143,982 research outputs found

    Towards a kansei-based user modeling methodology for eco-design

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    We propose here to highlight the benefits of building a framework linking Kansei Design (KD), User Centered Design (UCD) and Eco-design, as the correlation between these fields is barely explored in research at the current time. Therefore, we believe Kansei Design could serve the goal of achieving more sustainable products by setting up an accurate understanding of the user in terms of ecological awareness, and consequently enhancing performance in the Eco-design process. In the same way, we will consider the means-end chain approach inspired from marketing research, as it is useful for identifying ecological values, mapping associated functions and defining suitable design solutions. Information gathered will serve as entry data for conducting scenario-based design, and supporting the development of an Eco-friendly User Centered Design methodology (EcoUCD).ANR-ECOUS

    Food as Experience A Design and Evaluation Methodology

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    This research, conducted for Frito Lay-North America, Inc, demonstrates how new product designs, package designs, concepts, and prototypes can be created based on the social, emotional, cognitive, and sensory information gathered through a combined methodology based on activity theory, Kansei Engineering and the ZMET process. The study examines how activity theory can be used to observe situational settings mediated by products for the purpose of collecting significant social and behavioral data. It also examines how Kansei methods can be used to evaluate sensory experiences and how the ZMET process can be used to gather demographic and marketing data. The outcome of this research concludes that activity theory, Kansei engineering, and ZMET are each useful, however, none of these methods used in isolation are sufficient to inform all aspects of marketing, new product development, and package design decisions. However, as a combined design and evaluation methodology they can provide more useful data for these processes. Keywords: Experience Design, Kansei Assessment, Food, Activity Theory</p

    Assessing Learning Through the Arts

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    Within the past several decades, the emphasis in public education nationwide has steadily moved away from arts-rich and creativity based learning toward more standardized, test-based learning. In recent years, budget cuts and the "No Child Left Behind Act" have pushed the education climate even further toward high-stakes testing, narrowing curriculum. In line with this, Washington State has enacted the Washington Assessment of Student Learning standards, shifting local schools' priorities toward meeting test-based standards. At the same time, public education in Washington state faced significant budget cuts. By 2005, Washington ranked 42nd in the nation in public education spending.Public schools have had to cut many rich program offerings including in-school arts classes. In 2005, nearly 60 percent of Washington State principals reported one hour or less of music instruction per week in their schools. Worse yet, 60 percent of Seattle Public School elementary schools offered no visual arts program that same year.During this time, several existing organizations in King County and countless more practitioners were growing to meet a new demand for the arts gap through diverse, innovative programming both in and out of the school day. Seattle's nonprofit arts education organizations were natural advocates for more creative learning opportunities but remained somewhat disconnected from each other, lacking a cohesive, persuasive message to more effectively advocate for arts education. In response to these challenges, among others, seven of these regional nonprofit youth arts education organizations formed the Seattle Arts Education Consortium (Consortium), a collaborative, two-year project, in the summer of 2005.Reflecting on the work of the last two years, the Consortium offers several key findings and lessons learned related to both the process and the product. These findings may be an excellent resource to any group starting a similar process and especially for arts education programs hoping to elevate the rigor and public understanding of their programs' impacts. This report will also be useful to foundations interested in encouraging collaborations among their grantees.The sections that follow include descriptions of the process, outcomes and findings for each project activity including: Evaluation Planning & Implementation, Professional Development for Teaching Artists, Arts Education Communications & Messaging as well as What's Next for the Consortium

    Building brands through experiential events: when entertainment meets education

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    Experiential marketing is increasingly getting companies’ attention as a strategy to interact with consumers and engage them to better convey their brand image and positioning. However, its effects are still unclear both at the aggregate and at the individual levels. This paper addresses this topic and presents a field experiment investigating the effects of experiential marketing on brand image in retailing. Two similar consumer electronics stores with different strategies – traditional vs. experiential – constitutes the setting in which a field experiment has been run. Two similar samples of consumers took part in our study by visiting one of these two stores, and answering a questionnaire before and after the visit with the primary goal to investigate the brand image and its changes due to the shopping visit. Brand image was measured as the overall brand attitude – via four items – and five specific desired brand claims that the company wanted to convey to consumers. Findings show that engaged consumers through the multisensory and interactive event arranged in the experiential store register higher levels of both brand attitude and all brand claims than those visiting the traditional store, and that the increase in both the dependent variables after the visit of the experiential store is higher than the increase in the traditional store. Thus, experiential stores are not only able to entertain consumers, but they are also able to educate them, by conveying them a set of brand claims more effectively than the traditional stor

    Developing the scales on evaluation beliefs of student teachers

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    The purpose of the study reported in this paper was to investigate the validity and the reliability of a newly developed questionnaire named ‘Teacher Evaluation Beliefs’ (TEB). The framework for developing items was provided by the two models. The first model focuses on Student-Centered and Teacher-Centered beliefs about evaluation while the other centers on five dimensions (what/ who/ when/ why/ how). The validity and reliability of the new instrument was investigated using both exploratory and confirmatory factor analysis study (n=446). Overall results indicate that the two-factor structure is more reasonable than the five-factor one. Further research needs additional items about the latent dimensions “what” ”who” ”when” ”why” “how” for each existing factor based on Student-centered and Teacher-centered approaches
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