaleidoscope for closer proximity to Tigris River. Keywords: Al-Tahrir Square, Freedom monument, Al-Ummah Garden, Al-Rasheed Street, and urban planning
Al-Tahrir Square has a complicated history. It was a parking lot in the 1950s, but in 1961, it use shifted and it became the location of the Freedom Monument. This shift marked AlTahrir Square as evidence of the Iraqi people’s journey of struggle and victory that
designated it as a symbol of a new era of liberation from British colonialism. It has always been selected as a protest site because of its location in central Baghdad, especially in the past when it was the focal point for social gatherings. Besides being
accessible from both Al-Karkh and Al-Rusafa, the two sides of Baghdad, through the highways and bridges that shorten the distance, the Square has had a long history of political demonstrations and has become a symbol for liberation, represented by the Freedom Monument.
Al-Tahrir Square, surrounded by commercial crowded streets, financial headquarters, and governmental institutions is one of the most iconic squares in Baghdad. It is part of daily life for many Iraqi people due to its central location, which is characterized by busy roads with honking cars. In this essay, I am going to explore Al-Tahrir Square in Baghdad, Iraq as a venue of rebellion for Iraqi people. Since 2015, Iraqi people from diverse
backgrounds have been gathering in the square to protest for their rights every Friday. It has been the site of many historical events in Iraq although it has been established as a social place. I will explore the sociopolitical significance of Al-Tahrir Square by
connecting the history of the place with how it has been changed since 1961 when the Freedom Monument was first open to the public. The research addresses the urban landscape of Al-Tahrir Square and its transformation over time, taking into consideration the political issues that affect it. I will analyze policies and regulations that have discouraged people from gathering in the Square to prevent political threats to the government and suggest ways to create safer spaces and mixed used attractions, modify the natural landscape of Al-Ummah Garden to make it more connected to the Square, and revitalize the existing kaleidoscope for closer proximity to Tigris River. Keywords: Al-Tahrir Square, Freedom monument, Al-Ummah Garden, Al-Rasheed Street, and urban planning
Al-Tahrir Square has a complicated history. It was a parking lot in the 1950s, but in 1961, it use shifted and it became the location of the Freedom Monument. This shift marked AlTahrir Square as evidence of the Iraqi people’s journey of struggle and victory that
designated it as a symbol of a new era of liberation from British colonialism. It has always been selected as a protest site because of its location in central Baghdad, especially in the past when it was the focal point for social gatherings. Besides being
accessible from both Al-Karkh and Al-Rusafa, the two sides of Baghdad, through the highways and bridges that shorten the distance, the Square has had a long history of political demonstrations and has become a symbol for liberation, represented by the Freedom Monument.
An expanded version of "The Future of Conflict: Neurowarfare", both of which discuss emerging neurotechnology, neuroscience, and their implications for war, politics, medicine, ethics, and society.
Open Government Data (OGD) promotes transparency, innovation, and value creation that makes information gathered by the government about the city and community open to all. The City of Cincinnati Open Government Data Portal allows citizens to access local data as part of a local OGD initiative. Although these datasets are available and are used by a broad audience, little is known about how users engage with this data and the general usability of the platforms. To learn more about this audience, this study is conducted in two steps 1)- a think-aloud activity and 2)- an online survey. Through these activities, we aim to gather information about how the users are interacting with the available data and for what purpose are they interacting with different sections of the portal. After gathering relevant data from the think-aloud activity, we aim to generate a questionnaire by analyzing all the information collected in the previous event at a larger scale. Using a web-based survey shared with individuals via Qualtrics, we will explore the use of the portal to gain more insight and knowledge on user requirements and their suggestions. The endpoint of this study is to develop insights that will help us understand user expectations and how changes could benefit the portal.
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.
With the prevalence of anxiety, depression, and stress among young adult populations, adaptive and innovative treatment options
must be considered for the future. While there are various approaches to mental health treatment, art therapy is one traditional
method that has been used to treat the symptoms of mental health disorders across various health contexts and populations. Some art
therapists have even integrated information and communication technologies (ICTs) into their practices. With these factors in mind
and considering the prominence of ICTs use among student populations, this study seeks to understand how the immersion and
presence afforded by one such technology, virtual reality (VR), can impact the outcomes of art therapy practices. Through the use of
an arts-based VR application, Tilt Brush, this study compares traditional art therapy methods as they are employed in and outside of
VR. Through the comparison of self-reported measures, we can better understand the possibilities and effectiveness of art therapy
practices delivered via Tilt Brush VR.
Fundamental to design education is the creation and structure of curriculum. Neither the creation of design curriculum, nor the revaluation of existing curriculum is well documented. With no clear documentation of precedent, best practices are left open to debate. This paper and presentation will discuss the use of a survey as a research tool to assess existing curriculum at Iowa State University in the United States. This tool allowed the needs and perspectives of the program’s diverse stakeholders to be better understood. Utilizing survey methods, research revealed the convergence and divergence of stakeholders’ philosophies, theories and needs in relation to design curriculum.
Accreditation and professional licensing provide base level of guidelines for design curriculum in the United States. However, each program’s curricular structure beyond these guidelines is a complicated balance of resources, facilities, faculty, and the type of institution in which it is housed. Once established, a program’s curriculum is rarely reassessed as a whole, but instead updated with the hasty addition of classes upon an existing curricular structure. Curriculum is infrequently re-addressed, and when it is, it is typically based on the experience and opinions of a select group of faculty. This paper presents how a survey was developed to collect data to inform curricular decision- making, enabling the reduction of faculty bias and speculation in the process. Lessons learned from the development of this research tool will be shared so it might be replicated at other institutions, and be efficiently repeated periodically to ensure currency of a program’s curriculum.
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.
The deterioration of linguistic abilities is a natural phenomenon along with aging. Therefore, various assessment tools have been developed to measure linguistic abilities of seniors and diagnose degenerative diseases such as dementia. Although most of the tools are composed of images, there are not many studies focusing on the visual design, which could significantly affect performance of the subject. In this regard, this research aims to suggest a design guideline for linguistic ability assessment tools concerning the key characteristics of the elderly, focusing on visual contents and interface.
Existing related researches were mostly conducted in English-speaking countries. In order to assess the language processing abilities of Korean-speaking elders more accurately, it is necessary to develop language processing assessment tools that reflect the unique linguistic features and structure of the Korean language. Regarding the existing tools, there is a lack of research on aging, focusing
on ‘verb naming.
In the literature review section, the paper investigated the physical, cognitive and emotional characteristics of the elderly and extracted the key elements to consider when designing for the elderly. Also, design principles were found based on case studies and problem analysis of the existing assessment tools for language processing abilities. Lastly, we created a prototype model using ‘verb naming.’ Using the model, we have conducted an experiment and comparative analysis between different age groups to verify the validity of contents.
In conclusion, we provided a design guideline for visual contents and interface of linguistic assessment tools, focusing on elderly users.
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.
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.
The time dilation formulas of both the Special Relativity and General Relativity could be studied using a factor dependent on specific energy. Should such factor be used to define the relativistic mass, the equation that arises is an approximation of the mass and energy relation. This mathematical definition of mass is finally compared to the equations that define Dark Matter Annihilation into charged states via loop-level processes.
The time dilation formulas of both the Special Relativity and General Relativity could be studied using an expression dependent on specific energy. Should such factor be used to define the relativistic mass, the equation that arises is an approximation of the mass and energy relation. An entangled mathematical definition of mass that is finally compared to the equations that define Dark Matter Annihilation into charged states via loop-level processes.
The time dilation formulas of both the Special Relativity and the General Relativity could be understood as children of a common expression that uses a factor dependent on the specific energy. Should such factor be used to define the relativistic mass, the equation that arises is an approximation of the mass and energy relation. An entangled mathematical definition of mass that is finally compared to the equations that define Dark Matter annihilation into charged states via loop-level processes.
The paper focuses on exploring the social networks of technology caregivers and caregivees and also work on learning their preferred mode of information exchange. Responses from the participants of the study will throw light on the relationships between different efficacies (discussed in detail in the paper) that may have an impact on an individual’s decision. Participant’s responses are recorded through well constructed surveys that have been distributed around by word of mouth or specific social media platforms which will also prove if being a power user has any effect on the end result. The responses will be analyzed and the various efficacy constructs such as self efficacy, community collective efficacy will be kept in mind.
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.
This is an ongoing research project focused on creating a framework for capturing various artifacts concerning Internet of Things devices. Research has shown a severe lack of frameworks focusing on collecting data from and about IoT devices. Mozilla’s WebThings Gateway focuses on collecting this information from the devices. This project expects to find methods of IoT data collection through a proposed test-bed utilizing the WebThings Gateway.
Graphic design students require a foundation in understanding, utilizing and conducting research. The discipline would benefit from standards for quantitative, qualitative, mixedmethods and practical approaches to graphic design-specific research. This paper examines the role of graphic design research in college-level graphic design pedagogy. This study is motivated by two research questions: [1] what theoretical analysis and practical approaches to graphic design research are graphic design educators currently implementing? [2] How can college-level graphic design educators build a culture of research literacy in graphic design baccalaureate programs?
Literature describing the theoretical and practical instruction of graphic design research in college-level graphic design education is limited. The intention of this study is to advance the understanding of how graphic design educators define and implement graphic design research, first through qualitative analysis of a survey of four-year, graphic design degree program professors across the U.S. followed by in-depth interviews with published educators practicing research.
The study’s interviews elaborate on the specifics of graphic design research through the lenses of professors developing and implementing graphic design research in four-year undergraduate programs, in their own practices, and in the discipline-wide conversation and study of graphic design research itself. In the study’s conclusion, potential future research is discussed.
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
community impact.
Small office home office networks have become a target for many threat actors, hackers and cyber attackers and hence there is an urgent need to secure the network from such attackers. Most small office home office network users do not see the need to provide enough security to their networks because they assume no one is going to hack them forgetting that the biggest threat of our small home networks today comes from the outside. The challenge of misconfiguration of routers, firewalls and default configurations in our small home networks renders the network vulnerable to attacks such as DDos , phishing attacks , virus and other network attacks hence the need to implement a detection algorithm to help identify flaws in the pattern of the small office network. It turns out that about 75% of existing approaches focused on intrusion detection in 802.11 wireless networks of a SOHO and not the entire network. These approaches do not efficiently secure the network entirely leaving the rest prone to attacks can occur with or without the internet. This paper proposes to add another layer of security to the other preventive measures in a SOHO network by designing, implementing and testing a supervised neural network algorithm to identify attacks on the small home network and also to send a notification to users to keep them informed of the activities on their network. The supervised neural network algorithm will have a dataset representing both attacks and non-attacks which will be used in the training phase. The system should be able to detect and identify the various attacks and anomalies when they occur on the network and help keep the users informed.
Cyberspace is one of the most complex systems ever built by humans. The utilization of cybertechnology resources are used ubiquitously by many, but sparsely understood by the majority of the users. In the past, cyberattacks were usually orchestrated in a random pattern of attack to lure unsuspecting targets. However, the cyber virtual environment is an ecosystem that provided a platform for an organized and sophisticated approach to launch an attack against a specific target group or organization by nefarious actors. In 2019, the average cost of cyber-attack in the US was about $1.6 million. This paper proposes a 3D framework to signal new threat alert before the actual occurrence of the threat on the surface web to alert cybersecurity experts and law enforcement agencies in preventive measures or means of mitigating the severity of damage caused by cyberattacks. The methodology combines information extracted from the deep web through a smart web crawler with socio-personal and technical indicators from twitter which is mapped with OTX (Open Threat Exchange). The OTX is an open-source cyber threat platform managed by security experts. The OTX endpoint security tool(OTX python SDK) will be used to identify a new type of cyber threats. The effectiveness of the framework will be tested using the machine learning algorithm precision-recall rate.
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.
This project is being built on the site of a thousand-year-old mosque, one of five sacred places in Iraq. People visit the place to pray, not simply because it is an old mosque, but rather because they think that the last descendant of the Prophet Mohammed will eventually be resurrected with Jesus Christ and will pray there. In 2006, an architect was hired to design the building. The premises were: 1) the design should promote the concept of sacredness, 2) this project should show belonging to the society, and 3) it should last for centuries. The results
were controversial, however, by the time it was revealed to the public, the foundations had already been casted, in the hopes that people would eventually accept it. On the contrary, visitors and pilgrims became upset and began to protest the design. The construction process was thus halted in 2008, and we were hired to utilize the same foundations for a new design, one that fitted with the pilgrims' notions of “sacredness”. We began the project by surveying people’s ideas about what mosques on “holy” sites might look like, determining what a “sacred” place meant to them, and why some places are “sacred.” We discovered that most
people think that “sacred” places should seem old. They also singled out some “sacred” examples for us. All these examples have one characteristic: the all hide “a certain kind of mystery”. We studied those examples and then developed our proposal, it was approved in 2011 and will be opened for public in 2018.
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.
Citizen science is a process in which ordinary citizens contribute to scientific research. How to create citizen science design framework to achieve better awareness, initiative and action is our research focus. This paper will explore citizen science design in the context of smart city, on the basis of activity theory and by means of digital social innovation. “Smart City” concept provides new elements including social communication, collaborative design and innovative community to citizen science. With the rapid development of science and information & communication technologies (ICTs) and with the arrival of Web 2.0, social innovation is endowed with digital factors so as to be evolved to digital social innovation (DSI) which gives various design perspectives on citizen science and also plays an important part in establishing citizen science evaluation model. In this paper, a citizen science design framework consisting of citizen science content model, design model and evaluation model is proposed by discussing related theories, models and citizen science cases. It acts as not only design lead to inspire two citizen science case practices, but also an evaluation term in the view of citizen science. The framework and models developed in this research will hopefully be leveraged and refined to support citizen science design in the future.
This paper looks at the opportunities and challenges of implementing blockchain technology across the medical sector and provides a clear view which can enable blockchain for more extents. After a notable research on underlying blockchain technology which offers distributed governance, immutable audit trail, provenance of data, robustness and privacy, we contrasted blockchain innovations and identified prominent applications of it in historically decentralized healthcare sectors. As the healthcare industry faces many challenges like unauthorised data sharing, lack of data transparency, ransomware, data breaches and cyber crimes, blockchain is one of the best ways to enhance data sharing and to mitigate prominent cyber crimes. By proper designing of a decentralized and immutable blockchain network where the data is dispersed among credentialed social insurance experts guarantees that cybercriminals cannot touch single patient’s confidential data, which facilitates encryption or cryptography of personal data where no patient’s emergency data is at extreme hazard. Blockchain trust-worthy cloud is one of the most powerful and secure ways of storing high confidential data. After analysing Blockchain implementations and identifying its potential in healthcare, we conclude with several promising directions for future research.
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.
In this paper, I study how medical records are being used by cyber-criminal for financial gain and patient manipulation. I studied what kind of criminal organizations may be involved in these operations and confirmed incidents from the black market. I conducted a literature review which generated several sources from online databases. I determined five major criminal factions that are most likely to use compromised medical records, determined possible motivations and looked at several cases of medical records being sold on the black market. The healthcare industry’s digitization efforts have left it tremendously ill-equip to combat emerging threats. It is evident that the healthcare industry must take extreme measures in order to counteract the evolving threat landscape. It is my hope that the findings of paper will being to shed light on these issues and help healthcare professionals understand what kind of threats the industry is facing.
Design argument and ability to recognize complex systems (Rittel & Webber, 1973) and find a way to modify them, has led other disciplines to try to understand design process and apply it to other areas of knowledge. Creative solutions and ability to innovate (Verganti, 2009) have made design a valuable resource on the contemporary economy. Nevertheless, there is still a polemic about the meaning and model of the process of academic research in the field of design (Muratovski, 2015), the ways in which design research should be conducted and the specific knowledge that is produced with the design research process.
This paper tries to recognize the prototype as a basic element of the process of design, since is connected to a specific type of knowledge and based on that; it also proposes a model of the
use of prototypes as a research tool based on four different theoretical concepts which importance in the field of design have been strongly stablished by different academic communities around the world.
A formula has been developed that defines the relativity of time in a novel approach. In the present paper, this is particularized for cases of temporary dilation due to speed and gravity. Using the previous equation, that serves as basis of the theory proposed, an interpretation of the nature of Black Holes, their formation, growth, and dimension can be developed. Which ultimately leads to an alternative understanding of mass and energy.
A new formula has been developed that determines the passage of time. In the paper, this is particularized for cases of temporary dilation due to speed and gravity.
Additionally, using the previous equation, an interpretation of the nature of black holes, their formation, growth, and dimension can be developed.
Moreover, and based on all of the above, a different way of understanding mass and space is proposed. Which ultimately implies an alternative expression that relates mass and energy.
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.
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.
The development of complex and dependable systems like autonomous vehicles relies increasingly on the use of systems modeling language (SysML). In fact, SysML has become a de facto standard for systems engineering. With model-driven engineering, a SysML model serves as a reference for the early defect detection of the system under design: the earlier the errors are detected, the less is the cost of handling the errors. Mutation testing is a fault-based technique that has recently seen its applications to SysML behavioral models (e.g., state machine diagrams). Specifically, a system's state-transition design can be fed to a model checker where mutants are automatically generated and then killed against the desired design specifications (e.g., safety properties). In this paper, we present a novel approach based on process mining to improve the effectiveness and efficiency of the SysML mutation testing based on model checking. In our approach, the mutation operators are applied directly to the state machine diagram. These mutants are then fed as traces into a process mining tool and checked according to the event logs. Our initial results indicates that the process mining approach kills more mutants faster than the model checking method.
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.
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.
Depression is a common illness that negatively affects feelings, thoughts and behaviors and can harm regular activities like sleeping. It is a leading cause of disability and many other diseases (Choudhury, et al 2013, Mathur et al, 2016, Watkins et al, 2013). According to WHO (World Health Organization) 1 statistics, more than 300 million people over the world are affected in depression and in each country at least 10% are provided treatment. Poor recognition and treatment of depression may aggravate heart failure symptoms, precipitate functional decline, disrupt social and occupational functioning, and lead to an increased risk of mortality (Cully, et al 2009). Early detection of depression is thus necessary. Unfortunately the rates of detecting and treating depression among those with medical illness are quite low (Egede, 2007). This research proposes a solution of using random forest classifier algorithm to detect and predict detection. A mobile application will be developed in order to collect user data and make prediction.
Shooting crime is a serious public health problem in the US. The analysis of any historical crime data reveals that crime is non-randomly distributed in time and space. Based on this notion, hot spots policing has gained its momentum to effectively predict future crime locations. Recent studies; however, pointed out that traditional hot spots policing occasionally predict rare crimes such as homicides and shootings due to their less frequent recurring counts in a given place and time (specifically for shorter time periods such as weeks and months). Given this context, we developed a new shooting prediction system (SHOPS) to explore whether recent dynamic/mobility activity patterns of known violent individuals increase the prediction of short-term fatal and non-fatal shootings compared to the traditional hot spots policing. Findings suggest that SHOPS predicts fatal and non-fatal shooting locations more precisely by identifying fewer hotspot locations. Policy implications of the study were discussed in the conclusion section.
The time dilation formulas of both the Special Relativity and the General Relativity could be understood as children of a common expression that uses a factor dependent on the specific energy. Should such factor be used to define the relativistic mass, the equation that arises is an approximation of the mass and energy relation. An entangled mathematical definition of mass that is finally compared to the equations that define Dark Matter annihilation into charged states via loop-level processes.
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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
Hypervisor-based hardware virtualization- also known as the first phase of virtualization uses Virtual Machines (VM) to provide better hardware resource utilization and application isolation. A VM provides some level of portability, but still requires a full operating system (OS) with all the binaries and libraries required to run the service it hosts. Therefore, moving an application from a development to a production environment for instance is no different than moving them between two Physical Machines (PM). Container-based virtualization-sometimes known as the next phase of virtualization addresses some of these limitations by providing virtualization at the OS level. Docker is an open source engine launched in 2013 by a company called Docker, Inc. Docker is used to manage the lifecycle of containers. Using containers, it is no longer necessary to dedicate an entire VM to an application in order to provide isolation, thus saving OS license costs. In this project we plan to formulate a generic model that can be used to fine tune a container-based setup for maximum performance benefit.
The healthcare industry is thriving and the abundant amount of data involved raises call for help
relating to managing and maintaining them. It becomes a hassle to keep the data in it’s required
place and to pull and retrieve whenever necessary. The search for a proper data mining technique
to enhance the process is always appreciated and encouraged. Our era is controlled by the
upcoming technologies that are fast paced and yield great results. There is always a scope for
improvement and optimization. Every individual from every generation has been an avid user of
mobile phone and its applications. Healthcare facilities have slowly begun to depend on applications and technologies associated and supported by mobile phones and other networking platforms in order to have everyone within the facility and also the patients who have ties to the facility have access to the information that they are entitled to have.
A 1948 exhibition catalogue of the work of Alberto Giacommetti, with an essay by Jean-Paul Sartre, highlights the relationships between sculpture and psychoanalysis, phenomenology, existentialism.
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.
It is shown in present study that Rainflow method is unable to accurately estimate fatigue life ofcomponents under random loading, almost always. The inconsistencies between results of Rainflowmethod and hysteresis curve are also discussed. Alike the Peak counting method, it is shown that Shadowmethod doesn’t consider the possibility of deformation within individual cycles. Hence, Moshrefifar andAzamfar method is proposed as a novel technique having accurate results in different analytical condi-tions which are in good consistence with results obtained from hysteresis curves. Authors finally proposean algorithm as well as a C language program for this method.
The principles of minimalist design are evident in much of the technology we use today. This is especially the case with mobile applications. The most successful of which attempt to minimize the amount of user input needed to provide users with the information they are seeking. Although many mobile applications use data gathered by in-system activity such as a GPS to minimize input from users—some systems require user input, such is the case with roommate matching. This study utilizes the RoomUP mobile application as a testbed to define minimal criteria that can be used to gather user input and produce a compatible roommate match. Participatory design with prospective student users is used to reduce the number of variables and provide recommendations for a minimalistic user interface. The resulting prototype is then used to verify that it meets design goals and supports a satisfactory user experience.
The time dilation formulas of both the specific relativity and the general relativity could be understood as children of a common expression that uses a factor dependent on the specific energy. Surprisingly when such factor is used to define the relativistic mass, the equation that arises is an extraordinary approximation of the mass and energy relation. An entangled mathematical perspective of both time and mass that opens up again the question of what their definition really is, and which are the factors that modify such variables.
El movimiento relativo de un punto respecto de un observador no solo depende de la velocidad relativa del movimiento. La dirección de esta velocidad juega un papel fundamental en la deformación del tiempo. En este estudio, se ha cuantificado el efecto de la dirección sobre el factor de intervalos de tiempo.
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
Leo Marx, in his famous 1964 book, “The Machine in the Garden,” proposed that a central conflict in the American psyche resulted from the industrialization of the unspoiled, Eden-like landscapes of the new world. Wright’s Organic Modernism perhaps allowed 20th-century Americans to unconsciously feel that they could “resolve" that conflict by living in harmony with nature, while International Style Modernism and its machine-like buildings perhaps pointed too directly to the tragedy of industrial capitalism’s despoiling of the environment.
Cloud computing has been one of the major disruptive technology of this century changing the entire face of IT infrastructure across all spectrum. This has led to tremendous development, improvement and cost efficient means of securing IT infrastructures. Virtualization is the backbone driving the numerous cloud solutions and also making them marketable in the pay-as-you-use mechanism for all kind of deployment. This research is focus on improving the security and performance of cloud storage, backup and disaster recovery by evaluating the possibility of eliminating the Recovery Point Objective (RPO) and Recovery Time Objective (RTO). A live synchronization between production and Disaster Recovery (DR) sites is presented. We considered the mechanism behind Virtual Machines (VM) and hypervisor interaction with physical memory on host computers and evaluated the ability of VM to read/write directly to a unified multiple storage locations. Dependencies, requirements and guidelines for implementing this solution would also be analyzed.
Over the last two decades, constructive design research (CDR) — also known as Research through Design — has become an accepted mode of scholarly inquiry within the design research community. CDR is a broad term encompassing almost any kind of research that uses design action as a mode of inquiry. It has been described as having three distinct genres: lab, field, and showroom. The lab and field genres typically take a pragmatic stance, making things as a way of investigating what preferred futures might be. In contrast, research done following the showroom approach (more commonly known as critical design (CD), speculative design, or design fictions) offers a polemic and sometimes also a critique of the current state embodied in an artifact. Recently, we have observed a growing conflict within the design research community between pragmatic and critical researchers. To help reduce this conflict, we call for a divorce between CD and pragmatic CDR. We clarify how CDR and CD exist along a continuum. We conclude with suggestions for the design research community, about how each unique research approach can be used singly or in combination, and how they can push the boundaries of academic design research in new collaboration with different disciplines.
Virtual Reality’s recent commercialization has created a potential for its implementation into classroom and training environments. Past adoptions of this technology and their efficacy are explored in the literature review. This paper outlines the possibility of combining current VR technology with custom hardware allowing the user to interact with physical and mechanical object within virtual worlds and its implication on the future of kinesthetic learning and training in hazardous or expensive scenarios.
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.
Ideation flexibility is the ability to shift between a designer’s preferred and non-preferred ways of generating solutions as required by the presented task. There are many tools that exist to support ideation; however, there is a lack of research defining how to facilitate ideation flexibility and how to support designers in this process through use of such tools. In this paper, we report on the development of a new tool, the "Incremental to Radical Heuristics" (I2Rh), which may provide inspiring prompts for ideation, ranging from more incremental to more radical examples. We tested the use of this I2Rh with a small set of industrial design and architecture students and aim to report on ways in which designers with varying cognitive styles perceive and apply these heuristics and further the impact of the heuristics on the students’ problem solving processes and ideation outcomes. Preliminary results demonstrate that more innovative students found the adaptive applications of the heuristics to trigger more novel solutions, whereas the more adaptive students found that the innovative applications to be more inspiring.
Ideation is critical as it allows designers to form many diverse ideas to choose from and eventually test and validate them (Sheppard, Macatangay et al. 2009). However, in many cases, designers find it difficult to come up with many diverse ideas as a result of fixation they experience on particular ideas (Crilly 2015). Being a flexible designer means being able to move from one solution to another, in order to produce the most promising solutions for the given context. In this movement, idea generation methods play a critical role as facilitators of this movement while pushing designers to think differently (Silk, Daly et al. 2014). The focus of the proposed work is ideation flexibility (Yilmaz, Daly et al. 2014), defined as the ability to ideate in both incremental and radical ways – or, more precisely, to ideate along a continuum of thinking between the two, depending on the needs of the problem. Building on the theoretical foundation of Kirton’s adaption-innovation theory (Kirton 1976), we defined the ideation success as a designer’s ability to move between his/her preferred and nonpreferred ways of generating ideas as required in the design brief. To specifically target ideation flexibility, we took an empirically-driven and validated ideation tool, Design Heuristics (Yilmaz, Seifert et al. 2016), and modified it based on the Kirton’s adaptiveinnovative theory. This revised set, called the "Incremental to Radical Heuristics" (I2Rh), illustrates heuristics’ application both incrementally and radically to the same example design problem. I2Rh is intended to help designers execute an ideation strategy based on prompts, examples, and directions to incorporate more incremental or more radical changes to their naturally preferred ways of generating ideas, through facilitating flexible thinking. Our goal in this paper was to investigate how designers with different cognitive styles perceive and apply these revised heuristics and their impact on the students’ ideation outcomes.
Internet of Things (IoT) enabled smart homes to have made our daily lives easier, but these conveniences have also introduced security concerns. IoT devices hold security risks as well as smart home hubs and gateways. Gateways present a centralized point of communication among devices that can create a backdoor into network data for hackers but also present a detection opportunity. Intrusion detection is a common way to detect anomalies in network traffic. This paper introduces early work on an intrusion detection system (IDS) by detecting anomalies in the smart home network using Extreme Learning Machine and Artificial Immune System (AIS ELM). AIS uses the clonal Algorithm for the optimization of the input parameters, and ELM analyzes the input parameter for better convergence in detecting anomalous activity. The larger goal of this work is to apply this approach to a smart home network gateway and combined it with a push notification system that will allow the homeowner to identify any abnormalities in the smart home network and take appropriate action.
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.
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.
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.
As incessant cyber-attacks on organizations increase in complexity and destructiveness with the aim
to disrupt services and steal information, proactive measures are critically needed to mitigate these
attacks, cyber security risk assessment tops the list of measures. This study provides an overview of
cybersecurity risk assessment, various types of frameworks, and the difference between qualitative
and quantitative cybersecurity risk assessments. The aim of this early research is the creation of a
hybrid system which integrates an existing cybersecurity risk assessment system based on the NIST framework into the Factor Analysis of Information Risk (FAIR) model, an analytic risk assessment model that enables true quantitative measurement. In this study, we propose a hybrid-assessment tool which will be used to describe and compare the impact of using NIST driven values
as inputs for the resistance strength to determine the Loss Event Frequent (LEF) and Annual Loss
Expectancy (ALE) of a risk scenario as opposed to using experts’ opinion as user inputs for determination of the LEF and ALE values.
The current rapid growth in the computer and internet development has ushered in numerous cybersecurity challenges which are constantly evolving with time. The current cybersecurity solutions are no longer optimal in tackling these emerging cyber threats and attacks. This paper proposes the creation of a cybersecurity dataset to be used for a hybrid machine learning (ML) approach of supervised and unsupervised learning for an effective intrusion detection system. The proposed model entails a five-stage process which starts at the setup of a simulated network environment of network attacks to generate a dataset which feeds into the data normalization stage and then to data dimension reduction stage using the principal component analysis as a feature extraction method after which the data of reduced dimension is clustered using the k-Means method to bring about a new data set with fewer features. This new dataset is afterward classified using the enhanced support vector machine (ESVM). The proposed model is expected to provide a high-quality dataset and an efficient intrusion detection system in terms of intrusion detection accuracy of 99.5%, short train time of 3seconds and a low false-positive rate of 0.4%.
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.
A conversation between two friends who are not musicians and whose personal histories could hardly be more different. Through a series of conversations we explored those journeys, compared and contrasted our stories, and discussed just why this music affects us so deeply. We discussed specific musicians in terms of whether we liked, did not like, or were indifferent to their music, and why we either agreed or not. In these conversations we posed various questions to each other, hoping to discover and articulate certain essences that we might share. One thing we agreed upon up front is that we are neither musicians nor music critics. In fact, we’re not convinced that the field of music criticism is even a valid endeavor. Music description and personal reaction, however, is another matter. In our conversations we tried to describe our reactions to specific musicians and “schools” of music, without labeling the music as “good” or “lousy”. You will see that this doesn’t prevent us from disagreeing and disagreeing in spirited fashion, while always trying to focus on why our personal reaction is what it is.
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 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.
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.
This paper studies a design workshop that investigates complex collaboration between fundamental physics and design. Our research focuses on how students create original artefacts that bridge the gap between disciplines that have very little in common. Our goal is to study the micro-evolutions of their projects. Elaborating first on Actor Network Theory (Latour, 1996; 2005) we study how students’ projects evolved over time and through a diversity of inputs and media. Throughout this longitudinal study, we use then a semiotic and pragmatic approach to observe three “aesthetical formations”: translation, composition, and stabilization. These formations suggest that the question of material agency developed in the field of archeology and cognitive science (Knappett & Malafouris, 2008) need to be considered in the design field (Renon, 2016) to explain metamorphoses from the brief to the final realizations.
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.
A great deal of data is generated every day on social media, although this information is used for marketing purposes regularly, it has the potential to serve other purposes, such as in crisis management. This study focuses on collecting data from social media, specifically Twitter, in order to help 911 telecommunicators (floor supervisors, call takers, and dispatchers) to 1) identify Twitter users requesting assistance during a crisis, 2) identify information that may be useful to incidents that were called into 911, and 3) pass the information to the first responders (police, fire, and emergency medical services). Previous research in this area can be summarized into three stages. First, a set of information requirements has been developed that must be satisfied to dispatch first responders and meet their immediate awareness needs. Second, a coding schema has been presented to identify six types of actionable information. Finally, it proposed automated methods based on previous literature which can be used to implement these methods in the future (Kropczynski et al. 2018). This research concentration is on refining social media data by starting with finding local tweets that contain this information and recognize patterns of how it is used. Next, patterns will be used in the development of automated methods in the future. The contribution of this work is extending the coding schema of the 6Ws and put it on an action, develop an interface to view the data of social media separated by the 6Ws. It will begin with just on of the six Ws (Weapons).
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.
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.
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.
Shortly after the comparative analysis of Codding et al. was published, I prepared a comment on the article that I submitted for publication. In response to feedback from the editors, I eventually revised the manuscript substantially. That revised version has now been published. In this paper, I share the original submission of the comment, which focuses on important considerations for future studies of risk-‐ sensitive foraging. Meanwhile, Codding and his colleagues have published a response to my comment. They exhibit some confusion about my position, which they describe as “paradoxical.” In a reply to their response, I have therefore added some clarifying remarks at the end of this paper
Previous studies have offered a variety of explanations on the relationship between democracy and the internet. Some argue that with free access to information, knowledge sharing without any constraint, and the spread of political knowledge, the internet will help change people’s political attitudes and spread democracy. Other studies found that authoritarian regimes by censoring the internet, tracking the political activist, prosecuting the dissidents, and using the internet to spread their propaganda limit the democratization. Also, some studies explored the effects of diffusion of false news through the internet and especially via social media. However, most of these studies concentrate on regions, specific states or authoritarian regimes. No study has investigated the influence of the internet in partly free countries defined by the Freedom House. Moreover, very little is known about the effects of online censorship on the development, stagnation, or decline of democracy. To fully understand the impact of the internet and online censorship on democratization in partly free countries, we must explore these relationships in these countries. Drawing upon the International Telecommunication Union, Freedom House, and World Bank reports and using machine learning methods, this study sheds new light on the effects of the internet on democratization in partly free countries. The findings suggest that internet penetration and online censorship both have a negative impact on democracy scores and the internet’s effect on democracy scores is conditioned by online censorship. Moreover, results from random forest suggest that online censorship is the most important variable followed by governance index and education on democracy scores.
Until recently, nationally representative survey data has been the primary source of information on the energy performance of buildings in the U.S., relative to their year of construction. The emergence of municipal energy benchmarking ordinances and public availability of benchmarking datasets now makes it possible to explore these relationships at the local level, and to link this data with information about a building’s historic designation status. This paper presents results from an initial statistical analysis examining the relationships between building energy use, year of construction, and historic designation status. First, municipal benchmarking data from six U.S. cities is used to examine local trends in the relationship between building age and energy performance. Second, an exploratory analysis of the energy performance of designated historic compared to non-historic buildings in New York City is presented. The methods described in this paper could be applied more widely to benchmarking datasets from other cities.
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 .
Devices in the Internet of Things (IoT) have enhanced our ability to automate functions in smart homes and increased our ability to monitor day to day activities regardless of whether we are in our home. Despite these benefits of IoT devices, it is the case that notifications about threats to our home when we are away are typically only sent to one or two people within the home. We proposed enhanced monitoring of threats by allowing temporary access to IoT devices to extended networks of homeowners in situations where primary IoT device owners are not able to address a smartphone notification quickly.
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.
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.
Kaleidoscope-Special Sessions Presentation
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CampusParc, the entity that manages and operates The Ohio State University’s parking assets under a long-term lease, engaged students and faculty in the university’s Department of Design to determine how its brand, services, and parking environments can contribute to a more positive parking experience in garages and surface lots–particularly for visitors to the main campus. This year-long collaboration involved multiple design-definition sessions between design faculty and a CampusParc design strategy team, an 8-week graduate/undergraduate design-led summer workshop, and a full semester Advanced Visual Communication Design Studio course. The outcomes included discovery themes, user journey maps, observation findings, problem statements, design opportunity proposals, and concept prototypes. Throughout this process, the students worked with, presented to, and received feedback from design faculty and CampusParc representatives. Students engaged stakeholders, university staff, and transient (visiting) parkers. By immersing students into a complex practice-based project, the students applied their design research and service design thinking in environmental graphics and branding. CampusParc is realizing new design opportunities, embracing proposed design themes and concepts, and shifting their role from a ‘utility’ to a ‘service’ provider. This new mindset is contributing to CampusParc’s interest in enhancing relationship building and crafting a friendly and approachable brand language that interjects a sense of delight. This paper captures this collaboration and presents the student-led design solutions as a case study that can serve as a model for future professional academic collaborations.
This analytical paper asks, does the One-China policy shape the People’s Republic of China’s foreign policy? This paper begins by briefly defining the One-China policy and situating it in the respective histories of China and its current incarnation as the People’s Republic of China (PRC). Then, after untangling the often muddled classifications of soft, sharp, and hard power, the question is interrogated in the context of each class of power (Nye, 2004; Nye, 2011; Nye, 2018; Raby, 2019; Walker & Ludwig, 2017). This analytical essay concludes that the PRC does employ predominantly sharp and hard power strategies that are heavily influenced by the One-China policy.