Search Constraints
Number of results to display per page
Search Results
-
- Type:
- Article
- Description/Abstract:
- 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.
- Creator/Author:
- Wada, Terri and Napier, Pamela
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/28/2017
- Date Modified:
- 02/02/2018
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
-
- Type:
- Article
- Description/Abstract:
- 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.
- Creator/Author:
- Meyrick, Tonya
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/28/2017
- Date Modified:
- 10/04/2018
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
-
- Type:
- Article
- Description/Abstract:
- Outside of academia, it is often hard for researchers to find the opportunity to continue our scholarship. As graduate students and PHD fellows, we spent years creating and testing our hypotheses, designing new methods, approaches and technologies and we are anxious to ascertain if our theories can survive in the real world. How does a lone researcher engage the business community and convince them to test and use new cutting-edge research methods? The flipside is also true, you are a corporate researcher who would like to engage new methods and approaches to advance learnings, but you have limited resources and a business that demands results. How can you trust new methods and engage in new approaches while minimizing risk and exposure? The authors will give a 50,000-foot view of a new design research methodology, The FlashDraw, and how it can be complimentary alongside traditional research methods. An overview and example of the research process will be illustrated. The poster will also explore the challenges and successes of the partnership between two researchers, a recent graduate student and a corporate researcher, and their on-going journey to explore and establish best practices for researching on the “edge of the new”.
- Creator/Author:
- Hertz, Tricia and Lutz, Eva
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/28/2017
- Date Modified:
- 01/11/2018
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
-
- Type:
- Article
- Description/Abstract:
- 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.
- Creator/Author:
- Kubo, Masayoshi and Wakasugi, Jien
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/21/2017
- Date Modified:
- 02/15/2018
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
-
- Type:
- Article
- Description/Abstract:
- Design processes are so complex that it is not easy to remember, reflect and record in detail after the actual processes are over. This paper proposes a notation to depict a design process as a whole while keeping its original complexity in terms of visual and structural aspects. The notion affords two types of structures to represent design processes, through activity units, a series of actions of the same kind, and design elements including ideas, prototypes and theories emerged, created, and applied during the design process. We use a design process of an actual design workshop as a case to derive the notation while using the online presentation tool “Prezi” as an interaction framework. We then investigated the depicted design process by re-experiencing the process as a first-person engagement using the designed notation. Prezi's animation mode allowed us designate a sequence along which viewers can experience the design process by zooming in some activity units and design elements, and its presentation mode allows us to look back the design process from the start to the end by following activity units arranged in the temporal order. Following the transitions among some design elements allows us to focus on essential objects in the design process. The depicted process illustrate that the two structures of activity units and design elements are not corresponding to but independent of each other.
- Creator/Author:
- Sakaguchi, Tomohiro; Kutomi, Nozomu; Kita, Yusuke, and Nakakoji, Kumiyo
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/21/2017
- Date Modified:
- 10/04/2018
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
-
- Type:
- Article
- Description/Abstract:
- 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.
- Creator/Author:
- Lee, Soonju; Kim, Hankyung, and Lim, Youn-kyung
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/21/2017
- Date Modified:
- 10/08/2018
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
-
- Type:
- Article
- Description/Abstract:
- 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.
- Creator/Author:
- Kweon, O Seong; Kim, Agnes Jihae, and Lee, Byeong-Jong
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/21/2017
- Date Modified:
- 02/12/2018
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
-
- Type:
- Article
- Description/Abstract:
- 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.
- Creator/Author:
- Ladjahasan, Nora and Kang, Sunghyun R.
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/21/2017
- Date Modified:
- 10/18/2018
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
-
- Type:
- Article
- Description/Abstract:
- 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.
- Creator/Author:
- Kang, Namgyu
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/21/2017
- Date Modified:
- 10/23/2018
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
-
- Type:
- Article
- Description/Abstract:
- 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.
- Creator/Author:
- Nagao, Toru; Ishizuka, Akio; Inasaka, Akiyoshi, and Oda, Hirokazu
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/21/2017
- Date Modified:
- 02/01/2018
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International