20,564 research outputs found

    New technologies for urban designers: the VENUE project

    Get PDF
    In this report, we first outline the basic idea of VENUE. This involves developing digital tools froma foundation of geographic information systems (GIS) software which we then apply to urbandesign, a subject area and profession which has little tradition in using such tools. Our project wasto develop two types of tool, namely functional analysis based on embedding models of movementin local environments into GIS based on ideas from the field of space syntax; and secondlyfashioning these ideas in a wider digital context in which the entire range of GIS technologies werebrought to bear at the local scale. By local scale, we mean the representation of urban environmentsfrom about 1: 500 to around 1: 2500

    A protocol study of novice interaction design behaviour in Botswana: solution-driven interaction design

    Get PDF
    Think aloud studies and protocol analysis are well-known in the field of HCI, but most often these studies focus on usability evaluations, or on the use of technology. Rarely are they used to investigate the behaviour of interaction designers. In this paper, we report on a protocol study with novice interaction designers in Botswana. Participants had just completed the design section of an undergraduate module on Interaction Design that actively promotes a problem-driven approach to the design of interactive products, yet the participants behaved in a way that is closer to a solution-driven approach. The module emphasizes user-centred design, prototyping methods to support design development, and evaluating design detail. Yet participants suggest solutions before exploring the context of use, use prototyping methods to capture, rather than to develop, designs, and do not produce detailed designs. In a problem-solving context, some of these behaviours are typical of novices, but in a design context they are also seen in experienced designers. The results presented here reveal the detail of the approach adopted by these students, and contribute to the wider debate concerning the internationalization of HCI education

    Design and semantics of form and movement (DeSForM 2006)

    Get PDF
    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles

    Metamorphosis: Transforming Non-designers into Designers

    Get PDF
    In this paper we make the case that there is today a growing number of educational settings experiencing challenges when it comes to transforming non-designers into designers, and in particular, interaction designers. We see this development as a consequence of an increased awareness and recognition of what broadly could be labeled as a design perspective. We examine the transformational process, the metamorphosis, by which non-designer students become interaction designers. We identify and describe the barriers that make it difficult for the students to move through this transformational process. We also propose some pedagogical approaches that can reduce the barriers and improve the possibility for the transformation to occur. The approach that we have developed and describe consists of three parts. Based on a fundamental understanding of the nature of design, we have developed (i) a tentative transformational model of how non-designers become interaction designers; (ii) a special kind of conceptual framework used to support students in the transformational process; and (iii) design assignments based on real-world design problems. We end the paper with two conclusions. First we argue that there is a challenge in transforming non-designers into designers, but that it is possible if the educational effort is based on an understanding of design and on the transformational process with its barriers. Finally we argue that the experience of trying to turn non-designers into interaction designers is in itself a valuable research approach. Dealing with non-designer students reveals deep insights about the nature of the design process and makes it possible to better formulate what constitutes a designerly approach. Keywords Design, Design education, Pedagogy, HCI</p

    Mobile learning: benefits of augmented reality in geometry teaching

    Get PDF
    As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupils’ learning experiences. This paper presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.This research was supported by the Arts and Humanities Research Council Design Star CDT (AH/L503770/1), the Portuguese Foundation for Science and Technology (FCT) projects LARSyS (UID/EEA/50009/2013) and CIAC-Research Centre for Arts and Communication.info:eu-repo/semantics/publishedVersio

    Mediating Cognitive Transformation with VR 3D Sketching during Conceptual Architectural Design Process

    Get PDF
    Communications for information synchronization during the conceptual design phase require designers to employ more intuitive digital design tools. This paper presents findings of a feasibility study for using VR 3D sketching interface in order to replace current non-intuitive CAD tools. We used a sequential mixed method research methodology including a qualitative case study and a cognitive-based quantitative protocol analysis experiment. Foremost, the case study research was conducted in order to understand how novice designers make intuitive decisions. The case study documented the failure of conventional sketching methods in articulating complicated design ideas and shortcomings of current CAD tools in intuitive ideation. The case study’s findings then became the theoretical foundations for testing the feasibility of using VR 3D sketching interface during design. The latter phase of study evaluated the designers’ spatial cognition and collaboration at six different levels: “physical-actions”, “perceptualac ons”, “functional-actions”, “conceptual-actions”, “cognitive synchronizations”, and “gestures”. The results and confirmed hypotheses showed that the utilized tangible 3D sketching interface improved novice designers’ cognitive and collaborative design activities. In summary this paper presents the influences of current external representation tools on designers’ cognition and collaboration as well as providing the necessary theoretical foundations for implementing VR 3D sketching interface. It contributes towards transforming conceptual architectural design phase from analogue to digital by proposing a new VR design interface. The paper proposes this transformation to fill in the existing gap between analogue conceptual architectural design process and remaining digital engineering parts of building design process hence expediting digital design process

    Design synthesis and shape generation

    Get PDF
    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
    corecore