27,266 research outputs found
About the nature of Kansei information
Kansei studies refer to the more and more holistic consideration of the cognitive and affective processes which occur during user experience. In addition, few studies deal with the experience of the designers during the design process, and its influence on the final design outputs. Historically kansei engineering has been firstly focused on the semantic differential approach. Afterwards emotions were integrated into kansei approaches. The semantic differential approach enabled to evaluate products and then to generate automatically design solutions with semantic input data. Thereafter, evaluations have been completed by physiological measurements in order to reduce the subjectivity involved in those evaluations and also to capture some unconscious reactions. This implementation is still in process. Today kansei studies have been much enriched from the three disciplines of design science, psychology and artificial intelligence. The cross influence between these disciplines brought new dimensions into kansei approaches (multisensory design information, personality, values, and culture, new formalisms and algorithms) which lead progressively towards the consideration of a whole enriched kansei experience. We propose in this paper a description of the nature of kansei information. Then we present some major orientations for kansei evaluation. Finally we propose an overall table gathering information about kansei dimensions and formats.AN
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Emotional Biosensing: Exploring Critical Alternatives
Emotional biosensing is rising in daily life: Data and categories claim to know how people feel and suggest what they should do about it, while CSCW explores new biosensing possibilities. Prevalent approaches to emotional biosensing are too limited, focusing on the individual, optimization, and normative categorization. Conceptual shifts can help explore alternatives: toward materiality, from representation toward performativity, inter-action to intra-action, shifting biopolitics, and shifting affect/desire. We contribute (1) synthesizing wide-ranging conceptual lenses, providing analysis connecting them to emotional biosensing design, (2) analyzing selected design exemplars to apply these lenses to design research, and (3) offering our own recommendations for designers and design researchers. In particular we suggest humility in knowledge claims with emotional biosensing, prioritizing care and affirmation over self- improvement, and exploring alternative desires. We call for critically questioning and generatively re- imagining the role of data in configuring sensing, feeling, ‘the good life,’ and everyday experience
Digital interaction: where are we going?
In the framework of the AVI 2018 Conference, the interuniversity center ECONA has organized a thematic workshop on "Digital Interaction: where are we going?". Six contributions from the ECONA members investigate different perspectives around this thematic
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Persuasive technology and digital design for behaviour change
Copyright @ 2012 Social Science Research NetworkThe convergence of the 'digital' and 'real' worlds has been rapid and transformative of everyday life, as well as design practice - to the extent that talking about 'digital design' and 'the digital context' seems anachronistic and redundant. Nevertheless, the arrival of digital technology, the Internet and social media has, from a design perspective, created a new field of a ffordances, constraints, information flows and possibilities. This paper reviews some of the ways in which digital architecture infl uences behaviour, and what the implications could be for designers seeking to infl uence behaviour for social and environmental bene fit. Topics covered include Persuasive Technology, gami fication, Lessig's 'Code is Law' perspective, digital rights management and Zittrain's concept of generativity
A Conceptual Framework for Motion Based Music Applications
Imaginary projections are the core of the framework for motion
based music applications presented in this paper. Their design depends
on the space covered by the motion tracking device, but also
on the musical feature involved in the application. They can be considered
a very powerful tool because they allow not only to project
in the virtual environment the image of a traditional acoustic instrument,
but also to express any spatially defined abstract concept.
The system pipeline starts from the musical content and, through a
geometrical interpretation, arrives to its projection in the physical
space. Three case studies involving different motion tracking devices
and different musical concepts will be analyzed. The three
examined applications have been programmed and already tested
by the authors. They aim respectively at musical expressive interaction
(Disembodied Voices), tonal music knowledge (Harmonic
Walk) and XX century music composition (Hand Composer)
Structured Review of the Evidence for Effects of Code Duplication on Software Quality
This report presents the detailed steps and results of a structured review of code clone literature. The aim of the review is to investigate the evidence for the claim that code duplication has a negative effect on code changeability. This report contains only the details of the review for which there is not enough place to include them in the companion paper published at a conference (Hordijk, Ponisio et al. 2009 - Harmfulness of Code Duplication - A Structured Review of the Evidence)
KULLANICI EĞİLİMLERİNE YÖNELİK TASARIM: BANYO ORTAMINDA SU ETKİNLİĞİ İÇİN KİŞİSEL BAKIM VE HİJYEN PRATİKLERİNDE DAVRANIŞ DEĞİŞİKLİĞİNİ TEŞVİK ETMEK AMACIYLA ERKEN TASARIM AŞAMALARININ DESTEKLENMESİ
Across many regions of the world, the ever-increasing households water demand, mainly shaped through individuals’ unsustainable behaviors, is threatening the water supplies. It is widely acknowledged that design offers possibilities to mitigate the environmental impacts of use behaviors through structuring the ways individuals engage with their surroundings. Though, since behaviors are determined through a range of factors that are difficult to influence, design interventions aimed at reducing the harmful effects of use may not ensure behavior change.
Advancing on this problem, this doctoral study aims to understand the behavioral reasons for intensive use of water, reveal the users’ diverse intentions to adopt sustainable behaviors, and identify design strategies for behavior change to support the development of ideas for influencing behaviors for the effective use of water through a study focusing on personal care and hygiene practices in the bathroom environment. To achieve this, it adopts a generative research approach to reveal the individuals’ existing behaviors, attitudes, and intentions concerning water consumption and a research through design approach to effectively communicate the acquired knowledge to inspire the development of diverse ideas for behavior change. Through cycles of designing, implementing, evaluating, and revising, this thesis offers a generative tool (inspiration cards) and a generative method (DUI workshops) and evaluates their implications on the ideation process through a series of design workshops. The proposed inspirations cards and the DUI workshop provide a valuable knowledge source and guidance for the design researchers and practitioners to influence behaviors towards sustainable directions through enabling them to explore the problem area and the user, generate diverse ideas, refine the developed ideas, reconsider the ideas for different user intentions and support their design decisions.Bireylerin sürdürülebilir olmayan davranışlarıyla şekillenerek sürekli artan evsel su talebi, dünyanın birçok bölgesinde su kaynaklarını tehdit etmektedir. Tasarımın, bireylerin çevreleriyle etkileşim kurma biçimlerini etkileyerek, kullanım davranışlarının çevresel etkilerini azaltmaya yönelik olanaklar sunduğu yaygın olarak kabul edilmektedir. Ancak, davranışlar etkilenmesi zor olan birtakım faktörler tarafından belirlendiğinden, kullanımın zararlı etkilerini azaltmayı amaçlayan tasarım müdahaleleri davranış değişikliğini sağlamayabilir.
Bu doktora çalışması banyo ortamındaki kişisel bakım ve hijyen pratiklerine odaklanarak, yoğun su kullanımının davranışsal nedenlerinin anlaşılması, kullanıcıların sürdürülebilir davranışları benimsemeye yönelik farklı eğilimlerinin tanımlanması ve davranış değişikliği için tasarım stratejilerinin belirlenmesi aracılığıyla suyun verimli kullanımı için davranışların etkilenmesine yönelik fikir geliştirme sürecinin desteklenmesini hedeflemektedir. Araştırma, su tüketimiyle ilgili mevcut davranışları, tutumları ve niyetleri ortaya çıkarmak için yaratıcı araştırma yöntemlerini ve bu bilginin etkili bir şekilde paylaşılarak davranış değişikliği için çeşitli fikirlerin geliştirilmesine ilham vermek amacıyla tasarım yoluyla araştırma yaklaşımını benimser. Tasarlama, uygulama, değerlendirme ve düzenleme döngüleri aracılığıyla bu tez kapsamında bir yaratıcı araç (ilham kartları) ve yöntem (DUI çalıştayları) geliştirilmiş ve bunların fikir geliştirme süreçlerine yönelik etkileri tasarım çalıştayları aracılığıyla değerlendirilmiştir. İlham kartları ve DUI çalıştayı, problem alanının ve kullanıcının keşfedilmesini, çeşitli fikirlerin üretilmesini ve detaylandırılmasını, farklı kullanıcı eğilimleri için fikirlerin yeniden ele alınmasını ve tasarım kararlarının savunulmasını destekleyerek, davranışların sürdürülebilir yönlerde etkilenmesine yönelik tasarımcılar ve tasarım araştırmacıları için değerli bir bilgi kaynağı ve rehber niteliği taşır.Ph.D. - Doctoral Progra
ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.
The domain of materials for design is changing under the influence of an increased technological
advancement, miniaturization and democratization. Materials are becoming connected,
augmented, computational, interactive, active, responsive, and dynamic. These are ICS
Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the
world are experimenting with these new materials, there is the need to reflect on their
potentials and impact on design. This paper is a first step in this direction: to interpret and
describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge
A survey of comics research in computer science
Graphical novels such as comics and mangas are well known all over the world.
The digital transition started to change the way people are reading comics,
more and more on smartphones and tablets and less and less on paper. In the
recent years, a wide variety of research about comics has been proposed and
might change the way comics are created, distributed and read in future years.
Early work focuses on low level document image analysis: indeed comic books are
complex, they contains text, drawings, balloon, panels, onomatopoeia, etc.
Different fields of computer science covered research about user interaction
and content generation such as multimedia, artificial intelligence,
human-computer interaction, etc. with different sets of values. We propose in
this paper to review the previous research about comics in computer science, to
state what have been done and to give some insights about the main outlooks
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