44 research outputs found

    Evaluating audience experience

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    Exploring Design Options for interactive Video with the Mnemovie hypervideo system

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    Mnemovie is an investigative hypervideo system for exploring design options for interactivity with digital motion picture files (video). The custom-designed software toolset is used to build a series of experimental interactive models from which three models were subsequently developed for initial user experience testing and evaluation. We compared interaction with each of the models across three groups of video file users, from expert to non-expert. Understanding participants preference for each model helps define the different dimensions of the actual user experience. We discuss how these findings and the subsequent development of persona scenarios can inform the design of hypervideo systems and the implications this has for interaction design

    An Insight on Designers' Sketching Activities in Traditional versus Digital Media

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    Cataloged from PDF version of article.This study aims at gaining an insight on designers' cognitive processes while sketching in digital vs traditional media. Empirical data on design processes have been obtained from protocol analyses of six interior designers solving an interior space-planning problem through media transition. In order to encode the design behavior, a coding scheme was utilized that allowed the inspection of both the design activity and the responses to media transition in terms of the primitive cognitive actions of designers. The analyses of the coding scheme constituents, which are segmentation and cognitive action categories, allowed a comparative study demonstrating the effect of the use of different media in the conceptual design phase. The results showed that traditional media had advantages over the digital media, such as supporting the perception of visual-spatial features, and organizational relations of the design, production of alternative solutions and better conception of the design problem. These results also suggested implications for computer aids in architectural design to support the conceptual phase of the design process. © 2002 Elsevier Science Ltd. All rights reserved

    Comparing entropy measures of idea links in design protocols: Linkography entropy measurement and analysis of differently conditioned design sessions

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    This paper explores using Shannon's entropy of information to measure linkographs of 12 design sessions that involved six architects in two different experimental conditions. The aim is to find a quantitative tool to interpret the linkographs. This study examines if the differences in the design processes and the design outcomes can be reflected in the entropic interpretations. The results show that the overall entropy of one design condition is slightly higher than the other. Further, there are indications that the change of entropy might reflect design outcomes

    Human Computer Interaction, Art and Experience

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    With contributions from artists, scientists, curators, entrepreneurs and designers engaged in the creative arts, this book is an invaluable resource for both researchers and practitioners, working in this emerging field

    A systematic review of protocol studies on conceptual design cognition

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    This paper reports the first systematic review and synthesis of protocol studies on conceptual design cognition. 47 protocol studies from the domains of architectural design, engineering design, and product de-sign engineering were reviewed towards answering the following re-search question: What is our current understanding of the cognitive processes involved in conceptual design tasks carried out by individual designers? Studies were found to reflect three viewpoints on the cognitive nature of designing, namely: design as search; design as ex-ploration; and design activities. Synthesising the findings of individual studies yielded a classification of cognitive processes involved in con-ceptual design tasks, described in different terms across different viewpoints. Towards a common terminology, these processes are posi-tioned within the cognitive psychology literature, revealing seven basic types of process that appear to be fundamental to designing across all viewpoints: memory (working and long term); visual perception; men-tal imagery; attention; semantic association; cognitive control; and higher-order processes, e.g. analysis and reasoning. The development of common cognitive models of conceptual design, grounded in a sci-entifically rigorous understanding of design cognition, is identified as an avenue for future research

    Kansei information processes in early design : design cognition and computation

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    This chapter considers the Kansei information processes involved in the early design process. It emphasizes the necessity of formalizing the earliest phases of design, i. e. the information phase. After a longitudinal research led since 1997, a theoretical model of the information phase of design was proposed. This model was then refined through experiments that we led from various research projects that were developed during the last years thanks to national and European supports. In the framework of the research presented here, the objective was to refine the model especially by considering the cognitive implicit operations which occur in the early generative phases, i. e. between the inspirational phases and the sketching ones. The paper starts with the definition of the following terms: design process, design information, sectors of analogy, kansei information, kansei structures and kansei rules. Kansei information characterizes the whole corpus of information which the designers deal with in the early design process. Especially, from the information phase, the creative process based on metaphors and analogies is decrypted and formalized, with the extraction of generic rules that, after understanding, may be used more systematically in the generative phase of design through future computer aided design tools. Finally we discuss some advances related to cognition and computation of Kansei processes in design.AN

    Designers Cognition in Traditional versus Digital Media during Conceptual Design

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    Designers depend on representations to externalize their design thoughts. External representations are usually in the form of sketches (referred to as traditional media) in architectural design during the conceptual design. There are also attempts to integrate the use of digital representations into the conceptual design in order to construct a digital design medium. This thesis aims at gaining an insight on designersi cognitive processes while sketching in digital versus traditional media. The analysis of cognitive processes of designers based on their protocols is necessary to reveal their design behaviour in both media. An experiment was designed employing six interior architects (at Bilkent University) solving an interior space planning problem by changing the design media they work with. In order to encode the design behaviour, a coding scheme was utilized so that inspecting both the design activity and the responses to media transition was possible in terms of primitive cognitive actions of designers. The analyses of the coding scheme constituents, which are namely segmentation and cognitive action categories enabled a comparative study demonstrating the effect of the use of different media in conceptual design phase. The results depicted that traditional media had advantages over the digital media such as supporting perception of visual-spatial features, and organizational relations of the design, production of alternative solutions and better conception of the design problem. These results also emerged implications for the computer aid in architectural design to support the conceptual phase of the design process.

    Idea Development Can Occur Using Imagery Only

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    This paper shows that expert architects can effectively develop ideas without sketching during early conceptual designing. We analyzed design protocols of six expert architects working on two different design problems under two different conditions, one in which they were blindfolded and one in which they were sketching. Architects developed design ideas efficiently when they were blind folded, as opposed to the common view that they would better develop ideas with sketching
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