134 research outputs found

    Taking the customer into account in collaborative design

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    This article describes the improvement of a model of collaborative design for the ceramic industry. A new stakeholder playing a crucial role is now included in the design process, i.e. the customer. Specifically, we present a pilot validation study for the framework that aims to analyse how the environment, experiences and reference criteria of different types of the customers (commercial dealers, final users, architects and interior designers, etc.) can affect their preferences. Information about these customer preferences could be very useful for designers during the early stages of product development. A multidisciplinary approach to the problem can introduce substantial improvements in defining a truly collaborative design chain

    The Enthusiast’s Eye: The Value of Unsanctioned Knowledge in Design Historical Scholarship

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    If design history research relies solely on institutionalized documentation and academic scholarship – that is, sanctioned knowledge – not only will its purview be limited to a very narrow segment of design culture, it will also lose out on a vast array of sources to valuable knowledge about our material environment produced by amateurs, collectors, and enthusiasts – what we in this article define as “unsanctioned knowledge.” Because of its dissociation with professional institutions and academic protocols and their – albeit admittedly utopian, but nonetheless upheld – ideals of objectivity, this type of knowledge is typically considered fundamentally subjective in nature and therefore of little or no relevance and value to academic scholarship. In this article, we argue that, to the contrary, design historical scholarship has much to gain from engaging more seriously with the unsanctioned knowledge represented by the enthusiast's eye

    Positive design: Delft students design for our well-being

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    Positive design: Delft students design for our well-being

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    Design Aesthetic

    Woud: Trek je even terug in je concentratiebubbel

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    Het was zo’n zonnige lentedag; heerlijk om lekker buiten te zijn. Ik zat binnen, in een vergadering – met de nodige moeite om mijn aandacht erbij te houden. Liever keek ik door het raam naar kersenbloesems. Afgeleid raken, wegdromen ofjuist onrustig zijn en niet stil kunnen zitten. Herkenbaar? Vast wel; iedereen heeft wel eens moeite om zich te concentreren. Maar voor sommige kinderen is dit een dagelijkse worsteling. Hoe ga je daar op een goede manier mee om in eenklaslokaal, een omgeving met constante prikkels en afleiding? Ontwerper Shion Ito ontwierp een mini-bos waar je je even in kunt terugtrekken om je rust terug te vindenGreen Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Human-Centered DesignDesign Aesthetic

    Positive design

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    Intreerede uitgesproken op vrijdag 24 mei 2013 ter gelegenheid van de aanvaarding van het ambt van Hoogleraar Design for Experience aan de Faculteit Industrieel Ontwerpen van de Technische Universiteit Delft door prof. dr. ir. Pieter Desmet.Industrial DesignIndustrial Design Engineerin

    Design for mood: Twenty activity-based opportunities to design for mood regulation

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    This paper introduces a theory-based approach to design for mood regulation. The main proposition is that design can best influence mood by enabling and stimulating people to engage in a broad range of mood-regulating activities. The first part of the manuscript reviews state-of-the art mood-focused design research initiatives, grouped into four basic intentions, exploring how technology can measure, express, adapt to, or influence mood. The second part provides a functional explanation of the mood phenomenon, addressing how mood can be described, the function of mood, manifestations of mood, and how mood differs from emotion. The third and final part of the manuscript introduces an overview of novel mood-regulation strategies, and explores how these strategies can inspire design interventions. Twenty activity-based opportunities to design for mood regulation are grouped into three main focal categories: seeking relief, restoring balance, and building resilience.Industrial DesignIndustrial Design Engineerin

    Designing emotions

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    Industrial Design Engineerin

    Faces of product pleasure: 25 positive emotions in human-product interactions

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    The study of user emotions is hindered by the absence of a clear overview of what positive emotions can be experienced in humanproduct interactions. Existing typologies are either too concise or too comprehensive, including less than five or hundreds of positive emotions, respectively. To overcome this hindrance, this paper introduces a basic set of 25 positive emotion types that represent the general repertoire of positive human emotions. The set was developed with a componential analysis of 150 positive emotion words. A questionnaire study that explored how and when each of the 25 emotions are experienced in human-product interactions resulted in a collection of 729 example cases. On the basis of these cases, six main sources of positive emotions in human-product interactions are proposed. By providing a fine-grained yet concise vocabulary of positive emotions that people can experience in response to product design, the typology aims to facilitate both research and design activities. The implications and limitations of the set are discussed, and some future research steps are proposed.Industrial DesignIndustrial Design Engineerin

    De frutsel bollen: Aandachtsloze interacties als remedie tegen afdwalen

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    Gisteren zat ik tijdens mijn wekelijkse teamvergadering een tijd lang gedachteloos aan mijn ring te frummelen. Een beetje draaien en een beetje wiebelen. Dat doe ik wel vaker. Herkenbaar? Het overkomt ons allemaal: klikken met je pen, wippen met je potlood, spelen met een haarlok, of tikken met je vingers. Frummelen, friemelen of frutselen – kleine herhaalde bewegingen zonder duidelijk doel, vaak speels en onbewust. Leidt dat gefrutsel de aandacht af, of helpt het ons juist om bij de les te blijven? Onderzoek schetst geeneenduidig beeld. Sommigen bronnen melden positieve; meer melden negatieve effecten op onze cognitieve prestaties. Die dualiteit inspireerde ontwerper Jack Eichenlaub. Hij vroeg zich af of het mogelijk is om nuttig te frutselen. Zijn ontwerp heet Fidget Spheres: een set van twee interactieve bolvormigefrutsel-objecten.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Human-Centered DesignDesign Aesthetic
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