60 research outputs found

    KEER2022

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    Avanttítol: KEER2022. DiversitiesDescripció del recurs: 25 juliol 202

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 2: Living, Making, Value

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 2 includes papers from Living, Making and Value tracks of the conference

    Leveraging Customer-integration Experience: A Review of Influencing Factors and Implications

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    Organizations have increasingly begun to co-create innovations, conduct idea competitions, or conduct crowdsourcing initiatives with customers in online communities. Yet, many customer-integration methods fail to attract sufficient customer participation and engagement. We draw on previous research to identify customers’ experience as an important determinant of whether customer-integration initiatives succeed. However, research has rarely applied the notion of experience in the context of customer integration. We conduct a cross-disciplinary literature review to identify the factors that constitute a positive customer-integration experience and the implications of the customer-integration experience. Based on 141 papers from marketing, technology and innovation management, information systems, human-computer interaction, and psychology research, we derive a framework for customer-integration experience that integrates 22 conceptually different influencing factors, 15 implications, and their interrelatedness based on motivation-hygiene theory. The framework sheds light on the current state of research on customer-integration experience and identifies possibilities for future research

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 3: People

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 3 includes papers from People track of the conference

    Geometric guides for interactive evolutionary design

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    This thesis describes the addition of novel Geometric Guides to a generative Computer-Aided Design (CAD) application that supports early-stage concept generation. The application generates and evolves abstract 3D shapes, used to inspire the form of new product concepts. It was previously a conventional Interactive Evolutionary system where users selected shapes from evolving populations. However, design industry users wanted more control over the shapes, for example by allowing the system to influence the proportions of evolving forms. The solution researched, developed, integrated and tested is a more cooperative human-machine system combining classic user interaction with innovative geometric analysis. In the literature review, different types of Interactive Evolutionary Computation (IEC), Pose Normalisation (PN), Shape Comparison, and Minimum-Volume Bounding Box approaches are compared, with some of these technologies identified as applicable for this research. Using its Application Programming Interface, add-ins for the Siemens NX CAD system have been developed and integrated with an existing Interactive Evolutionary CAD system. These add-ins allow users to create a Geometric Guide (GG) at the start of a shape exploration session. Before evolving shapes can be compared with the GG, they must be aligned and scaled (known as Pose Normalisation in the literature). Computationally-efficient PN has been achieved using geometric functions such as Bounding Box for translation and scaling, and Principle Axes for the orientation. A shape comparison algorithm has been developed that is based on the principle of non-intersecting volumes. This algorithm is also implemented with standard, readily available geometric functions, is conceptually simple, accessible to other researchers and also offers appropriate efficacy. Objective geometric testing showed that the PN and Shape Comparison methods developed are suitable for this guiding application and can be efficiently adapted to enhance an Interactive Evolutionary Design system. System performance with different population sizes was examined to indicate how best to use the new guiding capabilities to assist users in evolutionary shape searching. This was backed up by participant testing research into two user interaction strategies. A Large Background Population (LBP) approach where the GG is used to select a sub-set of shapes to show to the user was shown to be the most effective. The inclusion of Geometric Guides has taken the research from the existing aesthetic focused tool to a system capable of application to a wider range of engineering design problems. This system supports earlier design processes and ideation in conceptual design and allows a designer to experiment with ideas freely to interactively explore populations of evolving solutions. The design approach has been further improved, and expanded beyond the previous quite limited scope of form exploration

    Applied Cognitive Sciences

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    Cognitive science is an interdisciplinary field in the study of the mind and intelligence. The term cognition refers to a variety of mental processes, including perception, problem solving, learning, decision making, language use, and emotional experience. The basis of the cognitive sciences is the contribution of philosophy and computing to the study of cognition. Computing is very important in the study of cognition because computer-aided research helps to develop mental processes, and computers are used to test scientific hypotheses about mental organization and functioning. This book provides a platform for reviewing these disciplines and presenting cognitive research as a separate discipline

    Dynamics of Industrial Revolution 4.0: Digital Technology Transformation and Cultural Evolution

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    Dynamics of Industrial Revolution 4.0: Digital Technology Transformation and Cultural Evolution – Wulandari et al (eds) © 2021 The Author(s), ISBN 978-1-032-04451-4 Preface The 7th Bandung Creative Movement (BCM) held on 12 November 2020, live from Telkom Univer- sity in Bandung, gathered people from creative sectors dealing with creative industries and digital technology. Under the theme Dynamics of Industrial Revolution 4.0: Digital Technology Transformation and cultural evolution, 7th BCM discussed how the digital world and connectivity transformed in accordance with human needs and social culture. It also underlined how technology and community influence each other to continuous innovation by integrating aesthetic, emotional aspects, and culture with the latest technology. The conference examined issues on: • Aesthetic evolution in digital era. • How and to what extent does the digital technology influence environmental transformation? • What is the relation between Digital Technology and cultural evolution? How digital technology changes people behaviour and culture, and vice versa? • What is the importance of Creative Technology and data in the creative industry? • Discussion on innovation of Products, Creative industries management and marketing • Digital education for creative industries In response to the pandemic, issues related to covid-19 and digital technology were also discussed. How the creative world & digital technology respond and answer to the pandemic. The keynote speakers, that came from various backgrounds and from different countries, are: 1. Vichaya Mukdamanee, BFA, MFA, PhD, Silpakorn Thailand 2. Mumtaz Mokhtar (Assoc. Prof. Dr.) PhD, UiTM Malaysia 3. Florian Heinzelmann, PhD, Dipl.-Ing. (FH), M. Arch., SBA, SHAU Architecture and Urbanism, The Netherlands 4. Dr. Ira Wirasari, Telkom University, Indonesia The parallel session presented 64 papers coming from collaborative and individual works. All papers are divided into 7 sub themes as offered in this open access proceeding. We believe and hope that readers will find 7th BCM an enriching overview on digital creative world worth sharin

    An aesthetics of touch: investigating the language of design relating to form

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    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-makers’ 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 designers’ capabilities

    Applying product design methods to medical device design with a case study on home care devices

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    Thesis (Master)--Izmir Institute of Technology, Industrial Design, Izmir, 2004Includes bibliographical references (leaves: 142)Text in English; Abstract: Turkish and Englishxii, 150 leavesMedical device design is one of the most important and most promising fields of industrial design. Medical devices, which were once designed by doctors, technicians and other people, who usually use such devices, have become insufficient in meeting the needs of today.s. In this respect, design of such devices and methods, which are used in the design process, comes away as main topics, which have to be carefully undertaken.Product design methods have the capacity of solving the problems of medical device design field, as they have in many other fields. In this study, the ways of applying these methods into the medical device design process, especially in home care medical device design, are going to be examined
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