201,714 research outputs found
Include 2011 : The role of inclusive design in making social innovation happen.
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
An aesthetics of touch: investigating the language of design relating to form
How well can designers communicate qualities of touch?
This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makersâ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designersâ capabilities
Cultures of Sustainability: âWays of doingâ cooking
In our research, we have been expanding our conceptual and methodological frames of reference as designers, in order to explore the complexity of factors involved in environmental sustainability and the consequent challenges posed for design research. In this paper, we discuss some of these issues in user-centered and sustainable design, drawing out and developing relations to concepts from other fields of study, such as the sociology of consumption and material culture. In order to better understand the role that (sustainable) design products might play within peopleâs everyday lives and lifestyles, we interpret and discuss notions of âsocio-cultural practicesâ of consumption and frame an approach to studying peopleâs âways of doingâ with artifacts. We point to two examples from our previous research on designing for energy awareness and for sustainable bathing practices.
A current study is presented in depth, in which families and singles, resident in The Netherlands but originating from different countries, have been observed and interviewed during preparation of a meal, eating and clearing up afterwards. Through studying and reflecting on the different âways of doingâ cooking, we gained insights into how cooking and a range of associated practices and artifacts are deeply embedded in traditions, meanings and aspirations. Issues of environmental consumption, such as water, energy and waste, are at stake in such design research but, as we argue, so is attention and sensitivity to how these are interwoven in meaningful socio-cultural practices. The setup and findings are presented, as a point of departure for raising conceptual and methodological questions to be developed in future work
Culture and e-commerce: An exploration of the perceptions and attitudes of Egyptian internet users
This paper examines the perceptions and attitudes that Egyptian users hold towards electronic shopping sites. Internet sites are globally available, opening up huge potential markets for online retailers. However, it remains unclear whether sites designed for the US or European markets will be acceptable in other cultures. This paper describes an exploratory card sorting study conducted with Egyptian consumers. The study was designed to examine the e-commerce interface features that are most salient to this user group and to explore how these relate to user intentions to engage in internet shopping. The results support the role of site familiarity in predicting purchase intentions within this cultural setting
When Windmills Turn Into Giants: The Conundrum of Virtual Places
While many papers may claim that virtual environments have much to gain from architectural and urban planning theory, few seem to specify in any verifiable or falsifiable way, how notions of place and interaction are best combined and developed for specific needs. The following is an attempt to summarize a theory of place for virtual environments and explain both the shortcomings and the advantages of this theory
Cinematic Narratives of Product Interaction Experiences: Methods for Cross-Media Fertilisation of the Design Process
This paper outlines the initial phases of a practice-based PhD research project; it outlines methods that will be used to analyse the role of objects within cinematic narratives and how these narrative roles could be translated into methods for designing products to enrich the experience of using the products. The starting point for this project is the hypothesis that any interaction between a user and an object will be remembered and interpreted in a user's mind as a form of narrative. This project therefore tries to harness narrative structures and devices from other media to inform the design of products that can specifically cater to these narrative qualities inherent in the way we experience products. This paper outlines methods for opening up the dialogue about these cross-media narrative comparisons, to assist in generating design work which focuses on the narrative qualities of product experience
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