5,907 research outputs found

    Towards the disintermediation of creative music search: Analysing queries to determine important facets

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    Purpose: Creative professionals search for music to accompany moving images in films, advertising, television. Some larger music rights holders (record companies and music publishers) organise their catalogues to allow online searching. These digital libraries are organised by various subjective musical facets as well as by artist and title metadata. The purpose of this paper is to present an analysis of written queries relating to creative music search, contextualised and discussed within the findings of text analyses of a larger research project whose aim is to investigate meaning making in this search process. Method: A facet analysis of a collection of written music queries is discussed in relation to the organisation of the music in a selection of bespoke search engines. Results: Subjective facets, in particular Mood, are found to be highly important in query formation. Unusually, detailed Music Structural aspects are also key. Conclusions: These findings are discussed in relation to disintermediation of this process. It is suggested that there are barriers to this, both in terms of classification and also commercial / legal factors

    Designing brand chatbots: The impact of chatbot’s personality on the user’s brand personality perception

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    Along with advancements in technologies, which include machine learning and artificial intelligence, chatbots are increasingly taking the place of employees that work as customer service agents and personal shoppers. Considering that the characteristics of employees can influence a consumer’s perception of brand personality (Aaker, 1997), this perception may also be affected by the chatbot’s personality. This paper aims to investigate the impact of a chatbot’s personality on a user’s perception of brand personality. Two brands, and their chatbots, are used as case studies. The empirical study comprises of two stages, in which the qualitative and the quantitative data are both gathered and analyzed. Firstly, an online survey was conducted to investigate the personalities of two existing brands and their respective chatbots. As a result, a gap in personality between one of the brands and its chatbot was identified. Next, two prototypes were built and then tested in the interview. One was the emulator of the current brand chatbot, and the other was a new chatbot designed to have a personality closer to the brand personality. The findings reveal that the chatbot’s personality may affect brand personality, even though the impact was smaller than expected because participants perceived that the two prototypes’ personalities were moderately close to the brand personality. Interestingly, interviewees revealed that the chatbot’s personality may have a greater influence if it is totally different from the brand personality. Based on the study findings, design considerations are suggested to help practitioners in designing brand chatbots

    Development and validation of a product creativity evaluation framework for the assessment of functional consumer products

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    A reliable method for creativity assessment of functional consumer products has been developed. In literature, creativity is explored in four main aspects of person, process, press, and product known as 4P’s of creativity. In this research, the product creativity measurement is studied aiming at assisting designers to better understand creativity and to be able to implement it in the design process. The research begins with defining the role of creativity in engineering design and continues with reviewing existing approaches for measuring product creativity in three main categories. In this research, a goal is to investigate the ability of the CAT for the assessment of consumer products produced under non-experimental conditions. The CAT was used together with domain experts to assess three categories of consumer products for creativity (home-accessories, electric-vehicles, and smoke-alarms). The results of inter-judge reliabilities indicated that CAT can reliably evaluate these products, although a larger number of raters (10 to 15) compared to those in artistic domains is recommended. Factor analysis revealed that for products with complex structures (electric-vehicles), experts are unable to distinguish the border between creativity and other influential factors such as product’s technical performance and or aesthetic appeal. As a result, the assessment of complex engineering products should be performed with caution. A theoretical framework to enable researchers to develop their own criterion-based instrument based on the product’s functionality is presented. The framework comprises 65 indicators in nine broad categories. A case study using 5 lounge-chairs and 288 university students was conducted to test the applicability and validity of the framework. A new internally consistent and factorially valid model was achieved. Overall, this project contributed to the field by extending the usage of CAT into functional products and by proposing a new framework to evaluate creativity. Accordingly, researchers/designers can get insights and enhance product creativity.Open Acces

    The Brand Personality of the Portuguese Retail Sector Validating Aaker’s brand personality scale

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    In this project, brand personality is studied as a brand construct applied to a specific economic area, the Portuguese retail sector. By considering Aaker’s original brand personality scale as its main basis and applying it to the sector, brand personality gets a new meaning through the consumers of the brands that were selected as a representative sample of the universe of the sector. This new meaning is then a result of test of the original scale perceived by the consumers when it comes to the retail sector in Portugal, which then defines what are the dimensions of this original scale are valid to represent the sector, and then resulting into a unique brand personality scale structure exclusive for it. By applying quantitative and qualitative methodologies (Likert five point scale questionnaire and Exploratory Factor Analysis respectively) it was possible to reach the conclusion that three dimensions from Aaker’s original BPS best represent the factor (Sincerity, Excitement and Competence) while the remaining two could not (Sophistication and Ruggedness), although not all the traits within those dimensions were applied for the sector, thus the conclusion was a result for the traits that reached closest. Since then, a new BPS was achieved then for the sector, combining four dimensions and 21 traits derived from Aaker’s original BPS

    Research on Application of Kansei Image of Culture in Big data of Product Design

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    In pursuit of internationalization and globalization, the multinational corporations have begun to take into account the cultural differences between different regions for their product design and marketing strategy. This paper further clarifies the difference between the Kansei preferences and tendencies of consumers through the discussion on the relationship between products and the Kansei demand of consumers with different cultural backgrounds. In addition, in this paper, the Kansei demand of consumers will be learned through collecting the Kansei images of customers with different cultural backgrounds and learning about the differences of Kansei image affected by different cultural backgrounds and the Kansei factors such as the thoughts and feeling preferences of consumers under the influences of local cultures. Then, the factors affecting the Kansei demands of consumers with different cultural backgrounds are correctly analyzed, which will be helpful for the designers to master these design elements and apply them into product shape and functions, thereby designing the products that meet the consumers’ expectations and improving the additional values of the products

    Frontiers of Adaptive Design, Synthetic Biology and Growing Skins for Ephemeral Hybrid Structures

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    The history of membranes is one of adaptation, from the development in living organisms to man-made versions, with a great variety of uses in temporary design: clothing, building, packaging, etc. Being versatile and simple to integrate, membranes have a strong sustainability potential, through an essential use of material resources and multifunctional design, representing one of the purest cases where “design follows function.” The introduction of new engineered materials and techniques, combined with a growing interest for Nature-inspired technologies are progressively merging man-made artifacts and biological processes with a high potential for innovation. This chapter introduces, through a number of examples, the broad variety of hybrid membranes in the contest of experimental Design, Art and Architecture, categorized following two different stages of biology-inspired approach with the aim of identifying potential developments. Biomimicry, is founded on the adoption of practices from nature in architecture though imitation: solutions are observed on a morphological, structural or procedural level and copied to design everything from nanoscale materials to building technologies. Synthetic biology relies on hybrid procedures mixing natural and synthetic materials and processes

    Refining the PoinTER “human firewall” pentesting framework

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    PurposePenetration tests have become a valuable tool in the cyber security defence strategy, in terms of detecting vulnerabilities. Although penetration testing has traditionally focused on technical aspects, the field has started to realise the importance of the human in the organisation, and the need to ensure that humans are resistant to cyber-attacks. To achieve this, some organisations “pentest” their employees, testing their resilience and ability to detect and repel human-targeted attacks. In a previous paper we reported on PoinTER (Prepare TEst Remediate), a human pentesting framework, tailored to the needs of SMEs. In this paper, we propose improvements to refine our framework. The improvements are based on a derived set of ethical principles that have been subjected to ethical scrutiny.MethodologyWe conducted a systematic literature review of academic research, a review of actual hacker techniques, industry recommendations and official body advice related to social engineering techniques. To meet our requirements to have an ethical human pentesting framework, we compiled a list of ethical principles from the research literature which we used to filter out techniques deemed unethical.FindingsDrawing on social engineering techniques from academic research, reported by the hacker community, industry recommendations and official body advice and subjecting each technique to ethical inspection, using a comprehensive list of ethical principles, we propose the refined GDPR compliant and privacy respecting PoinTER Framework. The list of ethical principles, we suggest, could also inform ethical technical pentests.OriginalityPrevious work has considered penetration testing humans, but few have produced a comprehensive framework such as PoinTER. PoinTER has been rigorously derived from multiple sources and ethically scrutinised through inspection, using a comprehensive list of ethical principles derived from the research literature

    Design and semantics of form and movement : DeSForM 2007

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    A strong theme that has emerged in our previous two conferences in the importance of narrative to the process of generating, developing and communicating new modalities of interaction between people, things and environments. Our researches have identified aspects of importance in the design and have begun to establish orders of, priority of approach and representation for these aspects as components of interaction. We have begun to grapple with the growth in the complexity of the interaction design process for truly ‘animated’ functionality in products, especially where this manifests itself as apparent behavioural characteristics resident in or portrayed by products. The findings and experience of researchers is that this increase in complexity is likely to be exponential compared to the rigours relating to the resolution of static physical product configuration or even system operated product with screen based interfaces. The emerging sense is that narrative in the process is essential to bring meaning and to ‘touch’ our humanity or connect with human experience. ‘The science of the artificial in conversation with the poetics of human experience’! Through this conference we will once again engage in presentations, debate and demonstrations on these issues. In this respect we, the conference co-chairs, have sought to bring together researchers from academia, industry and professional design practice and related disciplines connected with interactive product service and system development to share our latest thinking in the field, to asses its outcomes and to identify further research questions, opportunities and territories for future investigation and exploration

    Design and semantics of form and movement : DeSForM 2007

    Get PDF
    A strong theme that has emerged in our previous two conferences in the importance of narrative to the process of generating, developing and communicating new modalities of interaction between people, things and environments. Our researches have identified aspects of importance in the design and have begun to establish orders of, priority of approach and representation for these aspects as components of interaction. We have begun to grapple with the growth in the complexity of the interaction design process for truly ‘animated’ functionality in products, especially where this manifests itself as apparent behavioural characteristics resident in or portrayed by products. The findings and experience of researchers is that this increase in complexity is likely to be exponential compared to the rigours relating to the resolution of static physical product configuration or even system operated product with screen based interfaces. The emerging sense is that narrative in the process is essential to bring meaning and to ‘touch’ our humanity or connect with human experience. ‘The science of the artificial in conversation with the poetics of human experience’! Through this conference we will once again engage in presentations, debate and demonstrations on these issues. In this respect we, the conference co-chairs, have sought to bring together researchers from academia, industry and professional design practice and related disciplines connected with interactive product service and system development to share our latest thinking in the field, to asses its outcomes and to identify further research questions, opportunities and territories for future investigation and exploration
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