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- Type:
- Article
- 摘抄:
- 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.
- 作者:
- Yeh, Wen-Dih and Huang, I-Nung
- 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
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- Type:
- Article
- 摘抄:
- 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.
- 作者:
- Hilton, Kevin H. ; Parkinson, David A., and Hewitt, Ian Balmain
- 提交者:
- Lora Alberto
- 上传日期:
- 11/21/2017
- 更改日期:
- 01/09/2018
- 创建:
- 2017-10-31
- 证书:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- 摘抄:
- 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.
- 作者:
- Hernández, Maria Gabriela
- 提交者:
- Lora Alberto
- 上传日期:
- 11/21/2017
- 更改日期:
- 01/12/2018
- 创建:
- 2017-10-31
- 证书:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- 摘抄:
- 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.
- 作者:
- Hernández, Abel
- 提交者:
- Lora Alberto
- 上传日期:
- 11/21/2017
- 更改日期:
- 01/23/2018
- 创建:
- 2017-10-31
- 证书:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- 摘抄:
- This paper explores the collaborative process of designing a physical object to support a National Science Foundation funded educational research project. Researchers involved with this project are exploring the ways in which gesture can aid in a explanations of science phenomena, particularly ones that have unseen structures and unobservable mechanisms. In order to manipulate the science simulations, a motion sensitive device captures students’ hand gestures. It can be difficult for students to know how to engage with this device, which impedes both student learning and associated research. In order to reduce usability challenges and enhance the connection between a student’s gestures and the scientific concepts presented on the simulation screen, a collaborative and iterative design process was conducted to create a designed form that would assist students in productively engaging with the simulations. The iterative development process of this project is an exemplar of how designed items can be developed to support multidisciplinary research projects, while also creating new fields of research. Future exploration of this device’s impact on student interaction and learning may bring to light how objects can change how people gesture in learning contexts, leaving a lasting imprint on their understanding and memory.
- 作者:
- Lindgren, Robb and Henderson, Amanda
- 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
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- Type:
- Article
- 摘抄:
- The political rhetoric of today economy has framed innovation as reproduced and reserved by specific people in specific locations. This framing has shaped the discourse of who is deserving and who is not deserving and gradually sets the foundation of social discrimination, inequality, and exploitation as part of the neoliberal economy. Given the claim that entrepreneurs are inventing the future, this paper envisions alternative futures in which performing economy contributes to socio-technical transformation. To that end, this paper focuses on two community- based initiatives in Chicago that their contribution to economy is not recognized due to incompatibility with mainstream narrative. In these counter-hegemonic exemplars, different but potentially related future-making practices occur; they are shifting the emphasize from individual entrepreneur to a collective economic development and moving forward the discussion of entrepreneurship to the kind of society and the kinds of citizens that it is creating. By conducting ethnographic study on these exemplars, patterns have emerged that are informative to design strategies for infrastructuring and socio-material negotiations.
- 作者:
- Heidaripour, Maryam
- 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
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- Type:
- Article
- 摘抄:
- Design education opportunities for non-designers are abundant and growing, many offered as rapid sprints through executive education style workshops or online courses. While these quick immersions may serve to infuse design thinking into the work processes of other disciplines, there is a risk of oversimplification. How can courses impart an appropriate sense of design without minimizing its complexity? What are the essential components of design, and optimal timing and formats needed for meaningful delivery? On the other hand, how can we educate those who seek a robust design complement to their existing professions, and those seeking a full transition of their careers into design practice? This study looks at the inception and early iterations of a one-year degree program providing an in-depth education to non-designers seeking a complementary education to other credentials or a full conversion to design through modular degree options. The first years of the program suggest several findings. For example, interdisciplinary cohorts introduce a mix of rational and intuitive approaches. Students need mentorship into design processes and practices, such as subjectivity in assessments and feedback through critique. Educators are challenged to acknowledge the past education and professional backgrounds of students, capitalizing on their unique strengths rather than homogenizing all students into a singular version of design. Students need tools to assess their professional identity during their transition to design. This work in progress will examine the spectrum of design education opportunities for non-designers, including key factors differentiating a degree program from the proliferation of short course exposures.
- 作者:
- Hanington, Bruce
- 提交者:
- Lora Alberto
- 上传日期:
- 11/21/2017
- 更改日期:
- 01/11/2018
- 创建:
- 2017-10-31
- 证书:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- 摘抄:
- Lately, various kinds of intelligent products have been invented, and to play a part in the “intelligent” era, I designed an intelligent nursing bottle which can help a user when making up a bottle for a baby in middle of the night. The intelligent nursing bottle, Easybottle is a behaviour induce interaction product, which means that it motivates a user to do something with pleasure. As a mother of one year old, I learned that it is very important for a caregiver to feel satisfied in order to nurse a baby from the heart. Easybottle provides sound modality to notify the caregiver how much water she should pour when mixing powdered formula with water so she does not need to feel agitated to read bottle markings in middle of the night when her eyes are not fully awake. The methodology that I applied is metaphor. As metaphors, I chose two different sounds to compare; sound of water pouring and sound of a car’s proximity sensor. The main goal was to define more useful interface for Easybottle. I conducted quantitative within-participants experiment. This study explored whether lifelike sound works better or artificial sound works better as an indication interface. Participants evaluated the water pouring sound interface more positively than a car’s proximity sensor sound interface. Lifelike and hedonic factor appeared to be attractive to the participants and it implies that even though Easybottle is an electronic product, participants appreciate more when it reminds them of nature. Also, entertainment factor is important when doing a chore.
- 作者:
- Han, Jeemin
- 提交者:
- Lora Alberto
- 上传日期:
- 11/21/2017
- 更改日期:
- 10/22/2018
- 创建:
- 2017-10-31
- 证书:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- 摘抄:
- The number of migrant workers in South Korea is on the rise, but their inadequate Korean language skills prevent them from being promoted at work, or fairly treated as respected members of the society. In this study, in collaboration with a government-authorized language educational facility for immigrants, the authors investigated (a) challenges in migrant workers’ Korean as a second language learning, and (b) design principles of lessons and learning materials specifically targeted to their needs. Student and teacher interview data confirmed that the workers’ limited time for study, weak motivation, Korean colleagues’ indifferent attitude, and limited teaching resources at educational facilities are major barriers to achieving higher levels of linguistic skills. From the data, the authors identified four design principles: personalized content, community participation, portability of materials, and micro learning modules. Informal lessons via Facebook, factory safety signs, and portable writing drill booklets are designed as on-going experimentations of the principles.
- 作者:
- Hahn, Young-ae and Gombodoo, Nyamsuren
- 提交者:
- Lora Alberto
- 上传日期:
- 11/21/2017
- 更改日期:
- 12/01/2017
- 创建:
- 2017-10-31
- 证书:
- Attribution-NonCommercial 4.0 International
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- Type:
- Article
- 摘抄:
- This submission reports a design-driven integrated innovation on EV mobility, EV 3.0, as a collaboration between design research institution and a small BEV company in China. The on-going project provides a novel vision and design strategies of Battery Electric Vehicle (BEV) and mobility and has achieved a key technological performance on rapid charging of BEV. The current situation of BEV Industry and their recharging patterns show a big gap of new energy mobility. Key issues of BEV and mobility are defined by analysis of users’ need of mass market and a case study of a leading BEV. Usability of charging is identified as a bottleneck of BEV industry. Hence a new vision and scenario of rapid charging are defined, leading to respective design strategies and technological routines. With a long term investigation and iterative prototyping, an established prototype is developed and officially tested in the National Center of Supervision and Inspection on New Energy Motor Vehicle Products Quality in Shanghai. The test result indicates that the prototype has 431 km range in speed of 80km/h with only 15 minutes’ recharging, which provides a valid routine to break bottleneck of BEV industry .
- 作者:
- Xu, Juanfang; Gong, Miaosen; Liang, Qiao, and Zhou, Xiang
- 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