18,889 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

    Include 2011 : The role of inclusive design in making social innovation happen.

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    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

    Understanding Children’s Help-Seeking Behaviors: Effects of Domain Knowledge

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    This dissertation explores children’s help-seeking behaviors and use of help features when they formulate search queries and evaluate search results in IR systems. This study was conducted with 30 children who were 8 to 10 years old. The study was designed to answer three research questions with two parts in each: 1(a) What are the types of help-seeking situations experienced by children (8-10 years old) when they formulate search queries in a search engine and a kid-friendly web portal?, 1(b) What are the types of help-seeking situations experienced by children (8-10 years old) when they evaluate search results in a search engine and a kid-friendly web portal?, 2(a) What types of help features do children (8-10 years old) use and desire when they formulate search queries in a search engine and a kid-friendly web portal?, 2(b) What types of help features do children (8-10 years old) use and desire when they evaluate search results in a search engine and a kid-friendly web portal?, 3(a) How does children’s (8-10 years old) domain knowledge affect their help seeking and use of help features when they formulate search queries in a search engine and a kid-friendly web portal?, 3(b) How does children’s (8-10 years old) domain knowledge affect their help seeking and use of help features when they evaluate search results in a search engine and a kid-friendly web portal? This study used multiple data collection methods including performance-based domain knowledge quizzes as direct measurement, domain knowledge self-assessments as indirect measurement, pre-questionnaires, transaction logs, think-aloud protocols, observations, and post-interviews. Open coding analysis was used to examine children’s help-seeking situations. Children’s cognitive, physical, and emotional types of help-seeking situations when using Google and Kids.gov were identified. To explore help features children use and desire when they formulate search queries and evaluate results in Google and Kids.gov, open coding analysis was conducted. Additional descriptive statistics summarized the frequency of help features children used when they formulated search queries and evaluated results in Google and Kids.gov. Finally, this study investigated the effect of children’s domain knowledge on their help seeking and use of help features in using Google and Kids.gov based on linear regression. The level of children’s self-assessed domain knowledge affects occurrences of their help-seeking situations when they formulated search queries in Google. Similarly, children’s domain knowledge quiz scores showed a statistically significant effect on occurrences of their help-seeking situations when they formulated keywords in Google. In the stage of result evaluations, the level of children’s self-assessed domain knowledge influenced their use of help features in Kids.gov. Furthermore, scores of children’s domain knowledge quiz affected their use of help features when they evaluated search results in Kids.gov. Theoretical and practical implications for reducing children’s cognitive, physical, and emotional help-seeking situations when they formulate search queries and evaluate search results in IR systems were discussed based on the 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

    Machine Analysis of Facial Expressions

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    The patterning of finance/security : a designerly walkthrough of challenger banking apps

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    Culture is being ‘appified’. Diverse, pre-existing everyday activities are being redesigned so they happen with and through apps. While apps are often encountered as equivalent icons in apps stores or digital devices, the processes of appification – that is, the actions required to turn something into an app – vary significantly. In this article, we offer a comparative analysis of a number of ‘challenger’ banking apps in the United Kingdom. As a retail service, banking is highly regulated and banks must take steps to identify and verify their customers before entering a retail relationship. Once established, this ‘secured’ financial identity underpins a lot of everyday economic activity. Adopting the method of the walkthrough analysis, we study the specific ways these processes of identifying and verifying the identity of the customer (now the user) occur through user onboarding. We argue that banking apps provide a unique way of binding the user to an identity, one that combines the affordances of smart phones with the techniques, knowledge and patterns of user experience design. With the appification of banking, we see new processes of security folded into the everyday experience of apps. Our analysis shows how these binding identities are achieved through what we refer to as the patterning of finance/security. This patterning is significant, moreover, given its availability for wider circulation beyond the context of retail banking apps
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