8,646 research outputs found

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    In Homage of Change

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    YouTube as a repository : the creative practice of students as producers of Open Educational Resources

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    In this paper we present an alternative view of Open Educational Resources (OERs). Rather than focusing on open media resources produced by expert practitioners for use by peers and learners, we examine the practice of learners as active agents, producing open media resources using the devices in their pockets: their mobile phones. In this study, students are the producers and operate simultaneously as legitimate members of the YouTube community and producers of educational content for future cohorts. Taking an Action Research approach we investigated how student’s engagement with open media resources related to their creativity. Using Kleiman’s framework of fives conceptual themes which emerged from academics experiences of creativity (constraint, process, product, transformation, fulfillment), we found that these themes revealed the opportunities designed into the assessed task and provided a useful lens with which to view students’ authentic creative experiences. Students’ experience of creativity mapped on to Kleiman’s framework, and was affected by assessment. Dimensions of openness changed across platforms, although the impact of authenticity and publication on creativity was evident, and the production of open media resources that have a dual function as OERs has clear benefits in terms of knowledge sharing and community participation.The transformational impacts for students were evident in the short term but would merit a longitudinal study. A series of conclusions are drawn to inform future practice and research

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge

    The effect of Visual Design Quality on Player Experience Components in Tablet Games

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    Research in the field of Human Computer Interaction Design indicates that there is a need to develop further methods, tools, and frameworks for the design and evaluation of digital game interfaces. This thesis aims to design, develop, and evaluate two different types of tablet games with varying visual design quality interfaces to examine users’ perceptions of hedonic quality, visual design, emotions, and game enjoyment in different channels of experience. The design-oriented approach was adopted to combine both creative practice and scientific inquiry in the game design process and empirical evaluation. Hypotheses were formulated to explore the significance of visual design quality in relation to the components of player experience. The study entailed two phases. In the first phase, participatory design methods were employed to design and develop the tablet games encompassing mind-mapping techniques, focus groups, iterative prototyping with multiple cycles of usability testing of user interfaces. In the second phase, survey instruments were applied to collect and analyze data from 111 participants using tablet games as stimuli in a controlled experimental condition. The main contribution of this research is creation of a player experience model, validated in the domain of tablet gaming, to serve as a new theory. This research will allow for game researchers and practitioners to obtain a deeper understanding of the significance of the player experience framework components to create optimal player experience in tablet games. The finding shows that highly attractive game user interfaces were perceived to have higher utility and ease of use. Participants exhibited higher levels of arousal and valence in the high visual design quality interfaces mediated by hedonic quality. Participants who were highly sensitive to visual design did not necessarily derive the highest level of game enjoyment. Participants derived a heightened level of engagement in the arousal channel of experience and the highest level of enjoyment in the flow state. The use of 2.5D graphics and analogous color schemes created a spatial illusion that captivated users' attention. Practitioners are encouraged to design game artifacts with feature sets and mechanics capable of transporting players into the state of flow, as this is the stage where they experience game control, excitement and relaxation in addition to game immersion in the state of arousal

    Skyler and Bliss

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    Hong Kong remains the backdrop to the science fiction movies of my youth. The city reminds me of my former training in the financial sector. It is a city in which I could have succeeded in finance, but as far as art goes it is a young city, and I am a young artist. A frustration emerges; much like the mould, the artist also had to develop new skills by killing off his former desires and manipulating technology. My new series entitled HONG KONG surface project shows a new direction in my artistic research in which my technique becomes ever simpler, reducing the traces of pixelation until objects appear almost as they were found and photographed. Skyler and Bliss presents tectonic plates based on satellite images of the Arctic. Working in a hot and humid Hong Kong where mushrooms grow ferociously, a city artificially refrigerated by climate control, this series provides a conceptual image of a imaginary typographic map for survival. (Laurent Segretier

    Sustainability in design: now! Challenges and opportunities for design research, education and practice in the XXI century

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    Copyright @ 2010 Greenleaf PublicationsLeNS project funded by the Asia Link Programme, EuropeAid, European Commission

    An aesthetic for sustainable interactions in product-service systems?

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    Copyright @ 2012 Greenleaf PublishingEco-efficient Product-Service System (PSS) innovations represent a promising approach to sustainability. However the application of this concept is still very limited because its implementation and diffusion is hindered by several barriers (cultural, corporate and regulative ones). The paper investigates the barriers that affect the attractiveness and acceptation of eco-efficient PSS alternatives, and opens the debate on the aesthetic of eco-efficient PSS, and the way in which aesthetic could enhance some specific inner qualities of this kinds of innovations. Integrating insights from semiotics, the paper outlines some first research hypothesis on how the aesthetic elements of an eco-efficient PSS could facilitate user attraction, acceptation and satisfaction
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