84 research outputs found
The order and priority of research and design method application within an assistive technology new product development process: A summative content analysis of 20 case studies
Summative content analysis was used to define methods and heuristics from each case study. The review process was in two parts: 1) A literature review to identify conventional research methods; and, 2) a summative content analysis of published case studies, based on the identified methods and heuristics to suggest an order and priority of where and when were used. Over 200 research and design methods and design heuristics were identified. From the review of the 20 case studies 42 were identified as being applied. The majority of methods and heuristics were applied in phase two, market choice. There appeared a disparity between the limited numbers of methods frequently used, under ten within the 20 case studies, when hundreds were available
Assistive technology product to universal design: a way forward.
The aim of this article is to provide those involved in Design for All with
an insight into ways in which we may influence United Kingdom (UK)
society to be more accepting of those who have impairment; and,
make new product development (NPD) more viable. This article draws
upon over 25 yearsâ experience working with people who have
impairments and live with disability. The context of Assistive
Technology (AT) products are defined within a user-centred, new
product development (NPD) process. The viewpoint of the user,
associated stakeholders and a wider UK society are described along
with ways in which their associated preferences may be obtained
Dialogue appropriate to assistive technology product design: A taxonomy of communication formats in relation to modes of sensory perception
This article reviews the use of dialogue and associated communication formats within the context of participatory or co-design decision-making processes in the development of assistive technologies. My professional
experience as a designer, researcher, and educator suggested the dialogue among the designer, end-user, and associated stakeholders is critical to effective and economic product development. The research I report on here is a systematic analysis of that understanding. First, I conducted a
literature review which established that there was no standard meaning for the term âdialogue.â The literature review highlighted the challenges of reduced options for communication through the compounding constraints of culture, language, and impairment. I then conducted a summative content analysis on twenty case studies to identify and define the terminology and points to consider in collaborative dialogue between designers and people who need assistive technologies. This analysis led to the development of a taxonomy of communication formats matched to specific sensory inputs
and these have been structured to work as a heuristic design tool. Of the forty-one formats defined, around two-thirds were used in the literature reviewed. Notably, more than half the studies used just over a quarter of the formats. The definitions of dialogue and the design heuristics I put forward in this paper require further debate and refinement to be effective to wider applications
Design for ageing and disability at Key Stage 4: An introduction to the nature of designing, available teaching materials and resources
This paper examines the nature of designing for elderly and disabled people. The paper also provides an assessment structure that may be used to review currently available teaching materials. The aims of the paper are to raise the awareness of design educators to available resources and to provide guidance to support teaching Key Stage 4 of the National Curriculum Design and Technology
Getting the most from working with higher education: a review of methods used within a participatory design activity involving KS3 special school pupils and undergraduate and post-graduate industrial design students
This paper provides education-based researchers and practitioners with the preferred research and design methods used by Higher Education Institute (HEI) students and Key Stage 3 (KS3) pupils applied within a participatory approach to a design activity.
The outcomes were that both pupils and students found informal (unstructured) interview to be effective in creating dialogue alongside meeting in person. Students commented on the friendly environment created by staff within which the pupils felt safe to express themselves. They found the co-design activity in some cases difficult due to communication issues.
Recommendations are that the HEI students would benefit from a thorough literature review of the medical conditions associated with the pupils and their school activities; an initial informal meeting or group activity involving students and pupils would reduce shyness and perform an icebreaking role prior to the initial interview; the use of drawing templates or low resolution sketch models for pupils to draw on or handle and modify to help define a product specification; and, role playing alongside other visual prompts that enable the pupils to visualise the function of the student-proposed designs. Pupils benefited through seeing professional techniques of visual communication and design practices being applied during the collaboration
Towards the integrated measurement of hand and object interaction
This paper describes the first stages towards an integrated package of quantitative methods for the measurement of hand-object interaction. To date, quantitative data concerning a product's ease of use has not been adequately defined to assist product developers and legislators in their evaluation. A better understanding is needed of the complex interaction between the hand and an object during task performance
A model of the physical interaction between hand and object is described that emphasises the role of the biomaterials of the hand rather than focusing on the conscious implementation of muscle involvement. The model subdivides hand-object interaction during grip into three levels: Gross interaction where the skeletal structure and muscles influence the grip pattern providing a mechanical structure to clamp the object; Intermediate interaction, where the soft tissues of the palm of the hand provide a mechanical interlock with the surface features of an object; and Micro interaction, which involves adhesion between the sebum, epidermis and surface material of the object.
This model of hand-object interaction provides a contextual framework for the measurement of levels of hand-object interaction. A battery of methods, which includes consideration of anthropometry, joint range of movement, grip strength, finger compliance, finger friction and the measurement of dynamic task performance, is described. A case study is used to illustrate the potential application of such data for the design/redesign of a product
Case study 6.1: Participatory design: describing an undergraduate interactive inclusive design project
This case study describes an interaction between Ashfield School, a school for students with special educational needs in Leicester, and undergraduate students of industrial design and technology from Loughborough University
Student use of internet resources in the context of design and technology project work
This paper reports a pilot study concerning the use of Internet based resource materials amongst
a group of undergraduate students. The aim of the study was to examine the extent to which
students were using the Internet to support client based technology project work. In addition,
the studentsâ perceived valuation of these resources in the context of practical project work
was examined.
A cohort of one hundred final year students of Industrial Design and Technology was involved
in a client based design project. Data collected from seventy-one students via a questionnaire
identified that all students had used the Internet facilities of the University.
Subsequent to the questionnaire, interviews were held with six selected students who showed a
strongly positive or negative response to using the Internet to support their project work. The
paper discusses key factors influencing student engagement with this resource during the process
of designing. The results indicated that most students accepted the resource was useful. Perceived
barriers to its more widespread use were slow downloading of information, access to computer
facilities and the cost in time and money to learn and use the software and hardware involved.
The paper also highlights the need for considered design of both questionnaire and interview
schedule when studying student cohorts
Evaluation of an assistive technology product design using a paired comparisons method within a mixed methods approach: A case study evaluating preferences for four types of cutlery with 34 upper limb impaired participants
The purpose of the study was the assessment of preferences for 4 types of assistive
technology (AT) domestic cutlery with 24 female and 10 male participants who had a
range of upper limb impairments. A mixed-methods methodology, that included a
paired comparisons analysis, was used to inform product development. Qualitative
and quantitative data collected at the time provided triangulation of cohort
preferences and insight into the reasoning of the participants. The results indicate
that a high friction surface on AT cutlery handles is useful for all upper limb impaired
users; however, the unconventional shapes of the Caring Cutlery better match the
grip patterns generated by those with Arthritis. Conventionally shaped handles are
favoured by those who generate conventional grip patterns. Statistical analysis of the
paired comparisons results indicated a clear preference for the Caring Cutlery by
those with Arthritis. The Etan cutlery set was favoured by those using one hand that
predominantly had Hemiplegia following a Stroke. The paired comparisons method
was used as part of a mixed methodology that was considered to be cost effective.
The authors concluded that the methodology was useful to help validate a new
inclusive/universal product design when the desired attributes are not accurately known
The value of design in UK FMCG packaging development: An industry case study exploring practitioner design practice rationale & decision-making
Recognising the value design offers has been of great importance for the effective development and launch of Fast-Moving Consumer Goods (FMCG). Packaging design is acknowledged as a significant success factor in New Product Development (NPD) for the FMCG industry to help provide clear product differentiation and competitive advantage in saturated and complex markets. The search for approaches to maintain or improve market share has driven the field of consumer research over the last few decades. The potential to influence consumer perception of a product through visual design is well documented in the literature. Packaging design relies on effective management of symbolic, semantic, aesthetic and visual information elements. Stakeholders have been increasingly demanding that design practitioners provide a clear rationale and accountability for their design proposals in this risk-averse industry. However, limited research has been produced to address how packaging design and development is managed; and, how design practitioners rationalise and validate their design decision-making. The authorsâ look to address this through the study of design practitioners in âreal-worldâ FMCG design practice. A case study is presented with a UK company involved in the design and manufacture of food and beverage packaging for suppliers, retailers and brands in the UK FMCG market. The research aims to identify preliminary insights and a narrative into the factors affecting practitioner rationale, decision-making and explore future research. The study triangulates evidence from interviews, participant observation, direct observation and document analysis to identify influences through a convergence of findings. Nine preliminary influences are recognised that appear to affect practitioner rationale and decision-making.<br
- âŠ