9,647 research outputs found

    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

    Painting the ideal home: using art to express visions of technologically supported independent living for older people in North East England

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    This paper describes the investigation of the development of future technological products to support older people in everyday living through the agency of a community art group. Recent research has identified a number of challenges facing designers seeking to use traditional participatory design approaches to gather technology requirements data from older people. Here, a project is described that sought to get a group of older people to think creatively about their needs and desires for technological support through the medium of paint. The artistic expression technique described in this article allowed the identification of issues that had also been found by previous research that used a range of different techniques. This indicates that the approach shows promise, as it allows information to be gathered in an environment that is comfortable and familiar using methods already known by the participants and which they find enjoyable. It provides a complement (or possible alternative) to standard protocols and has the potential benefit of extracting even richer information as the primary task for participants is enjoyable in its own right and is not associated with an interrogative process. Furthermore, it is argued that some of the key risks of traditional approaches are lessened or removed by the naturalistic setting of this approach

    When Universal Access does not go to plan: Lessons to be learned

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    While the theory of designing for Universal Access is increasingly understood, there remain persistent issues over realising products and systems that meet the goal of being accessible and usable by the broadest possible set of users. Clearly products or service that are designed without even considering the needs of the wider user base are implicitly going to struggle to be universally accessible. However, even products that have been designed knowing that they are to be used by broad user bases frequently still struggle to achieve the ambition of being universally accessible. This paper examines a number of such products that did not achieve, at least initially, the desired level of universal accessibility. Principal recommendations from each case study are presented to provide a guide to common issues to be avoided

    A taxonomic classification of visual design representations used by industrial designers and engineering designers

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    In the context of new product development (NPD), research has shown that not having a common understanding of visual design representations (VDRs) has affected collaboration between industrial designers and engineering designers. The aim of the research presented in this paper was two-fold. Firstly, to identify the representations employed by industrial designers and engineering designers during NPD from a literature survey. Secondly, to define and categorize these representations in the form of a taxonomy that is a systematic organization of VDRs that are presently dispersed in the literature. For the development of the taxonomy, four measures encompassing orthogonality, spanning, completeness and usability were employed. It resulted in four groups consisting of sketches, drawings, models and prototypes. Validation was undertaken by means of an interview survey and further, presenting the taxonomy at an international conference. The results showed that no issues were raised by the respondents concerning the structure of the taxonomy or its components

    Studying interaction density in co-design sessions involving spatial augmented reality

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    The participation of end-users in co-design sessions has always been challenging. Despite a long history of trials and research, finding the best way to go about this form of collaboration in early innovation phases is still an open question for many companies. At the cutting edge of innovation, design agencies are becoming increasingly involved in co-design today. Direct face-to-face collaboration with end-users is a key factor for the success of co-design, and ICT solutions must therefore allow active involvement of all participants and their direct interaction. This paper reports an original evaluation of a Spatial Augmented Reality (SAR) environment dedicated to supporting co-design sessions. It investigates collaborative interactions and explores the role of design artefacts in the collaborative process. Observations of a conventional co-design situation are compared with those of sessions assisted by SAR technology. These two contrasting environments reveal both similarities and differences. The results show that within the SAR-supported environment there is an increase in end-users’ interaction density within the design activities. We observed that providing tangible artefacts augmented by digital content increased the density of interactions and encouraged greater sharing in co-design meetings.</p

    Norddesign 2012 - Book of Abstract

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    Inclusive Design Intervention during COVID-19: Reflective mirror therapy rehabilitation

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    The emergence of coronavirus disease (COVID-19) has posed significant challenges in occupational therapy rehabilitation practice prior to the level of contact with patients. This paper discussed the inclusive design process and intervention procedure in developing a design of home-setting rehabilitation products, self-occupational therapy practice and the challenges involved through the ongoing care of patients by occupational therapists, caregivers, and patients during this pandemic. The case study of Personal Reflective Mirror Therapy (P-REMIT) is premeditated as a pilot study tool, designed, and developed through patients’ experience (user-centered) for Diplegia (Upper Limb Stroke) patients. Keywords: Inclusive; Design; Intervention; COVID-19; Clinical; Therapy; Procedure eISSN: 2398-4287 © 2022. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open-access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under the responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians), and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning &amp; Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v7iSI7.380

    Involving users in the design process: the role of product representations in co-designing

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    Allowing users to be part of shaping change in new product development can contribute to more successful products. Advances in recent years in digital product representations (such as CAD and rapid prototyping) can potentially offer economic and time-saving benefits to this process. The research in this thesis has generated guidelines to support co-designing activity by exploring the issues of user involvement in the design process, paying particular attention to the use of digital (computer-based) and non-digital product representations to facilitate understanding and communication. The guidelines emerged through empirical research. The first stage of the research explored users' perceptions of physical and emotional product properties through digital and rapid prototyped representations: initial guidelines for Including product representations in co-designing were generated. An Interview study was then conducted to examine the wider issues of user involvement in designing and the use of digital and non-digital product representations from the standpoint of ten practicing - designers. Challenges and barriers to user Involvement were perceived but designers were open-minded to the Idea of digital co-designing. In parallel an audit was undertaken to evaluate product representation technologies for their ability to facilitate co-designing: traditional non-digital methods of sketching and hand-made models were used to develop criteria for this benchmarking. Limitations were found with existing technology and it was apparent that traditional methods (e. g. hand-drawn sketches and models) were better able to facilitate co-designing at this time than digital methods. These findings led to recommendations for future co-designing tools. Co-designing processes were then explored through six practical studies conducted with individuals and small groups of users. Users experimented with designing and making improved handles for a small gardening tool through sketching and day modelling. Design concepts were then taken further into digital media, through 3D scanning, digital CAD images and rapid prototyping and presented back to users for evaluation. Co-designing was also explored through a commercial context with an international packaging manufacturer. Ten users communicated design ideas for improved packaging by triangulation of notes, sketches, discussion and modelling activity. This produced user-led design criteria and commercially valuable concept designs. Important insights were gained into how codesigning may be facilitated within a commercial context and the experiences of the stakeholders. Several pertinent ethical issues such as ownership of ideas, incentives and rewards for user involvement were raised. The thesis concludes with guidelines and recommendations for co-designing, particularly regarding the role of product representations

    A Systematic Review of User Mental Models on Applications Sustainability

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    In Human-Computer Interaction (HCI), a user’s mental model affects application sustainability. This study's goal is to find and assess previous work in the area of user mental models and how it relates to the sustainability of application. Thus, a systematic review process was used to identify 641 initial articles, which were then screened based on inclusion and exclusion criteria. According to the review, it has been observed that the mental model of a user has an impact on the creation of applications not only within the domain of Human-Computer Interaction (HCI), but also in other domains such as Enterprise Innovation Ecology, Explainable Artificial Intelligence (XAI), Information Systems (IS), and various others. The examined articles discussed company managers' difficulties in prioritising innovation and ecology, and the necessity to understand users' mental models to build and evaluate intelligent systems. The reviewed articles mostly used experimental, questionnaire, observation, and interviews, by applying either qualitative, quantitative, or mixed-method methodologies. This study highlights the importance of user mental models in application sustainability, where developers may create apps that suit user demands, fit with cognitive psychology principles, and improve human-AI collaboration by understanding user mental models. This study also emphasises the importance of user mental models in the long-term viability and sustainability of applications, and provides significant insights for application developers and researchers in building more user-centric and sustainable applications

    Identifying Five Archetypes of Interaction Design Professionals and Their Universal Design Expertise

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    Systems and services based on Information and Communications Technology (ICT) are now prevalent in our daily lives. Digital transformations have been, and are still being, initiated across private and public sectors. As such, the consequences of digital exclusion are severe and may block access to key aspects of modern life, such as education, employment, consumerism and health services. In order to combat this, regions and countries such as the USA, Canada, EU and Scandinavia have all legislated universal design (UD) in relation to ICT, in order to ensure as many citizens as possible have the opportunity to access and use digital information and services. However, there has been limited research into how higher educational programs address legislated accessibility responsibilities. This paper looks into the discipline of interaction design (IxD). IxD is the design domain focused on ‘how human beings relate to other human beings through the mediating influence of products’ (Buchanan, R. (2001) Designing research and the new learning. Des. Issues, 17, 3–23). The study presents an analysis of Norwegian higher educational programs within IxD. Based on document analysis, we map the skillsets the study programs state to deliver and investigate to what degree UD expertise is included. Our findings indicate the study programs do not deliver adequate training in UD, in order to fulfill the professional responsibilities related to ICT accessibility. From our findings, we extrapolate five ‘archetypes’ of interaction designers. These personas-like analytical constructs hold slightly different characteristics. For each of the five, we propose UD expertise fitting key skillsets. We hope our contributions are useful both for the higher education sector and the industry and will contribute to raised awareness of UD skills so they can educate interaction designers in their different industry roles with required competences.acceptedVersio
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