618 research outputs found

    Exploring Physicality in the Design Process

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    The design process used in the development of many products we use daily and the nature of the products themselves are becoming increasingly digital. Although our whole world is turning ever more digital, our bodies and minds are naturally conceived to interact with the physical. Very often, in the design of user-targeted information appliances, the physical and digital processes are formulated separately and usually, due to cost factors, they are only brought together for user testing at the end of the development process. This not only makes major design changes more difficult but it can also significantly affect the users’ level of acceptance of the product and their experience of use. It is therefore imperative that designers explore the relationship between the physical and the digital form early on in the development process, when one can rapidly work through different sets of ideas. The key to gaining crucial design information from products lies in the construction of meaningful prototypes. This paper specifically examines how physical materials are used during the early design stage and seeks to explore whether the inherent physical properties of these artefacts and the way that designers interpret and manipulate them have a significant impact on the design process. We present the findings of a case study based on information gathered during a design exercise. Detailed analysis of the recordings reveals far more subtle patterns of behaviour than expected. These include the ways in which groups move between abstract and concrete discussions, the way groups comply with or resist the materials they are given, and the complex interactions between the physicality of materials and the group dynamics. This understanding is contributing to ongoing research in the context of our wider agenda of explicating the fundamental role of physicality in the design of hybrid physical and digital artefacts. Keywords: Physicality; Digitality; Product Design; Design Process; Prototyping; Materials</p

    Physical contraptions as social interaction catalysts

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    The digitally 'Hand Made' object

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    This article will outline the author’s investigations of types of computer interfaces in practical three-dimensional design practice. The paper contains a description of two main projects in glass and ceramic tableware design, using a Microscribe G2L digitising arm as an interface to record three-dimensional spatial\ud design input.\ud \ud The article will provide critical reflections on the results of the investigations and will argue that new approaches in digital design interfaces could have relevance in developing design methods which incorporate more physical ‘human’ expressions in a three-dimensional design practice. The research builds on concepts indentified in traditional craft practice as foundations for constructing new types of creative practices based on the use of digital technologies, as outlined by McCullough (1996)

    Setting the stage – embodied and spatial dimensions in emerging programming practices.

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    In the design of interactive systems, developers sometimes need to engage in various ways of physical performance in order to communicate ideas and to test out properties of the system to be realised. External resources such as sketches, as well as bodily action, often play important parts in such processes, and several methods and tools that explicitly address such aspects of interaction design have recently been developed. This combined with the growing range of pervasive, ubiquitous, and tangible technologies add up to a complex web of physicality within the practice of designing interactive systems. We illustrate this dimension of systems development through three cases which in different ways address the design of systems where embodied performance is important. The first case shows how building a physical sport simulator emphasises a shift in activity between programming and debugging. The second case shows a build-once run-once scenario, where the fine-tuning and control of the run-time activity gets turned into an act of in situ performance by the programmers. The third example illustrates the explorative and experiential nature of programming and debugging systems for specialised and autonomous interaction devices. This multitude in approaches in existing programming settings reveals an expanded perspective of what practices of interaction design consist of, emphasising the interlinking between design, programming, and performance with the system that is being developed

    Product user testing: The void between laboratory testing and field testing

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    User testing will frequently make the difference between an excellent product and a poor one. Moreover, in certain fields such as medical device development or training, the defence field or automotive industry, such testing can literally be the difference between life and death. Unfortunately, design teams rarely have the luxury of either time or budget to user test every aspect of a design at every stage, and so knowing where and when to devote time to testing, and the fidelity required for accurate results are all critical to delivering a good result. This paper introduces research aimed at defining the optimum fidelity of mixed-reality user testing environments. It aims to develop knowledge enabling the optimisation of user testing environments by balancing effort vs. reward and thus developing critical and accurate data early in the design process. Testing in a laboratory setting brings advantages such as the ability to limit experimental variability, control confidentiality and measure performance in great detail. Its disadvantages over ‘in the wild’ approaches tend to be related to ecological validity and the small but vitally important changes in user behaviour in real life settings. Virtual reality and hybrid physical-virtual testing environments should theoretically give designers the best of both worlds, finding critical design flaws cheaply and early. However, many attempts have focussed on high fidelity, technology-rich approaches that make them simultaneously more expensive, less flexible and less accessible. The final result is that they are less viable and hence somewhat counter-productive. This paper presents the results of testing at a variety of fidelity levels within a mixed reality testing environment created by a team of artists and designers. It concludes with a series of recommendations regarding where and when fidelity is important

    A Narrative Approach to Human-Robot Interaction Prototyping for Companion Robots

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    © 2020 Kheng Lee Koay et al., published by De Gruyter This work is licensed under the Creative Commons Attribution 4.0 International License. https://creativecommons.org/licenses/by/4.0/This paper presents a proof of concept prototype study for domestic home robot companions, using a narrative-based methodology based on the principles of immersive engagement and fictional enquiry, creating scenarios which are inter-connected through a coherent narrative arc, to encourage participant immersion within a realistic setting. The aim was to ground human interactions with this technology in a coherent, meaningful experience. Nine participants interacted with a robotic agent in a smart home environment twice a week over a month, with each interaction framed within a greater narrative arc. Participant responses, both to the scenarios and the robotic agents used within them are discussed, suggesting that the prototyping methodology was successful in conveying a meaningful interaction experience.Peer reviewe

    Designing a busbar machine interface and UX

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    This thesis describes the design methods and the process of creating an interface and a usability experience for a busbar machine, which was constructed in five months during the third and the fourth quarter of 2019. The examines the theory of how to assess user experience and then considers how this knowledge was converted into practice in a field where efficiency is the key to success, without trying to sacrifice approachability and understandability, which are easily overlooked when the party that buys the product is not the party that operates the product. The information presented in this thesis is gathered from some of the latest books available in the field as well as some classic foundation writings of their kind. The observations and imagery are the results of trial and error in attempting to fit the fields of engineering and user experience together, to make a product that is greater than the sum of its parts. The thesis ends with a conclusion section that describes the outcome of the process and juxtaposes the needs and motives of marketing, engineering and good user experience
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