49 research outputs found

    Humour processes for creative engineering design

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    Humour has long been associated with creativity, however the link has rarely been applied to engineering design. This paper highlights analogies between humour creation and engineering design, and discusses opportunities to develop new processes and methods that could reinvigorate engineering concept design. Idea generation methods have been explored within the realms of improvised comedy and the visual medium of comic strips. The structures and principles of these creative humour processes present opportunities to view complex engineering problems from new and surprising perspectives

    Embodied Design Ideation Methods: Analysing the Power of Estrangement

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    Embodied design ideation practices work with relationships between body, material and context to enliven design and research potential. Methods are often idiosyncratic and - due to their physical nature - not easily transferred. This presents challenges for designers wishing to develop and share techniques or contribute to research. We present a framework that enables designers to understand, describe and contextualise their embodied design ideation practices in ways that can be understood by peers, as well as those new to embodied ideation. Our framework - developed over two conference workshops - provides a frame for discussion of embodied design actions that leverage the power of estrangement. We apply our framework to eight embodied design ideation methods. Our contribution is thus twofold: (1) a framework to understand and leverage the power of estrangement in embodied design ideation, and (2) an inspirational catalogue demonstrating the diversity of ideas that embodied design ideation methods can foster. Copyright is held by the owner/author(s). Publication rights licensed to ACM

    A Spatial Informance Design Method to Elicit Early Interface Prototypes for Augmented Reality

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    Designing for augmented reality (AR) applications is difficult and expensive. A rapid system for the early design process of spatial interfaces is required. Previous research has used video for mobile AR design, but this is not extensible to head-mounted AR. AR is an emergent technology with no prior design precedent, requiring designers to allow free speculation or risk the pitfalls of ‘path dependence’. In this paper, a participatory elicitation method we call ‘spatial informance design’ is presented. We found combining ‘informance design’, ‘Wizard of Oz’, improvisation, and ‘paper prototyping’, to be a fast and lightweight solution for ideation of rich designs for spatial interfaces. A study using our method with 11 participants, produced similar and wildly different interface configurations and interactions for an augmented reality email application. Based on our findings we propose design implications and an evaluation of our method using spatial informance for the design of head-mounted AR applications

    Transforming the complexity of a theoretical framework into an experiental design methodology for designers

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    In design, a wide range of design tools and techniques that are derived from theoretical frameworks have been developed. However, there are only a few that consider the perceptual qualities involved in interaction. Although existing tools are widely adopted, designer’s need for considering theoretical notions of ecological perception (Gibson, 1986), embodied interaction (Dourish, 2011) and affordances (Gibson, 1986; Norman, 1988; Hartson, 2003) has not been addressed in the context of design tools. This paper describes the development of an experiential design method card system based on the Interaction Frogger framework (Wensveen, 2004). The design method card supports designers to better understand the perceptual qualities of interaction design and convey this knowledge into their design processes. First, we introduce various theoretical frameworks that deal with perceptual qualities within interaction design, particularly focusing on the Interaction Frogger framework. Consequently, we investigate how a complex theoretical framework can be translated into practice utilising a design tool, by examining a case study of developing a set of design method cards. This set of method cards was examined by means of focus group sessions with design researchers and redesign exercises with designers and design students from various backgrounds. Throughout the redesign exercise, the experiential nature of the method cards system helped designers and design students to gain insights into perceptual information exchanges that emerge between objects and users. Furthermore, the method cards gave them a systematic platform for these insights to be reapplied into their design process. Overall, the design method card system provides opportunities for design practitioners, researchers, and students to explore perceptual qualities within the interaction design space and further an opportunity to utilize theoretical knowledge in a practical design process

    Affinity and ambiguity in designerly leadership

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    This paper discusses a new theory of Designerly Leadership in response to major disruptions in the ways that products and services are designed, made, and distributed. We outline an experientially derived framing of what it means to lead in a designerly fashion, particularly focusing on how leaders modulate their perceptions of affinity and develop extended methods for working with ambiguity. We then propose a series of ways that programs wanting to educate design managers for strategic roles could build and support this capacity in their graduates

    Body x Materials: A workshop exploring the role of material-enabled body-based multisensory experiences

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    Over the last 15 years, HCI and Interaction Design have experienced a “material turn” characterized by a growing interest in the materiality of technology and computation, and in methods that support exploring, envisioning, and crafting with and through materials. The community has experienced a similar turn focused on the body, on how to best design for and from a first-person, lived experience, and the moving and sensual body. In this workshop, we focus on the intersection of these two turns. The emerging developments in multimodal interfaces open opportunities to bring in materiality to the digital world as well as to transform the materiality of objects and bodies in the real-world, including the materiality of our own body. The different sensory qualities of (touchable and untouchable, physical and digital) objects and bodies, including our own, can be brought into the design of digital technologies to enrich, augment, and transform embodied experiences. In this “materials revolution” [15], what are the current theories, approaches, methods, and tools that emphasize the critical role of materiality to body-based interactions with technology? To explore this, in this workshop we will focus on five related themes: material enabling expression, material as a catalyst for human action, material enabling reflection and awareness, material enabling transformation and material supporting the design process for the re-creation of the existing and the yet-to-exist. This workshop with technology presentations, panel sessions with experts, and multidisciplinary discussions will: (i) bring together researchers who work on (re)creating sensory properties of materials through technology with those who investigate experiential effects of materials and materialenabled interactions, (ii) discuss methods, opportunities, difficulties in designing materiality and material-enabled interactions, and (iii) form a multidisciplinary community to build synergies and collaborations

    Virtual Reality for Prototyping Service Journeys

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    The use of virtual elements for developing new service prototyping environments and more realistic simulations has been suggested as a way to optimise the service prototyping process. This work examines the application of virtual reality (VR) in prototyping service journeys and it hypothesises that VR can recreate service journeys in a highly immersive, agile, and inexpensive manner, thus allowing users to have a representative service experience and enabling service designers to extract high-quality user feedback. To that end, a new service prototyping method, called VR service walkthrough, is presented and evaluated through an empirical comparative study. A VR service walkthrough is a virtual simulation of a service journey, representing how the service unfolds over space and time. A comparative study between the VR service walkthrough method and an adapted service walkthrough method evaluates the application of both methods using a location-based audio tour guide service as a case study. Two user groups (each with 21 users) were used to evaluate both methods based on two factors: the user experience they offered and the subjective meaningfulness and quality of feedback they produced. Results show that the VR service walkthrough method gave a performance similar to that of the service walkthrough method. It was also able to communicate the service concept in an immersive way and foster constructive feedback.Virtual Reality for Prototyping Service JourneyspublishedVersio

    A fieldwork of the future with user enactments

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    Designing radically new technology systems that people will want to use is complex. Design teams must draw on knowledge related to people’s current values and desires to envision a preferred yet plausible future. However, the introduction of new technology can shape people’s values and practices, and what-we-know-now about them does not always translate to an effective guess of what the future could, or should, be. New products and systems typically exist outside of current understandings of technology and use paradigms; they often have few interaction and social conventions to guide the design process, making efforts to pursue them complex and risky. User Enactments (UEs) have been developed as a design approach that aids design teams in more successfully investigate radical alterations to technologies ’ roles, forms, and behaviors in uncharted design spaces. In this paper, we reflect on our repeated use of UE over the past five years to unpack lessons learned and further specify how and when to use it. We conclude with a reflection on how UE can function as a boundary object and implications for future work
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