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- Type:
- Article
- 摘抄:
- Today, while profit maximization is still the bedrock of the capitalist model, people have embraced the idea of social contribution as a useful strategy in businesses. In this recent movement, Creating Shared Value (CSV) strives for a win-win solution that creates both social and business value. While in its early stage, CSV is showing promise and potential; society is witnessing a paradigm shift from practices of corporate social responsibilities (CSR) to CSV which is more sustainable and effective approach. Since Porter and Kramer originally introduced the concept in 2011, CSV’s application has expanded to many areas of business management, but it has not been discussed comprehensively in design research as of yet. The title of this paper, “Designerly Way of Creating Shared Value” (DCSV) is inspired by Nigel Cross’s famous book, Designerly Way of Knowing (2006). ‘Designerly’ is an adjective describing ‘how’ designers think and behave that is different from professionals in scientific disciplines. The aim of this paper is to propose a new matrix illustrating the link between creating shared value and design, and to systemically describe the existing examples of DCSV (Cross, 2016). The paper will begin with an introduction to the concept of CSV followed by a brief literature review on CSV in design research. The second part will focus on demonstrating the new DCSV matrix by illustrating the four examples that exemplify it.
- 作者:
- Kim, Kyulee
- 提交者:
- Lora Alberto
- 上传日期:
- 11/21/2017
- 更改日期:
- 12/06/2017
- 创建:
- 2017-10-31
- 证书:
- Attribution-NonCommercial 4.0 International
10382. Group Storymaking: Understanding an Unfamiliar Target Group through Participatory Storytelling
- Type:
- Article
- 摘抄:
- 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.
- 作者:
- Lee, Soonju; Kim, Hankyung, and Lim, Youn-kyung
- 提交者:
- Lora Alberto
- 上传日期:
- 11/21/2017
- 更改日期:
- 10/08/2018
- 创建:
- 2017-10-31
- 证书:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- 摘抄:
- 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.
- 作者:
- Kweon, O Seong; Kim, Agnes Jihae, and Lee, Byeong-Jong
- 提交者:
- Lora Alberto
- 上传日期:
- 11/21/2017
- 更改日期:
- 02/12/2018
- 创建:
- 2017-10-31
- 证书:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- 摘抄:
- There is a growing need for sustainable fashion since the 2010s. As artists and designers explore the potential use of innovative materials developed by synthetic biology and DIY bio-hacking (Myers, 2010), recent practice-led research in fashion design aims at building the better relationship between ecological sustainability and biotechnology to cope with the limited resources available on the earth (Fletcher, 2008). Based on this issue on the material sustainability, this practice-led research analyzes the current production processes of the fashion industry to propose possible solutions by incorporating emerging biotechnology and fashion design in the context of sustainable design. As the methodology, the authors adopt two processes to make bio-garment. First, the experiment of DIY bio has been conducted for culturing ecological bio-material SCOBY (symbiotic colony of bacteria and yeast) that produces bacterial cellulose. The material has similar properties to leather. Second, designing the garment through 3D modeling has been tackled because we aim to make the bio-materials grow onto a 3D printed mold as ‘zero waste method’ (Rissanen; Mcquillan, 2016) , which can eliminate textile waste at the design stage. By the application of biological materials in the process of dressmaking, this practice led research has been analyzing the production line of the fashion industry and trying to propose sustainable solutions. Also the research aims to combine emerging biotechnology and sustainable fashion in order to establish the design process as an alternative design process to the polluting industry.
- 作者:
- Mizuno, Daijiro and Kawasaki, Kazuya
- 提交者:
- Lora Alberto
- 上传日期:
- 11/21/2017
- 更改日期:
- 11/21/2017
- 创建:
- 2017-10-31
- 证书:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- 摘抄:
- 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.
- 作者:
- Ladjahasan, Nora and Kang, Sunghyun R.
- 提交者:
- Lora Alberto
- 上传日期:
- 11/21/2017
- 更改日期:
- 10/18/2018
- 创建:
- 2017-10-31
- 证书:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- 摘抄:
- 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.
- 作者:
- Kang, Namgyu
- 提交者:
- Lora Alberto
- 上传日期:
- 11/21/2017
- 更改日期:
- 10/23/2018
- 创建:
- 2017-10-31
- 证书:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- 摘抄:
- 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.
- 作者:
- Jeong, Geehyuck and Self, James
- 提交者:
- Lora Alberto
- 上传日期:
- 11/21/2017
- 更改日期:
- 12/06/2017
- 创建:
- 2017-10-31
- 证书:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- 摘抄:
- 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.
- 作者:
- Nagao, Toru; Ishizuka, Akio; Inasaka, Akiyoshi, and Oda, Hirokazu
- 提交者:
- Lora Alberto
- 上传日期:
- 11/21/2017
- 更改日期:
- 02/01/2018
- 创建:
- 2017-10-31
- 证书:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- 摘抄:
- 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.
- 作者:
- Ikeda, Minako
- 提交者:
- Lora Alberto
- 上传日期:
- 11/21/2017
- 更改日期:
- 02/08/2018
- 创建:
- 2017-10-31
- 证书:
- Attribution-NonCommercial 4.0 International
- Type:
- Article
- 摘抄:
- 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.
- 作者:
- Lee, Jong Myoung and Hyun, Kyung Hoon
- 提交者:
- Lora Alberto
- 上传日期:
- 11/21/2017
- 更改日期:
- 11/21/2017
- 创建:
- 2017-10-31
- 证书:
- Attribution-NonCommercial 4.0 International