2,896,690 research outputs found
Food as Experience A Design and Evaluation Methodology
This research, conducted for Frito Lay-North America, Inc, demonstrates how new product designs, package designs, concepts, and prototypes can be created based on the social, emotional, cognitive, and sensory information gathered through a combined methodology based on activity theory, Kansei Engineering and the ZMET process. The study examines how activity theory can be used to observe situational settings mediated by products for the purpose of collecting significant social and behavioral data. It also examines how Kansei methods can be used to evaluate sensory experiences and how the ZMET process can be used to gather demographic and marketing data. The outcome of this research concludes that activity theory, Kansei engineering, and ZMET are each useful, however, none of these methods used in isolation are sufficient to inform all aspects of marketing, new product development, and package design decisions. However, as a combined design and evaluation methodology they can provide more useful data for these processes.
Keywords:
Experience Design, Kansei Assessment, Food, Activity Theory</p
Assessment of co-creativity in the process of game design
We consider game design as a sociocultural and knowledge modelling activity, engaging participants in the design
of a scenario and a game universe based on a real or imaginary socio-historical context, where characters can introduce life narratives and interaction that display either known social realities or entirely new ones. In this research, participants of the co-creation activity are Malaysian students who were working in groups to design game-based learning resources for rural school children. After the co-creativity activity, the students were invited to answer the co-creativity scale, an adapted version of the Assessment Scale of Creative Collaboration (ASCC), combining both the co-creativity factors and learnersâ experiences on their interests, and difficulties they faced during the co-creativity process. The preliminary results showed a high diversity on the participantsâ attitudes towards collaboration, especially related to their preferences towards individual or collaborative work
An Agent-based approach to modelling integrated product teams undertaking a design activity.
The interactions between individual designers, within integrated product teams, and the nature of design tasks, all have a significant impact upon how well a design task can be performed, and hence the quality of the resultant product and the time in which it can be delivered. In this paper we describe an ongoing research project which aims to model integrated product teams through the use of multi-agent systems. We first describe the background and rationale for our work, and then present our initial computational model and results from the simulation of an integrated product team. The paper concludes with a discussion of how the model will evolve to improve the accuracy of the simulation
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Using Theory to Develop Healthy Choices in Motion, a Comprehensive, Experiential Physical Activity Curriculum.
Background: Research has shown that engaging in regular physical activity supports physiologic, metabolic, and immunologic processes, as well as quality of life. However, few youth in the United States meet the U.S. Department of Health and Human Services recommendation of 60 min of moderate-to-vigorous physical activity every day. School-based programs can be an effective avenue for engaging youth in physical activity, particularly when the design of the health education is based on theory, research, and practice. The purpose of this study was to design, implement, and evaluate a theory-driven physical activity curriculum for the Shaping Healthy Choices Program (SHCP) using a systematic approach. Methods: The experiential, inquiry-based physical activity curriculum, Healthy Choices in Motion (HCIM), was developed with an optional technology enhancement using Backward Design. A questionnaire to assess the curriculum's effect on physical activity knowledge was developed and assessed for content validity, internal consistency (α = 0.84), and test-retest reliability (r = 0.73). The curriculum was piloted in two phases among upper elementary-aged youth: to ensure the learning goals were met (Pilot I) and to determine the curriculum's impact on physical activity knowledge, behavior, and self-efficacy (Pilot II). Pilot II was implemented among eight 4th and 5th-grade classrooms participating in the UC CalFresh Nutrition Education Program: (1) Comparison (no intervention) (n = 25); (2) SHCP only (n = 22); (3) SHCP + HCIM (n = 42); (4) SHCP + HCIM with technology enhancement (n = 47). Analyses included unadjusted ANOVA and Bonferroni for multiple comparisons and paired t-test (p < 0.05). Results: Through the use of a methodical design approach, a comprehensive physical activity curriculum, called HCIM, was developed. Youth participating in HCIM improved physical activity knowledge compared to youth receiving no intervention (+2.8 points, p = 0.009) and youth only in the SHCP (+3.0 points, p = 0.007). Youth participating in HCIM with technology enhancement demonstrated improvements compared to youth only in the SHCP (+2.3 points, p = 0.05). Conclusion: Improvements in physical activity knowledge in youth participating in HCIM may contribute to improvements in physical activity and should be further explored in conjunction with behavioral measurements
Modelling collective learning in design
In this paper, a model of collective learning in design is developed in the context of team design. It explains that a team design activity uses input knowledge, environmental information, and design goals to produce output knowledge. A collective learning activity uses input knowledge from different agents and produces learned knowledge with the process of knowledge acquisition and transformation between different agents, which may be triggered by learning goals and rationale triggers. Different forms of collective learning were observed with respect to agent interactions, goal(s) of learning, and involvement of an agent. Three types of links between team design and collective learning were identified, namely teleological, rationale, and epistemic. Hypotheses of collective learning are made based upon existing theories and models in design and learning, which were tested using a protocol analysis approach. The model of collective learning in design is derived from the test results. The proposed model can be used as a basis to develop agent-based learning systems in design. In the future, collective learning between design teams, the links between collective learning and creativity, and computational support for collective learning can be investigated
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Reflections on Methods for applying Activity Theory to CSCW research and practice â The AODM Approach
CSCW research and practice incorporates the design and analysis of computer-basedtools as resources for supporting work-based activities. Within this remit, the design and analysis of these tools need to address mediational aspects of these resources in relation to the context of operation and motives of those engaged in work activity. In this regard, several researchers and practitioners have highlighted the suitability of activity theory in conceptualising the dynamics of tool and user interactions in context (Nardi, 1996; Kuutti, 1996; Bodker, 1991). However, variations in methodological perspectives on putting activity theory ideas into practice continue to trigger interesting debate regarding the feasibility of applying activity theory to the design and analysis of computer systems and tools for supporting work activities (Mwanza, 2001a, 2001b and 2001c). Towards this end, various methodological propositions have been put forward (Mwanza, 2002; Korpela et al., 2000; Kaptelinin et al., 1999)
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A theoretical model for design in Management science : the paradigm shift in the design profession for management as a constraint to management science as an opportunity
Design Management has changed greatly since 1990 Peter Gorb definition .The purpose of this paper is to synthetize the various models of Design Management and to explain their limits in front of the paradigm shift of the design profession, changing âfrom an activity based profession to a knowledge based professionâ professor Yjro Sotamaa- UIAH
The territory of design in Management science will be developed in detail with the limits of these diverging forces. The converging model of Design value management based not on practices but on management science models will be explained with its proactive force. Finally ,this value model will be applied enhancing its pertinence in the emerging âdesign leadershipâ trend and consequently the potential for a âdesign thinking â input in front of the new challenges of contemporary managers : sense building, complexity , innovation , Socially Responsible Organizations
Evaluation of a standard provision versus an autonomy promotive exercise referral programme: rationale and study design
Background
The National Institute of Clinical Excellence in the UK has recommended that the effectiveness of ongoing exercise referral schemes to promote physical activity should be examined in research trials. Recent empirical evidence in health care and physical activity promotion contexts provides a foundation for testing the utility of a Self Determination Theory (SDT) -based exercise referral consultation.
Methods/Design
Design: An exploratory cluster randomised controlled trial comparing standard provision exercise on prescription with a Self Determination Theory-based (SDT) exercise on prescription intervention.
Participants: 347 people referred to the Birmingham Exercise on Prescription scheme between November 2007 and July 2008. The 13 exercise on prescription sites in Birmingham were randomised to current practice (n=7) or to the SDT-based intervention (n=6).
Outcomes measured at 3 and 6-months: Minutes of moderate or vigorous physical activity per week assessed using the 7-day Physical Activity Recall; physical health: blood pressure and weight; health status measured using the Dartmouth CO-OP charts; anxiety and depression measured by the Hospital Anxiety and Depression Scale and vitality measured by the subjective vitality score; motivation and processes of change: perceptions of autonomy support from the advisor, satisfaction of the needs for competence, autonomy, and relatedness via physical activity, and motivational regulations for exercise.
Discussion
This trial will determine whether an exercise referral programme based on Self Determination Theory increases physical activity and other health outcomes compared to a standard programme and will test the underlying SDT-based process model (perceived autonomy support, need satisfaction, motivation regulations, outcomes) via structural equation modelling.
Trial registration
The trial is registered as Current Controlled trials ISRCTN07682833
An empirical study of the âprototype walkthroughâ: a studio-based activity for HCI education
For over a century, studio-based instruction has served as an effective pedagogical model in architecture and fine arts education. Because of its design orientation, human-computer interaction (HCI) education is an excellent venue for studio-based instruction. In an HCI course, we have been exploring a studio-based learning activity called the prototype walkthrough, in which a student project team simulates its evolving user interface prototype while a student audience member acts as a test user. The audience is encouraged to ask questions and provide feedback. We have observed that prototype walkthroughs create excellent conditions for learning about user interface design. In order to better understand the educational value of the activity, we performed a content analysis of a video corpus of 16 prototype walkthroughs held in two HCI courses. We found that the prototype walkthrough discussions were dominated by relevant design issues. Moreover, mirroring the justification behavior of the expert instructor, students justified over 80 percent of their design statements and critiques, with nearly one-quarter of those justifications having a theoretical or empirical basis. Our findings suggest that PWs provide valuable opportunities for students to actively learn HCI design by participating in authentic practice, and provide insight into how such opportunities can be best promoted
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