29,094 research outputs found

    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

    BALANCING FOOD VALUES: MAKING SUSTAINABLE CHOICES WITHIN COOKING PRACTICES

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    Within user-centred design and topics such as persuasive design, pleasurable products, and design for sustainable behaviour, there is a danger of over-determining, pacifying or reducing people’s diversity. Taking the case of sustainable food, we have looked into the social aspects of cooking at home, in specific related to the type of food that is purchased. This paper describes what it means for people to make more sustainable choices in food shopping and how that can be mediated while taking different ‘food values’ that household members have into account. In a design experiment, we developed a service for selecting daily dinner meals while supporting choices of sustainable food which reported on environmental impact, health and nutrition values, and purchase data. Through visualizations of alternative food choices, the experiment provided a space for households to negotiate food values, while opening up possibilities for changing cooking practices

    Experimental and simulation analysis for performance enhancement of elliptical savonius wind turbine by modifying blade shapes

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    Savonius turbines are drag-based rotors which operate due to a pressure difference between the advancing and retreating blades. After going through an exhaustive literature review, it was realized that the Savonius wind turbines are an applicable option at low wind speed areas, where the counterpart of these turbines cannot work efficiently. Nevertheless, the existing design is still under research to make it more applicable in urban areas. Therefore, the research objective was to develop and test an elliptical Savonius wind turbine to improving its performance in terms of power and torque coefficients by modifying blade shapes and overlap ratio. In the beginning, a series of 2D unsteady simulations (CFD-Fluent version 19.1) of the Savonius elliptical turbine has been performed to study the overlap ratio of blades and the effect of the turbulence models. Conventional elliptical Savonius turbine was modified by changing the overlap ratio from the value (OR=0.15) to (OR=0.2) and called as the Model-A. Then, the concave surface of the blade Model-A was modified (as zigzag shape) and called as Model-B. The blade shape of the Model-B was modified by adding bypass channels for each blade to creating new configuration was called the Model-C. The experimental work begins with the manufacturing of the models (A, B and C) of the blade using 3D printing technology. Models were tested by the wind tunnel in Aerodynamic laboratory (UTHM) with four cases of wind velocity. 2D simulation result for Model-A at OR= 0.2, where the increase in maximum power coefficient value obtained was 3.85% and 7.69% compared to overlap ratio (0.15 and 0.1), respectively. The result of the experimental test was obtained the maximum power coefficient (0.296, 0.292, 0.291, and 0.295) at wind velocity (6 m/s, 8 m/s, 9 m/s, and 10 m/s), respectively for Model-B. The Model-C result in the maximum power coefficient (0.28) compared with Model-A (0.26). The 3D unsteady simulation also has been done to visualisation the behaviour of flow around Model-B and it show a good agreement with experimental test results

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles

    Improving the Quality of Technology-Enhanced Learning for Computer Programming Courses

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    Teaching computing courses is a major challenge for the majority of lecturers in Libyan higher learning institutions. These courses contain numerous abstract concepts that cannot be easily explained using traditional educational methods. This paper describes the rationale, design, development and implementation stages of an e-learning package (including multimedia resources such as simulations, animations, and videos) using the ASSURE model. This training package can be used by students before they attend practical computer lab sessions, preparing them by developing technical skills and applying concepts and theories presented in lecture through supplementary study and exercises

    Designing Tools for Reflection: a concept-driven approach

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    We are surrounded by objects. We often use and interact with them to do our daily activities. They do not only support us and augment our abilities, but also, can be considered as companions of our thoughts. We think with objects, because they contain information about us: about our memories, experiences, emotions, and activities as Sherry Turkle highlights (2011). Furthermore, our everyday objects are increasingly computed, smart and connected to the Internet. They are able to collect data, elaborate and provide real-time feedbacks. These feedbacks cannot only support us to improve our activities, but also enables critical thinking and reflection on our actions. This resonates very well with what Donald Schön meant by having reflective conversation with materials at hand (1983;1996). He highlighted that materials –artifacts– of a situation talk back to designer, so they enable and support reflection in action of designing. So, how about if we consider that our daily objects can talk back and make us think on our actions in order to consider alternatives? This dissertation, is an attempt to consider this opportunity. The nature of this dissertation is mostly conceptual and its scope is defining the physical and behavioral characteristics of smart artifacts able to provoke thoughts and reflection in user leading to a conscious behavior change. I sought to use existing theories about reflective thinking in HCI and beyond, as valuable sources for developing design concept. I have been inspired by the Concept-Driven interaction design research (Stolterman and Wiberg 2011) and created and defined the whole structure of this dissertation based on this methodology, from the definition of the concept – Tool for Reflection – to the construction of a theoretical model from the design outcome –Make Me Think model. During this process, I used different methods such as conducting literature analysis, context analysis, survey, participatory session and prototyping. The sustainable urban mobility behaviors in the city of Turin (Italy) as the target behavior and home as the place for using Tool for Reflection have been chosen for this research. In particular, informed by architectural studies, I conceptualized In-Between Places as a category of places that connect home places to city places. I suggested to consider such areas as suitable places for evoking thoughts on urban mobility behaviors, in home. This dissertation provides a theoretical perspective with which to guide the design of smart objects that evoke reflection. It first provides a set of characteristics of a Tool for Reflection as a physical artifact. Then it provides a theoretical model, considering the relationship between a Tool for Reflection and a user. The key contributions include the design of the Sóle, a smart lamp, not only as an example of a Tool for Reflection with its theoretically pre-defined characteristics, but also as an instrument for iterating from design to the theory. The overall approach, the methodology and the findings should be of interest in particular to researchers working on design for reflection in the HCI. More broadly this dissertation can be of interest of researchers in the HCI, whose research is around designing artifacts, both as an ‘outcome’ and as an ‘instrument’ of the research process

    Design Fiction Diegetic Prototyping: A Research Framework for Visualizing Service Innovations

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Purpose: This paper presents a design fiction diegetic prototyping methodology and research framework for investigating service innovations that reflect future uses of new and emerging technologies. Design/methodology/approach: Drawing on speculative fiction, we propose a methodology that positions service innovations within a six-stage research development framework. We begin by reviewing and critiquing designerly approaches that have traditionally been associated with service innovations and futures literature. In presenting our framework, we provide an example of its application to the Internet of Things (IoT), illustrating the central tenets proposed and key issues identified. Findings: The research framework advances a methodology for visualizing future experiential service innovations, considering how realism may be integrated into a designerly approach. Research limitations/implications: Design fiction diegetic prototyping enables researchers to express a range of ‘what if’ or ‘what can it be’ research questions within service innovation contexts. However, the process encompasses degrees of subjectivity and relies on knowledge, judgment and projection. Practical implications: The paper presents an approach to devising future service scenarios incorporating new and emergent technologies in service contexts. The proposed framework may be used as part of a range of research designs, including qualitative, quantitative and mixed method investigations. Originality: Operationalizing an approach that generates and visualizes service futures from an experiential perspective contributes to the advancement of techniques that enables the exploration of new possibilities for service innovation research

    Exploring participatory design for SNS-based AEH systems

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    The rapidly emerging and growing social networking sites (SNS) offer an opportunity to improve adaptive e-learning experience by introducing a social dimension, connecting users within the system. Making connections and providing communication tools can engage students in creating effective learning environment and enriching learning experiences. Researchers have been working on introducing SNS features into adaptive educational hypermedia systems. The next stage research is centered on how to enhance SNS facilities of AEH systems, in order to engage students’ participation in collaborative learning and generating and enriching learning materials. Students are the core participants in the adaptive e-learning process, so it is essential for the system designers to consider students’ opinions. This paper aims at exploring how to apply participatory design methodology in the early stage of the SNS-based AEH system design process
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