2,465 research outputs found

    The Utilisation of LEGO and Other Materials as Prototyping Tools in the Co-Creation Process

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    This paper aims to investigate the usefulness of LEGO and other materials as prototyping tools in the co-creation process involving multiple stakeholders. The results demonstrate that using LEGO and other materials as prototypes in the co-creation process helps designers and stakeholders to explore, evaluate and modify ideas three-dimensionally to validate design solutions, idea generation and evaluation.  This study believes that  LEGO and other materials are efficient co-design prototyping tools to ensure its main purpose for team and strategy building in enhancing participant's ability to deliver more contribution during group discussions. Keywords: Co-creation; prototyping tools; prototypes; LEGO eISSN: 2398-4287© 2020. The Authors. Published for AMER ABRA cE-Bsby e-International Publishing House, Ltd., UK. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under 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 & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v5iSI3.254

    Lightweight Interaction Modeling in Evolutionary Prototyping

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    The paper discusses a systematic integration of evolutionary and exploratory prototyping of interactive systems by a lightweight use of formal methods. Formal models guide the development of the underdesigned evolutionary prototype. In combination with techniques from Design Rationale, they implement theexploration and assessment of possible solutions to open design questions. Models and corresponding tool support are used to express design options and to make them more accessible to a broader audience by the creation of parallel model-guided throwaway extensions of the current evolutionary prototype. They are also used to describe design constraints (for example, in terms of tasks or in terms of actions on artifacts) and to assess design options against these criteria. The suggested approach is demonstrated through an example design scenario that shows an intertwining of different design activities and discusses the role of formal models. In particular, the scenario describes a coupling of HOPS models, QOC diagrams, and Java prototypes

    LEGO and Low-fidelity Materials as prototyping Tools in Co-Creation Activities involving Multidisciplinary Participants

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    This study examines co-creation prototyping with LEGO and low-fidelity materials. 122 people from the fields of design, the pure sciences, forestry, and tourism are involved in this 6-hour co-creation program. The advantages of early design prototyping with LEGO and low-fidelity materials are examined in this study. LEGO and low-fidelity materials enable multidisciplinary participants to explore, analyse, and modify ideas in three dimensions, validating design solutions, idea formulation, and idea evaluation. It can be concluded that LEGO and low-fidelity materials are good co-design prototyping tools for team and strategy building because they motivate members to participate more during group discussions, manage design modifications, and demonstrate new design directions. Keywords: Co-creation; prototyping tools; prototypes; LEGO 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 responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians/Africans/Arabians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DO

    Harnessing Different Motivational Frames via Mobile Phones to Promote Daily Physical Activity and Reduce Sedentary Behavior in Aging Adults

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    abstract: Mobile devices are a promising channel for delivering just-in-time guidance and support for improving key daily health behaviors. Despite an explosion of mobile phone applications aimed at physical activity and other health behaviors, few have been based on theoretically derived constructs and empirical evidence. Eighty adults ages 45 years and older who were insufficiently physically active, engaged in prolonged daily sitting, and were new to smartphone technology, participated in iterative design development and feasibility testing of three daily activity smartphone applications based on motivational frames drawn from behavioral science theory and evidence. An “analytically” framed custom application focused on personalized goal setting, self-monitoring, and active problem solving around barriers to behavior change. A “socially” framed custom application focused on social comparisons, norms, and support. An “affectively” framed custom application focused on operant conditioning principles of reinforcement scheduling and emotional transference to an avatar, whose movements and behaviors reflected the physical activity and sedentary levels of the user. To explore the applications' initial efficacy in changing regular physical activity and leisure-time sitting, behavioral changes were assessed across eight weeks in 68 participants using the CHAMPS physical activity questionnaire and the Australian sedentary behavior questionnaire. User acceptability of and satisfaction with the applications was explored via a post-intervention user survey. The results indicated that the three applications were sufficiently robust to significantly improve regular moderate-to-vigorous intensity physical activity and decrease leisure-time sitting during the 8-week behavioral adoption period. Acceptability of the applications was confirmed in the post-intervention surveys for this sample of midlife and older adults new to smartphone technology. Preliminary data exploring sustained use of the applications across a longer time period yielded promising results. The results support further systematic investigation of the efficacy of the applications for changing these key health-promoting behaviors.The article is published at http://journals.plos.org/plosone/article?id=10.1371/journal.pone.006261
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