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- Type:
- Article
- Description/Abstract:
- Light in photography is considered by most practitioners as one of the most important visual element since through it the human is able to recognize shapes, texture, color depth and even create diverse moods in the images. In food photography, light settings also imply the creation of several forms of shadows which become a secondary visual element. Thus, the effects of different types of shadows on food photos can generate different perceptions of the food creating either a positive or negative impression on human behavior. This paper aims to explore the usage of cast shadow on food photography in order to open a new discussion in this topic. The main approach was to create and survey food images with several cast shadow composition; evaluate them and determine if the difference of cast shadows has an impact on how food images are perceived. As a result, the experiment showed that different cast shadows affect not only the mood in which food is perceived but also the taste of the food. These findings can be useful to explain how cast shadows are also a key visual element in the decision making process or human behavior when choosing what to eat from a group of food images.
- Creator/Author:
- Sakay R. Oscar E.; Soh, Masuko , and Toshimasa, Yamanaka
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/30/2017
- Date Modified:
- 01/16/2018
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- Description/Abstract:
- 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.
- Creator/Author:
- Rodriguez Cuevas, JM and Islas Munoz, JA
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/30/2017
- Date Modified:
- 01/30/2018
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- Description/Abstract:
- Increasing interest is seen at the intersection of architecture and health. The built environment has become associated with a number of negative health outcomes including obesity, cancers, and diabetes. Engaging design students in these inquiries surrounding health is integral in preparing them for future practice. This paper reviews the conceptual development and tested implementation of an interdisciplinary course focusing on the wellbeing and overall health of the occupant, using primary and secondary framework structures in the vein of Groat and Wang’s logical argumentation. The reviewed course engages interdisciplinary teams composed of students from the School of Architecture, the College of Engineering, and the College of Natural Resources, with private practice. The course puts forth an effort to break out of the conventional pedagogical structure found in architectural education, primarily the studio and large lecture spaces. The course has been specifically designed to: (1) establish a framework for common content relating to health in the built environment across disciplinary boundaries; (2) build meaningful partnerships between interdisciplinary student groups; and (3) establish a common vocabulary between architectural education and aligned disciplines regarding health and the built environment. The course structure, activities, and assessments are reviewed, proposing a solid framework for including integrated design and themes of health in architectural education.
- Creator/Author:
- Rider, Traci Rose
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/30/2017
- Date Modified:
- 12/01/2017
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- Description/Abstract:
- 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.
- Creator/Author:
- Rhi, Joomyung
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/30/2017
- Date Modified:
- 10/15/2018
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- Description/Abstract:
- 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.
- Creator/Author:
- Ren, Lisha and Wang, Yan
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/30/2017
- Date Modified:
- 04/24/2018
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- Description/Abstract:
- The design of meaningful graphical objects to represent collection items must balance the following: amount of useful information that can be communicated through the object’s graphical form, meaningful graphical difference between individual items or groups of items, and restraint in form complexity to allow for the simultaneous display of numerous collection items at a small size. How the user interprets difference and sameness and, more importantly, whether the user attaches hierarchical value to the emergent categories, may play a significant role in determining whether that user focusses attention on one set of data over another, on one set of processes over another, and ultimately, on one set of tasks over another. This paper examines the significant consequences for the understanding of the user resulting from representation of data, files, and other objects in a human-computer interface (HCI), and proposes that new approaches may be indicated, given the growing complexity of what is being represented and how what is represented can be used.
- Creator/Author:
- Ruecker, Stan and Radzikowska, Milena
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/30/2017
- Date Modified:
- 01/09/2018
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- Description/Abstract:
- As humans’ information processing abilities, have become more and more disconnected from their senses due to an increasing quantity of abstract information, so have design processes. There is a demand for designers to include human sensation as part of engaging product forms and experiences. This qualitative case study explores the role of senses and their potential use in design ideation. A literature review of related theoretical and pragmatic perspectives and a survey of 15-20 product examples that provide unique sensory experiences are analyzed and sorted through four sensory design strategies: Sensory Augmentation, Conversion, Transition and Isolation. Using the four strategies as core concepts, a Sensory Reflective Framework with a mindful focus on sensory appreciation and translation is proposed to support designers’ ideation in creating unique product forms and experiences. The paper reports the process and findings of a sensory ideation workshop which was conducted based on the framework, and further discusses the development and implications of the framework in supporting designers’ sensory ideation.
- Creator/Author:
- Daiello, Vittoria ; Jung, Heekyoung , and Prabhakar, Pratiksha
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/30/2017
- Date Modified:
- 12/01/2017
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- Description/Abstract:
- This research is based on the scenario in the context of Hong Kong, in which church has been built in densely populated urban environment restricted in flat space. The research objectives were: 1) firstly to investigate the relationship between theology and spatial design in Hong Kong Protestant church; 2) secondly, to analyse the issue of the lack of design with respect to sacred identity in the church of Hong Kong that leads to an unappealing and non-sacred appearance of Protestant church; 3) and finally, to establish theoretical standpoints on designing sacred space with contemporary quality without surrendering of the sacred identity. The aims of the research were to understand the influence of secularisation to the rationale of church design and to generate an appropriate identity of church with a theoretical standpoint to serve the contemporary community effectively. In order to meet these objectives, the study comprised of a qualitative site observations of 171 churches, which provided comparative figures for the study of churches incorporated with design elements or no design elements. In Hong Kong approximately 775 one-flat churches, which are 66% of the total number of Protestant churches, are located in different layers of vertical space within this vertical city. When churches provide social services in the same limited space, the identity of church is surrendered to the need of the social community. This study endeavours to facilitate church design with the focus on the immanence quality in order to encounter the different spatial limitations in church design.
- Creator/Author:
- Poon Shek Wing, Louis
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/30/2017
- Date Modified:
- 12/01/2017
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- Description/Abstract:
- This paper presents the results of a research based Living Lab experience, where people participate together as users, researchers, stakeholders and collaborators working to effect change to improve social inclusion and social participation for persons with functional difficulties. The Rehabilitation Living Lab in the Mall (RehabMall) transforms an urban shopping mall into an interdisciplinary, multi-sectorial research platform that supports multiple projects investigating what constitutes an accessible and inclusive environment for people with physical, sensory and cognitive disabilities. We present an overview of the RehabMALL Living Lab, the contexts of the project and the project meta-analysis to present the salient issues emerging from the projects that were done. Grounded in a design research approach, and inspired by the Ecological Systems Theory of Bronfenbrenner (1979), the investigations conducted focus on subjective and inter-subjective experiences within understanding obstacles and facilitators that frame how people experience going to the mall, and how the physical, cognitive and virtual environments that support these activities might be better served. Disability is defined within the framework of the “World Health Organization’s International Classification of Functioning (WHO, 2003). The overview of the project is presented with particular attention to the various collaborations and partnerships created alongside the issues that emerge in terms of results, and how people might be better served when public spaces are designed with their input and within a perspective of universal design.
- Creator/Author:
- Le Dorze, Guylaine; Ahmed, Sara; Bertin, Sylvain ; Thomas, Keiko Shikako, and Poldma, Tiiu
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/30/2017
- Date Modified:
- 05/23/2019
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- Description/Abstract:
- Contemporary research in business strategy, new product development, and design management has suggested that cross-functional collaboration within team-based environments is critical to successful product development processes. However, scholars have also demonstrated that the mere presence of inter-functional structures does not necessarily lead to better outcomes. Indeed, the very differences which cause cross-disciplinary teams to result in improved design processes may also lead to friction as team members’ backgrounds, orientations, and training often cause them to have different perspectives on what information is important to the product design process and to solve development-related problems. Improved understanding how to integrate information from differing functional areas is a clear emphasis of research, yet very few empirical studies have precisely defined the units of knowledge flowing through NPD projects, differences in importance of information elements by functional area, or the structures which may facilitate the sharing of information within NPD. This study presents an investigation of product design briefs as knowledge-based artifacts of cross-functional collaboration within NPD. Drawing on a proprietary sample of 68 briefs analyzed through an expert rating procedure alongside survey questionnaire of 153 product development managers our results define 51 information elements commonly shared between functional areas during an NPD project. We organize these information elements as eight factors, categorize the “importance” of each element to NPD success, and describe differences in evaluation from across three primary functional domains of NPD: (a) Design, (b) Marketing, and (c) Engineering/ R&D/ Development.
- Creator/Author:
- Parkman, Ian
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/28/2017
- Date Modified:
- 12/06/2017
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International