280,980 research outputs found

    Interfaces of the Agriculture 4.0

    Get PDF
    The introduction of information technologies in the environmental field is impacting and changing even a traditional sector like agriculture. Nevertheless, Agriculture 4.0 and data-driven decisions should meet user needs and expectations. The paper presents a broad theoretical overview, discussing both the strategic role of design applied to Agri-tech and the issue of User Interface and Interaction as enabling tools in the field. In particular, the paper suggests to rethink the HCD approach, moving on a Human-Decentered Design approach that put together user-technology-environment and the importance of the role of calm technologies as a way to place the farmer, not as a final target and passive spectator, but as an active part of the process to aim the process of mitigation, appropriation from a traditional cultivation method to the 4.0 one

    Design for sustainable behaviour: Investigating design methods for influencing user behaviour

    Get PDF
    This research aims to develop a design tool for product and service innovation which influences users towards more sustainable behaviour, reducing resource use and leading to a lower carbon footprint for everyday activities. The paper briefly explains the reasoning behind the tool and its structure, and presents an example application to water conservation with concept ideas generated by design students

    Designing for innovation around OER

    Get PDF
    This paper argues that designing collections of 'closed' educational resources (content and technologies) for use by specific student cohorts and collections of open educational resources for use by any 'learner' require different design approaches. Learning design for formal courses has been a research topic for over 10 years as the ever growing range of digital content and technologies has potentially offered new opportunities for constructing effective learning experiences, primarily through greater sharing and re-use of such content and technologies. While progress in adopting learning design by teaching practitioners has appeared slow so far the advent of open educational resources (OER) has provided a substantive boost to such sharing activity and a subsequent need for employing learning design in practice. Nevertheless there appears to be a paradox in that learning design assumes a reasonably well known and well defined student audience with presumed learning needs and mediating technologies while OER are exposed to a multitude of potential learners, both formal and informal, with unknown learning needs and using diverse technologies. It can be argued that innovative designs for formal courses involve creating structured pathways through a mixture of existing and new content and activities using a mixture of media and technologies in the process. This type of 'configurational' design that blends together given items to meet a particular need, rather than designing something fully de novo is typical in many areas of work and not just teaching. Such designs work very well when there is a small set of users of the innovation or their use of the innovation is narrow. However many innovations in information, communication and computing technologies often have multiple types of users and many more layers of complexity. In these cases, rather than heavily pre-define an innovative solution just to meet certain user requirements, it is necessary to design for greater flexibility so as to allow the users to adapt their use of the innovative solution for their own requirements once it has been deployed. The use of such an 'innofusion' approach for OER is highlighted using the case study of OpenLearn (www.open.ac.uk/openlearn)

    My boy builds coffins. Future memories of your loved ones

    Get PDF
    The research is focus on the concept of storytelling associated with product design, trying to investigate new ways of designing and a possible future scenario related to the concept of death. MY BOY BUILDS COFFINS is a gravestone made using a combination of cremation’s ashes and resin. It is composed by a series of holes in which the user can stitch a text, in order to remember the loved one. The stitching need of a particular yarn produced in Switzerland using some parts of human body. Project also provides another version which uses LED lights instead of the yarn. The LEDs - thanks to an inductive coupling - will light when It will be posed in the hole. The gravestone can be placed where you want, as if it would create a little altar staff at home. In this way, there is a real connection between the user and the dearly departed

    The Abertay Code Bar – unlocking access to university-generated computer games intellectual poperty

    Get PDF
    Progress report on a digital platform and dual licensing model developed to unlock access to a University repository of new and legacy computer games based Intellectual Property (IP) assets for educational and commercial use. The digital creative industries have been identified by a number of governments as a priority area in delivering sustainable economic growth. Code Bar is an innovation that allows digital products to be commercially successful beyond the end of the Dare competition or coursework submission. To be selected for Code Bar, game products must be well designed for both player and market; technically robust (i.e. operating consistently and reliably on a single/multiple platforms), and be free from ambiguity around 3rd party IP. We describe various technical, pedagogic and legal challenges in developing the digital platform, licensing model and packaging of computer games products for release through the platform. The model is extendable beyond computer games to other software products

    Whispers in the Classroom

    Get PDF
    Part of the Volume on Digital Young, Innovation, and the UnexpectedOnline backchannel chat rooms offer the potential to transform classroom learning in unexpected and powerful ways. However, the specific ways in which they can influence teaching pedagogy and learning opportunities are less well understood. Activities in a backchannel may include the dissemination of ideas, knowledge building, asking and answering questions, engaging in critical discourse, and sharing information and resources. This chapter describes a backchannel chat room that has taken place over multiple years in a large university student community. It explores unforeseen and exciting opportunities, as well as possible limitations, for designing teaching and learning practices to leverage this communication medium. With a deeper understanding of the opportunities and limitations of the backchannel, educators and instructional designers could transform the classroom experience from a passive lecture model to one of active, collaborative, and engaged knowledge production

    Include 2011 : The role of inclusive design in making social innovation happen.

    Get PDF
    Include is the biennial conference held at the RCA and hosted by the Helen Hamlyn Centre for Design. The event is directed by Jo-Anne Bichard and attracts an international delegation

    Speculative Machines and Technical Mentalities. A philosophical approach to designing the future

    Full text link
    ‘Beyond their instrumental functions,’ writes Rivka Oxman in an article about design, creativity and innovation (2013), ‘advanced digital and computational environments are also becoming tools for thinking design’. At the leading edge of creativity and innovation design does not only speculate the plausible, possible or potential, but pragmatically inserts such futures into the present (as Whitehead says any ‘immediate existence’ (1962) must). Using concepts mainly from Deleuze, Guattari, Spinoza and Simondon, I will position such design speculation as pragmatic, divergent, complex and emergent. That is, as manifesting the technical mentalities (Simondon) that provide the milieu in which we can show what we ‘might be capable of’ (Stengers)

    Towards designing a sustainable is-enabled service delivery system

    Get PDF
    This paper aims to bring into focus the concept of service sustainability. The normative literature advocates that services by companies, government institutions and service delivery are still posing great challenges to many organizations in this digital age. In highlighting the distinctive feature of service innovation, businesses will be able to maintain competitive advantage. In examining the literature on the service concept, successful companies have the customer at the forefront of their business strategy. As a result, the authors formulate suggestions on the most effective way an organization and the people concerned, can recast strategic thinking. to anticipate and adapt to ever increasing changing service environment. The contribution of the study is an IS-enabled Service Delivery Model (SDM) that places customer and staff as an integral part of the service delivery system with managed interactions and continuous quality control. This intends to support practitioners and researchers which could provide the former useful means of conceptualizing service, and raises an important issue to the latter in revisiting service quality research

    Co-creativity through play and game design thinking

    Get PDF
    • 

    corecore