Most academic methodologies are developed from a prescribed methodological process that is limited to a specific area of study. However, the disciplinary landscape in which the knowledge is established is being rapidly reconfigured. Given the vast varieties of practices and knowledge base required from information designers, it is even more crucial for them to look outside of the traditional visual design fields and seek diversities for better research and creation methods.
The two disciplines, software engineering and information design, are often perceived as one provides technical solutions to the other. This essay intends to move beyond the common perception, and identify relevant issues in software engineering design that resonate with the information design process. The issues include the multi-component planning approach; the human-oriented agile method; design concepts such as abstraction, decomposition, component modularity, hierarchical relationship, and extensibility. The perspectives from software engineering design and information design is examined through units of analysis, terminology explanations, and forms of communications. The collective design methods and principles provide a systematic framework to the methodological thinking in information design. The discussion serves the purpose of encouraging more conceptual-based conversations between information design and other disciplines, especially in the fields of science and technology.
Carnegie Mellon University's School of Design partnered with Cognizant Technology Solutions on a design project for a semester-long elective course called UX Design Tools. The intent was broad in its inception: identify emergent opportunities where technology will play a significant role in people's interactions and experiences. What is the future of physical space? How are advancements in IoT, augmented reality, and telematics influencing how we experience environments?
Students were asked to anchor their problem solving in evolving human needs and to understand the role technology plays. Cognizant's human-centered development approach relies primarily on ethnographic inquiry. This evidenced through integrating their anthropologists from acquired firm Idea Couture, and associates from strategic partner ReD Associates. The interdisciplinary majors from upper-level undergraduate to graduate level students learned to use and create multi- method research approaches to identify unique opportunities.
Seven teams created future scenarios with newly developed physical product designs, digital interfaces, and new service strategies utilizing various technologies. Three case studies highlight a trio of observed emotional themes in relation to how people utilize technology to benefit their daily life or work: self-
election, introduction-exchange, and co-dependency.
This poster presentation will showcase three projects that will serve as examples of how industry and academia act as research and development entities; how to approach research as a
fundamental tenet for innovation and design; and show how breadth and depth of interdisciplinary skills and experience is a necessity in an ever expanding climate of technology push.
This paper presents the main process of a graduate course entitled ‘Generative Design Research for Sustainability’ offered in the Department of Industrial Design at Middle East Technical University in the spring semester of 2015/2016 through exemplary design research cases conducted by the graduate students at the doctoral level. These cases focus on the adaptation of the generative tool and the method, namely Experience Chart (EC) Guide tool (Kulaksız, 2016) and Experience Reflection Modelling (ERM) method (Turhan, 2013), in line with the graduate students’ particular research topics. First, the paper provides the course objectives, outcomes and process, then, it explains the EC Guide tool and the ERM method to be adapted and implemented within the context of the course. Then, these generative tool and method, and their adaptations are demonstrated through the exemplary cases (i.e. efficient use of working environment in design studios, lighting practices in kitchen environment, and interactive prototyping practice) selected from the submitted assignments considering their quality, originality and comprehensiveness. The main emphasis of this paper is on the adaptation and implementation of the EC Guide tool and the ERM method through providing the experiences, insights and suggestions of the graduate students who are also the co-authors of the paper. Based on that review, major conclusions and findings are presented through comparing and contrasting these cases for the future development of the course.
It is common to see graphic design copies of foreign models or other Chinese designers. These designers are apathetic toward the work and neglect its ongoing challenges, including the need for constant innovation. In contrast, there are masters who use Chinese culture in creative ways and achieve outstanding reputations all over the world. The reasons design masters choose Chinese culture as a theme for their graphic work and the unique ways in which they symbolise cultural resources and knowledge are explored and explained in this study. This study also illustrates how traditional culture can become a potential innovative strategy by applying a systematic and culture-based methodology. The case studies presented concern the first generation of graphic designers in Hong Kong: Henry Steiner and KAN Tai Keung. The preliminary results of the two case studies show very positive outcomes for cultural interpretation becoming a new innovative stream of graphic design.
Student life at a large institution like University of California, Berkeley, is challenging in many ways. Along with the often extreme academic demands, students must discover and navigate numerous services while simultaneously integrating themselves into formal and informal campus communities. Historically, core student services were delivered in a piecemeal and disjointed way via a dozen or more websites. A large investment in a Student Information Systems (SIS) replacement project has since unified these service experiences through CalCentral, a Berkeley-developed service portal, and created with a significant focus on user experience design.
While significant strides have been made to improve and simplify how services are delivered to students, the design team has been challenged to push their vision of the service ecosystem further, to “humanize the institution.” The vision goes through the SIS project and beyond, by first switching mindsets from service producers to service providers, and second by looking at how deeper relationships can be created digitally between students and the institution. The research, with students and different stakeholder groups, shows that beyond usability and learnability, there are greater opportunities through service design to contribute to students’ senses of agency, inclusion, connectedness and wellbeing. The design team is codifying new design principles and developing prototype experiences that look more closely at tone, behavior and contributing to a positive emotional state of mind. The service delivery through CalCentral is humanized and augmented in affirming ways, to use language that is accessible, and to guide students through complex paths.
This study hypothesized that humans give priority perception to product shapes that possess topological structures. Three experiments confirmed the proposition accordingly. The first experiment selected existing products that grab people’s attention within the prescribed time, with the experimental objects selected according to degree of topological properties and structure complexity. The results showed that visual topological properties in the products had strong visual appeal. The second experiment determined the visual prominence of freely designed and redesigned chairs according to the rating of non-expert users. The results demonstrated that products whose shape adopted topological structures were given priority attention. The third experiment intended to prove the practical value of visual topological features from a direction opposite to that of the second experiment; that is, from topological structures to deconstruction of topological structures. All three experiments showed as well that there are many cognitive limitations in the recognition of topological structures in product shapes. These unexpected problems, such as the contradiction between topological structure and habitual cognition, are discussed. The results of the study and the effects of topological properties on development are also discussed.
The purpose of this research was to utilize co-design thinking to investigate and understand the experiences of veteran students entering into college at The Ohio State University (OSU) after military service, and to assist the university in improving those transition experiences. The research significance is that an increasing number of post 9/11 era veterans are utilizing the educational benefits earned through their service. Many of these service members have spent years inside a military culture, which has inadequately prepared them for a transition to the civilian and academic environments.
It has been found that veteran students often self-segregate due to age differences, and their experiences gained through military service. Additionally, while OSU’s Office of Military and Veteran Services (OMVS) has been doing incredible things to help veteran students transition away from the military and into OSU, many of their practices tend to promote self-segregation rather than integration.
Although it is not true across the entire population of veteran students, the research conducted showed that many sought opportunities for improved social integration programs. Opportunities lie in finding a balance between the culture that veteran students share, and integration into the civilian culture they are now part of. Additionally, veteran students could benefit from additional support in regards to academics and logistics when navigating through OSU.
The study conducted was comprised of preliminary interviews with a director of the OMVS, an initial survey, four co-design sessions with volunteer veteran students, and an evaluative survey to gain deeper insight into the possible new service concepts generated during the co-design sessions. Based on the research results, proposed new services and improvements to existing ones were presented to OSU’s OMVS.
With the enhancement of medical technology and human living standards, the world is showing a trajectory towards an aging society. The elders generally suffer from degeneration, which may cause problems in their daily lives. Aging has since become a major issue of scientific researches.
Elders in Taiwan mostly live alone or with a partner. Because eating out is not a habit, cooking often plays an important role in their lives. Due to the degeneration happening to their bodies, the danger during cooking activities increases. Therefore, it is necessary for them to seek help from assistive devices.
In this research, we will make assistive design models that help elders use woks. The designs are for the task we have chosen from our investigation. We will also evaluate the effect of the aids objectively using the EMG system, and collect the iEMG value for evaluation. The iEMG values were collected from four muscles (FDC, FCR, Biceps and Deltoids). Eight middle-aged participants who will become elders in the near future were invited to participate in the experiment. Four design solutions were chosen from seven working models. The design solutions were all helpful to the task, and the performances of the stove design solutions are significantly better than the original wok. The degrees of hand trembling while performing tasks were also measured, however the differences were not significant.
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.