11,646 research outputs found

    Categorisation of visualisation methods to support the design of Human-Computer Interaction systems

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    During the design of Human-Computer Interaction (HCI) systems, the creation of visual artefacts forms an important part of design. On one hand producing a visual artefact has a number of advantages: it helps designers to externalise their thought and acts as a common language between different stakeholders. On the other hand, if an inappropriate visualisation method is employed it could hinder the design process. To support the design of HCI systems, this paper reviews the categorisation of visualisation methods used in HCI. A keyword search is conducted to identify a) current HCI design methods, b) approaches of selecting these methods. The resulting design methods are filtered to create a list of just visualisation methods. These are then categorised using the approaches identified in (b). As a result 23 HCI visualisation methods are identified and categorised in 5 selection approaches (The Recipient, Primary Purpose, Visual Archetype, Interaction Type, and The Design Process).Innovate UK, EPSRC, Airbus Group Innovation

    The design with intent method: A design tool for influencing user behaviour

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    The official published version can be found at the link below.Using product and system design to influence user behaviour offers potential for improving performance and reducing user error, yet little guidance is available at the concept generation stage for design teams briefed with influencing user behaviour. This article presents the Design with Intent Method, an innovation tool for designers working in this area, illustrated via application to an everyday human–technology interaction problem: reducing the likelihood of a customer leaving his or her card in an automatic teller machine. The example application results in a range of feasible design concepts which are comparable to existing developments in ATM design, demonstrating that the method has potential for development and application as part of a user-centred design process

    Connecting practice to research (and back to practice): making the leap from design practice to design research

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    This paper explores two questions: what skills and knowledge can be derived from research and brought back into design practice; and how can we better prepare designers to undertake research? Its aim was to enable design practitioners wishing to pursue research to understand the process and anticipate the scope and level of work. Additionally, it addressed the questions of how design education can incorporate a research-based curriculum and how professional bodies can promote the value of research to practitioners? A complementary paper was co-written and presented at the CONNECTED 07 conference, Sydney. It explores the process of undertaking a PhD within the framework of the UK design education system by examining it from a design and business perspective (Yee, J.S.R, Michlewski, K. and Bohemia, E. (2007) 'Interrogating the Academic Research Process in UK Design Education from Design and Business Perspectives', ConnectED 2007 – International Conference on Design Education, Sydney, (http://www.designdictator.com/publications/connected07.pdf). Yee’s research bridges the gap between contemporary design practice, the growth of professional knowledge and pedagogy, via empirical study and theoretical discourse. Yee is currently 2nd supervisor for a PhD, entitled; ‘The Development of a Framework to Understand Potential Relationships Between Services and Their Users’ and is contributing to the development of the Professional Practice Doctorate in Design in the CfDR

    Design and design thinking in business and management education and development

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    Design and design thinking have been identified as making valuable contributions to business and management and the numbers of higher education programs that teach design thinking to business students, managers and executives are growing. However multiple definitions of design thinking and the range of perspectives have created some confusion about potential pathways. This paper examines notions of design and design thinking and uses these definitions to identify themes in higher educational programs. We present the findings from an initial exploratory investigation of design and design thinking in higher education business programs and define four distinct educational approaches around human centred innovation, integrative thinking, design management and design as strategy. Potential directions for management education programs are presented

    Multiple perspectives of design thinking in business education

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    Business education leaders have expressed interest in learning more about design and design thinking and their contributions to better problem framing, problem solving and to generating new solutions. Many business schools have engaged in educational programs with students from multiple disciplines, applying design thinking to business problems around workplace issues. This paper investigates a range of educational programs that teach design thinking to students in business education, at undergraduate and postgraduate levels around the world. We identify four patterns of program delivery that are emerging: human-centered design, integrative thinking, design management and design as strategy and discuss contributions from each. We expect that these four patterns of program delivery will continue and predict an increasing focus on programs around design as strategy in the near future

    Less is more: what design against crime can contribute to sustainability.

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    Crime is a voracious form of premature obsolescence. Replacement of insured stolen items increases levels of product consumption that are unsustainable. Additional to the ecological cost of crime are the social and economic impacts linked to ‘courts, cops and corrections’ – money better spent on building social innovation and sustainability. The user/ abuser centered methodology of the Design Against Crime Research Centre (DACRC) at University of Arts London as a socially responsive design movement is described in this paper. It argues that DACRC’s approach is unique. It addresses social agendas by accommodating consideration of multiple, often competing, user-demands in a given context, and responding in ways that produce both fiscal and social capital through sustainable design

    Influencing interaction: Development of the design with intent method

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    Persuasive Technology has the potential to influence user behavior for social benefit, e.g. to reduce environmental impact, but designers are lacking guidance choosing among design techniques for influencing interaction. The Design with Intent Method, a ‘suggestion tool’ addressing this problem, is introduced in this paper, and applied to the briefs of reducing unnecessary household lighting use, and improving the efficiency of printing, primarily to evaluate the method’s usability and guide the direction of its development. The trial demonstrates that the DwI Method is quick to apply and leads to a range of relevant design concepts. With development, the DwI Method could be a useful tool for designers working on influencing user behavior

    Using social engagement to inspire design learning

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    Social design and ‘design for need’ are important frameworks for establishing ethical understanding amongst novice product designers. Typically, product design is a value-adding activity where normally aesthetics, usability and manufacturability are the key agendas. Howard [1] in his essay “Design beyond commodification” discusses the role of designers in contributing to cultural expressions designed to influence consumer aspirations and desires. He argues that designers are impelled “to participate in the creation of lifestyles that demand the acquisition of goods as a measure of progress and status.” As emerging consumers, student designers tend to reflect this consumer culture in their work, seeking to add ‘marketability’ by focusing on aesthetic development. However value adding can occur in many different manifestations, often outside commercial expectations and the students’ experience. Projects that may be perceived as having limited market potential can often have significant personal impact for both recipient and designer. Social engagement provides a valuable insight for design students into the potential of design to contribute solutions to societal well-being, rather than serve market forces. Working in a local context can enhance this, with unlimited access to end users, their environs and the product context, enabling the development of user empathy and a more intgrated collaborative process. The ‘Fixperts’ social project discussed in this paper has proved to be an effective method of engaging undergraduate students in participatory design within their local community. This model for social engagement has provided an unprecedented learning experience, and established a strong ethical framework amongst Brunel design students

    The Design of a new NICU Patient Area: Combining Design for Usability and Design for Emotion

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    In the design of medical products both usability and emotional experience are important to be considered. Usability can enhance the work situation of medical staff and ensure patient safety. Emotion related product aspects, on the other hand, influence the recovery pace of patients as well as the work satisfaction of staff. For an optimal medical design both aspects should receive well-balanced attention during the design process. Usability and emotional experience are currently related in literature. However, about the relation between these two aspects in practical design projects little information is available. Therefore we will discuss the exploration of the practical relation between Design for Usability and Design for Emotion in a design process. We explored the relation during concurrent application of both design approaches to the design of a patient area for a Neonatal Intensive Care Unit (NICU). Our aim was not to develop a new design method, but to explore in practice how both design approaches could be addressed concurrently. This paper describes the applied design approach, its strength and weaknesses as well as the design results. Overall, the NICU design case has proven that the concurrent application of Design for Emotion and Design for Usability is feasible in practice and results in a satisfactory design. Keywords: Usability; Design For Emotion; Medical Appliance; Participatory Design; Case Study</p
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