203,081 research outputs found

    Metamorphosis: Transforming Non-designers into Designers

    Get PDF
    In this paper we make the case that there is today a growing number of educational settings experiencing challenges when it comes to transforming non-designers into designers, and in particular, interaction designers. We see this development as a consequence of an increased awareness and recognition of what broadly could be labeled as a design perspective. We examine the transformational process, the metamorphosis, by which non-designer students become interaction designers. We identify and describe the barriers that make it difficult for the students to move through this transformational process. We also propose some pedagogical approaches that can reduce the barriers and improve the possibility for the transformation to occur. The approach that we have developed and describe consists of three parts. Based on a fundamental understanding of the nature of design, we have developed (i) a tentative transformational model of how non-designers become interaction designers; (ii) a special kind of conceptual framework used to support students in the transformational process; and (iii) design assignments based on real-world design problems. We end the paper with two conclusions. First we argue that there is a challenge in transforming non-designers into designers, but that it is possible if the educational effort is based on an understanding of design and on the transformational process with its barriers. Finally we argue that the experience of trying to turn non-designers into interaction designers is in itself a valuable research approach. Dealing with non-designer students reveals deep insights about the nature of the design process and makes it possible to better formulate what constitutes a designerly approach. Keywords Design, Design education, Pedagogy, HCI</p

    Towards a Lightweight Approach for Modding Serious Educational Games: Assisting Novice Designers

    Get PDF
    Serious educational games (SEGs) are a growing segment of the education community’s pedagogical toolbox. Effectively creating such games remains challenging, as teachers and industry trainers are content experts; typically they are not game designers with the theoretical knowledge and practical experience needed to create a quality SEG. Here, a lightweight approach to interactively explore and modify existing SEGs is introduced, a toll that can be broadly adopted by educators for pedagogically sound SEGs. Novice game designers can rapidly explore the educational and traditional elements of a game, with a stress on tracking the SEG learning objectives, as well as allowing for reviewing and altering a variety of graphic and audio game elements

    Utilising IGV approach to identify factors affecting web usability

    Get PDF
    Due to the changing nature of Internet technology and user needs,continuous web evaluation has become very important in determining the usability of web sites. However, web designers often face problems in identifying the right criteria for evaluation. Despite the growing number of guidelines and other literature on web design and evaluation,each of them varies in terms of quality, coverage, relevancy, and suitability. With this in mind, a study using IGV approach was carried out to identify key generic criteria that need to be taken into consideration by designers or others when assessing the overall usability of web sites. The results of the study include a comprehensive list of the identified usability criteria that were grouped into 7 major factors - screen appearance, content, accessibility, navigation, media use, interactivity, and consistenc

    How Design Plays Strategic Roles in Internet Service Innovation: Lessons from Korean Companies

    Get PDF
    In order to survive in the highly competitive internet business, companies have to provide differentiated services that can satisfy the rapidly changing users’ tastes and needs. Designers have been increasingly committed to achieving user satisfaction by generating and visualizing innovative solutions in new internet service development. The roles of internet service design have expanded from a narrow focus on aesthetics into a more strategic aspect. This paper investigates the methods of managing design in order to enhance companies’ competitiveness in internet business. The main research processes are to: (1) explore the current state of internet service design in Korea through in-depth interviews with professional designers and survey questionnaires to 30 digital design agencies and 60 clients; (2) compare how design is managed between in-house design groups and digital design agencies though the case studies of five Korean companies; and (3) develop a taxonomy characterizing four roles of designers in conjunction with the levels of their strategic contributions to internet service innovation: visualist, solution provider, concept generator, and service initiator. In addition, we demonstrate the growing contributions of the strategic use of design for innovating internet services, building robust brand equity, and increasing business performance. Keywords: Design Management; Internet Business; Internet Service Design; Digital Design; Digital Design Agency; In-House Design Group, Case Study</p

    Experiential Role of Artefacts in Cooperative Design

    Get PDF
    The role of material artefacts in supporting distributed and co-located work practices has been well acknowledged within the HCI and CSCW research. In this paper, we show that in addition to their ecological, coordinative and organizational support, artefacts also play an ‘experiential’ role. In this case, artefacts not only improve efficiency or have a purely functional role (e.g. allowing people to complete tasks quickly), but the presence and manifestations of these artefacts bring quality and richness to people’s performance and help in making better sense of their everyday lives. In a domain like industrial design, such artefacts play an important role for supporting creativity and innovation. Based on our prolonged ethnographic fieldwork on understanding cooperative design practices of industrial design students and researchers, we describe several experiential practices that are supported by mundane artefacts like sketches, drawings, physical models and explorative prototypes – used and developed in designers’ everyday work. Our main intention to carry out this kind of research is to develop technologies to support designers’ everyday practices. We believe that with the emergence of ubiquitous computing, there is a growing need to focus on personal, emotional and social side of people’s everyday experiences. By focusing on the experiential practices of designers, we can provide a holistic view in the design of new interactive technologies

    A Vectoring Thrust Coaxial Rotor for Micro Air Vehicle: Modeling, Design and Analysis

    Get PDF
    The growing interest of rotary wing UAVs, for military and civilian applications, has encouraged designers to consider miniaturized configurations, more efficient in terms of endurance, payload capability and maneuverability. The purpose of this paper is to study a new configuration of coaxial rotor as applied to a micro aerial vehicle (MAV) with the intention to guarantee the vehicle maneuverability while removing unnecessary control surfaces which would increase wind gust sensitivity. Coaxial rotor configurations maximize the available rotor disk surface and allow for torque cancelation. Tilting rotors may allow for the vehicle control

    Closing the loop of design and analysis: Parametric modelling tools for early decision support

    Get PDF
    There is a growing need for parametric design software that communicates building performance feedback in early architectural exploration to support decision-making. This paper examines how the circuit of design and analysis process can be closed to provide active and concurrent feedback between architecture and services engineering domains. It presents the structure for an openly customisable design system that couples parametric modelling and energy analysis software to allow designers to assess the performance of early design iterations quickly. Finally, it discusses how user interactions with the system foster information exchanges that facilitate the sharing of design intelligence across disciplines

    Performance of voice and video conferencing over ATM and gigabit ethernet backbone networks

    Get PDF
    Gigabit Ethernet and ATM network technologies have been modeled as campus network backbones for the simulation-based comparison of their performance. Real-time voice and video conferencing traffic is used to compare the performance of both backbone technologies in terms of response times and packet end-to-end delays. Simulation results show that Gigabit Ethernet has been able to perform the same and in some cases better than ATM as a backbone network for video and voice conferencing providing network designers with a cheaper solution to meet the growing needs of bandwidth-hungry applications in a campus environment
    • 

    corecore