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- 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:
- Product use innovation is a means to facilitate the design-driven innovation approach. We explore how the mode-of-use concept may apply to state-of-the-art product interactions to enhance user experience and provide opportunities for design-driven innovation within the interactive product space. To achieve this we apply taxonomy of interactions to classify interaction styles as along the two dimensions explanatory or exploratory and discrete or composite. Adopting the research-through- design approach two interactive mood lamps were developed and expressed as high-fidelity prototypes. These were then used as stimuli to evaluate the influence of interaction style on product experience. Results indicated the touch-free magic interaction style, an interaction providing explorative and composite modes of interaction, was initially considered more innovative in terms of use. However, participants also expressed negative emotions related to dissatisfaction and embarrassment towards the touch-free magic interaction due to an inability to intuitively understand the use functions. Implications for the application of use innovation within the interactive product context are finally discussed.
- Creator/Author:
- Jeong, Geehyuck and Self, James
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/21/2017
- Date Modified:
- 12/06/2017
- 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
- Type:
- Article
- Description/Abstract:
- 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.
- Creator/Author:
- Ikeda, Minako
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/21/2017
- Date Modified:
- 02/08/2018
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- Description/Abstract:
- In this study, the authors propose two information layout strategies (informative layout and decisive layout) that influence the user acceptance rate on recommended information. The informative layout is the degree of descriptions in the recommendation process. The decisive layout is the degree of choices in recommendations. Thus, the objective of the paper is to discover how users’ acceptance of a recommendation changes when the recommendation is displayed in different degrees of informative and decisive layouts. To this end, we have conducted the following tasks: 1) Sophisticated software was created with Javascript to conduct experiments with users online; 2) Experiment subjects (N=247) with various education and demographic levels were recruited; 3) User acceptance rate depending on the information layout strategy was collected; 4) The relationships between information layout strategy and user acceptance of the recommended information were computationally analyzed. The results of the study indicate that the information layout strategy proposed in this research significantly influences user acceptance of the recommended information. Also, this research identified effective combinations of informative and decisive layouts to maximize the user acceptance.
- Creator/Author:
- Lee, Jong Myoung and Hyun, Kyung Hoon
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/21/2017
- Date Modified:
- 11/21/2017
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- Description/Abstract:
- In recent years, architecture culture study is a popular direction in traditional vernacular dwelling research of China. Architectural culture, as the metaphysical part of a building, not only influences the formation of the building in design period, but also dominates the usepattern of the building after construction. However most of studies started with material form of dwelling from architectonic prospective ignored that architecture is a phenomenon of culture. The study of vernacular dwelling from cultural and other related academic fields is very necessary. Bei-nong is a transportation space in traditional vernacular dwelling of Jiangnan area in China. This paper tried to use the methods of urban history research to investigate this space. First of all, the particular time and region of bei-nong appearance has been observed and defined from historical and cultural background. Then, appearance reasons have been analyzed based on the social context and mainstream philosophy during the scope of time and region. In the end, the physical and social functions and the architecture construction of bei-nong have been summarized and ratiocinated from the former conclusions according to inductive reasoning theory. A real and comprehensive bei-nong is showed in the result of research, not only the physical form and history of architecture but also a history story about that place and time.
- Creator/Author:
- Wei, Na; Huang, Ying , and Guo, Weiming
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/21/2017
- Date Modified:
- 11/21/2017
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- Description/Abstract:
- 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.
- Creator/Author:
- Yeh, Wen-Dih and Huang, I-Nung
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/21/2017
- Date Modified:
- 02/08/2018
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- Description/Abstract:
- Case studies are discussed, from Northumbria University’s practice-led Centre for Design Research (CfDR) that demonstrate how visualising concepts and designs through digital animation can enable effective communication of ideas and interactions, which in turn enables creative leaps in thinking, understanding and decision-making. Animation is a tool that can unlock the comprehension into what is and what could be. This paper reflects on a number of collaborative projects between the CfDR and several scientific communities, demonstrating and focusing in particular on the process of visualisation, designing digital animations to communicate complex processes, ideas and interactions. An approach and understanding has been developed about how to effectively communicate potentially complex, scientific and technical concepts for the benefit of the client and the end user, in particular the lay audience whose knowledge of the subject may be limited or non-existing. Findings indicate that the process of constructing simple digital animated stories becomes a learning process for both designer and client. Critical discussions during collaborative meetings develop shared understandings: helping clients to think more creatively about communication (appreciating the benefits of manipulating a truth to position to waylay contextual confusion), and making implicit knowledge belonging to the client explicit to the designer. It is important to state that this negotiation is more effective when the designer is a layperson with respect to the complex implicit knowledge of the client. During these collaborative conditions the untangling of complex ideas have achieve the a-ha moments in the animations’ audiences.
- Creator/Author:
- Hilton, Kevin H. ; Parkinson, David A., and Hewitt, Ian Balmain
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/21/2017
- Date Modified:
- 01/09/2018
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- Description/Abstract:
- How can students at a federally-designated Hispanic-serving institution understand and express culture and diversity through art and design? In order to address this inquiry and to exemplify a method that introduces students to critical thinking in the context of design, I am presenting a case study based on the primary results of a project implemented at an introductory graphic design class, which is part of a multidisciplinary arts program. In this project, students learn basics of design research and auto ethnography in a studio setting, in order to explore heritage and culture, their context of living, family history, and personal connections with their past, present, and future. Results from this discovery stage inform brainstorming, sketching, design, and production of a book that contains multiple visual explorations on “Heritage.” Some of the most memorable and productive conversations and interactions between students took place not only during the development of the project, but at the final project presentation, which exposed their capacity to develop greater tolerance and a more empathic view of the other, to be open to reanalyze their context and personal interactions, to better evaluate the design abilities of their peers as they respond to their own individual approach to the topic, and to develop a better and safer sense of place in the classroom.
- Creator/Author:
- Hernández, Maria Gabriela
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/21/2017
- Date Modified:
- 01/12/2018
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- Description/Abstract:
- The term “slow fashion” was coined by Kate Fletcher to counter the growing trend of the “fast fashion” industry. In recent years, the clothing industry has been dominated by fast fashion that has spurred overconsumption whereby people buy more than they need. This study aims to develop a critical-creative thinking framework based on the understandings and insights of how Millennials view apparel consumption. Lynda Grose and Kate Fletcher’s chapter “Transforming Fashion Product” from their book Fashion & Sustainability: Design for Change (2012) provided useful information regarding the fashion process, helping to reveal new patterns to frame how participants of this study view apparel consumption. This research investigated the way in which consumers viewed material, consumer care, and disposal of their clothing. In order to understand the Millennial mindset with regard to apparel consumption, responses were collected from over a hundred Millennials through an online survey (Phase One), where they discussed their reasons for placing themselves along a scale from slow to fast fashion. The findings uncovered a new group of consumers, the undecided+exploring, who identified with both slow and fast fashion. Valuable insights extracted from the survey informed the development of a research toolkit for a series of participatory workshops (Phase Two) with the goal to construct a conceptual model of Millennial apparel consumption. Further understanding of slow fashion, as seen through the Millennial mindset, will inspire and guide designers, manufacturers, and consumers to make more sustainable decision when developing, selling, and buying clothing items.
- Creator/Author:
- Hernández, Abel
- Submitter:
- Lora Alberto
- Date Uploaded:
- 11/21/2017
- Date Modified:
- 01/23/2018
- Date Created:
- 2017-10-31
- License:
- Attribution-NonCommercial 4.0 International