29,229 research outputs found
Tangible user interfaces : past, present and future directions
In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
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Shape interpretation with design computing
How information is interpreted has significant impact on how it can be used. This is particularly important in design where information from a wide variety of sources is used in a wide variety of contexts and in a wide variety of ways. This paper is concerned with the information that is created, modified and analysed during design processes, specifically with the information that is represented in shapes. It investigates how design computing seeks to support these processes, and the difficulties that arise when it is necessary to consider alternative interpretations of shape. The aim is to establish the problem of shape interpretation as a general challenge for research in design computing, rather than a difficulty that is to be overcome within specific processes. Shape interpretations are common characteristics of several areas of enquiry in design computing. This paper reviews these, brings an integrated perspective and draws conclusions about how this underlying process can be supported
Affective Sustainability. Is this what timelessness really means?
Sustainability is always about regard to the environment: an intelligent use of resources and not returning to nature what it cannot degrade without long-term damage. Politics, business and thus research have been predominantly concerned with the direct impact on the environment of the diverse human activities in our society. There is of course awareness about all the indirect effects caused by these activities but as these effects are more complicated to identify and calculate, it could reasonably be suggested that these have not got the same attention and hence have not been thoroughly explored. Important resources are required for the production of objects, which subsequently turn out neither to meet humansâ needs nor to fulfil their desires. This issue involves not just the misuse of resources but also the addition to waste problems. Needs and desires are not unrelated to material and function but reach mostly beyond the physicality of the object as argued by Krippendorf (2006), among others. Timelessness is unrelated to physicality and is most likely the ultimate example of sustaining. However, this phenomenon does not easily allow interpretation as it is basically philosophical, which also would complicate its transition into other domains.
The deconstruction of timelessness in an earlier work (Borjesson, 2006) resulted in the phenomenon being conceptualised as affective sustainability. Four notions were identified as mainly informing timelessness: time, tradition, aesthetics and perception. When subsequently studied in several disciplines, these notions produced indicators on how to understand better what makes objects retain their significance in a changing human context. These indicators are not to be categorised as a set of tools or even less as a model to be applied in the design process: they are directional rather than normative. Moreover, they are best understood as support and inspiration to develop design thinking and have been the subject for further analysis as part of continued research. This has increased the clarity of the directions not only in relation to design thinking but also where to continue research.
Keywords:
Sustainability, Human ways of living, Human ways of being, Lived and Learned experience, Emotion, Affect, Feeling, Cognition.</p
Design: One, but in different forms
This overview paper defends an augmented cognitively oriented generic-design
hypothesis: there are both significant similarities between the design
activities implemented in different situations and crucial differences between
these and other cognitive activities; yet, characteristics of a design
situation (related to the design process, the designers, and the artefact)
introduce specificities in the corresponding cognitive activities and
structures that are used, and in the resulting designs. We thus augment the
classical generic-design hypothesis with that of different forms of designing.
We review the data available in the cognitive design research literature and
propose a series of candidates underlying such forms of design, outlining a
number of directions requiring further elaboration
Sense and symbolic objects: Strategic sensemaking through design
This paper reports on an ongoing investigation into one aspect of the design thinking phenomenon, namely the use of designed artifacts â sketches, renderings, graphics, models and prototypes â as symbolic objects in strategy making and implementation. It examines the conceptual overlap between design and the strategic cognition perspective, which considers cognitive processes and structures involved in strategic decision making, particularly the phenomenon of sensemaking. It is primarily a theoretical exploration, but draws on two short testimonies from designers. The specific conceptual connection between design practice and strategic cognition theory is potentially valuable to business leaders and managers involved with innovation, design management and strategic decisions.
Preliminary findings suggest sensemaking activities by designers generate innovative future concepts with far-reaching strategic implications; designed artifacts aid sensemaking and sensegiving by management in exploring new business opportunities and directions.
This paper is an early draft of a fuller account to be published in 2013 (AIEDAM Special Issue, Spring 2013, Vol.27, No.2, Studying and Supporting Design Communication, Edited by: Maaike Kleinsmann & Anja Maier)
Designing as Construction of Representations: A Dynamic Viewpoint in Cognitive Design Research
This article presents a cognitively oriented viewpoint on design. It focuses
on cognitive, dynamic aspects of real design, i.e., the actual cognitive
activity implemented by designers during their work on professional design
projects. Rather than conceiving de-signing as problem solving - Simon's
symbolic information processing (SIP) approach - or as a reflective practice or
some other form of situated activity - the situativity (SIT) approach - we
consider that, from a cognitive viewpoint, designing is most appropriately
characterised as a construction of representations. After a critical discussion
of the SIP and SIT approaches to design, we present our view-point. This
presentation concerns the evolving nature of representations regarding levels
of abstraction and degrees of precision, the function of external
representations, and specific qualities of representation in collective design.
Designing is described at three levels: the organisation of the activity, its
strategies, and its design-representation construction activities (different
ways to generate, trans-form, and evaluate representations). Even if we adopt a
"generic design" stance, we claim that design can take different forms
depending on the nature of the artefact, and we propose some candidates for
dimensions that allow a distinction to be made between these forms of design.
We discuss the potential specificity of HCI design, and the lack of cognitive
design research occupied with the quality of design. We close our discussion of
representational structures and activities by an outline of some directions
regarding their functional linkages
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Exploration through drawings in the conceptual stages of product design
This paper argues that sequences of exploratory drawings - constructed by designer's movements and decisions - trace systematic and logical paths from ideas to designs. This argument has three parts. First, sequences of exploratory sketches produced by product designers, against the same task specification, are analyzed in terms of the cognitive categories of reinterpretation, emergence and abstraction. Second, a computational model is outlined for the process of exploration through drawing and third the model is applied to elucidate the logic in the sequences of exploratory sketches examined earlier
Design synthesis and shape generation
If we are to capitalise on the potential that a design approach might bring to innovation in business and society, we need to build a better understanding of the evolving skill-sets that designers will need and the contexts within which design might operate. This demands more discourse between those involved in cutting edge practice, the researchers who help to uncover principles, codify knowledge and create theories and the educators who are nurturing future design talent. This book promotes such a discourse by reporting on the work of twenty research teams who explored different facets of future design activity as part of Phase 2 of the UK's research council supported Designing for the 21st Century Research Initiative. Each of these contributions describes the origins of the project, the research team and their project aims, the research methods used and the new knowledge and understanding generated. Editor and Initiative Director, Professor Tom Inns, provides an introductory chapter that suggests ways the reader might navigate these viewpoints. This chapter concludes with an overview of the key lessons that might be learnt from this collection of design research activity
Towards a model of how designers mentally categorise design information
This study aims to explore how designers mentally categorise design information during the early sketching performed in the generative phase. An action research approach is particularly appropriate for identifying the various sorts of design information and the cognitive operations involved in this phase. Thus, we conducted a protocol study with eight product designers based on a descriptive model derived from cognitive psychological memory theories. Subsequent protocol analysis yielded a cognitive model depicting the mental categorisation of design information processing performed by designers. This cognitive model included a structure for design information (high, middle, and low levels) and linked cognitive operations (association and transformation). Finally, this paper concludes by discussing directions for future research on the development of new computational tools for designers
Categorisation of designs according to preference values for shape rules
Shape grammars have been used to explore design spaces through design generation according to sets of shape rules with a recursive process. Although design space exploration is a persistent issue in computational design research, there have been few studies regarding the provision of more preferable and refined outcomes to designers. This paper presents an approach for the categorisation of design outcomes from shape grammar systems to support individual preferences via two customised viewpoints: (i) absolute preference values of shape rules and (ii) relative preference values of shape rules with shape rule classification levels with illustrative examples
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