71 research outputs found

    RECONCILING ENERGY COST WITH A COMFORTABLE INDOOR CLIMATE: A PRACTICE-ORIENTED DESIGN PERSPECTIVE

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    This paper argues that comfort is a social practice, rather than a stable condition caused by controllable indoor climate parameters. It is based on ethnographic field research in different types of Danish dwelling, which brought to light six comfort practices formulated to inspire the design and engineering of indoor climates and environments. The concept of comfort practices is of major importance when the goal is to change private energy consumption patterns towards a sustainable future. This investigation extends the existing body of research about the relation between comfortable indoor climate conditions and human health, productivity and energy costs with a practice-oriented approach to understanding what indoor climate and comfort means to people in their everyday lives

    Just give all the money to the poor?

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    A theoretical approach to mechatronics design

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    Embodying Embodied Design Research Techniques

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    The value of engaging the full gamut of sensory motor skills in the design and use of smart objects and systems is recognized. Yet methods for arriving at robust and reliable outcomes for their development are not fully understood, nor are they easily reported or transferred through typical conference presentations and paper submissions. New forms of knowledge transfer, such as pictorials (e.g., DIS and RTD conferences), and video are enabling enhanced, image-enriched reporting of outcomes. Y et appropriate transfer of embodied research methods remains elusive. In this workshop we propose to investigate how embodied research techniques may be used as direct and unmediated vehicles for their own reporting. Rather than engaging in oral presentations, participants will lead other participants through a proven embodied method or approach. Small groups will create mash-ups of techniques, exploring ways that the new approaches might coherently be reported. Participants will be encouraged to experiment with different recording techniques, including body-mounted sensing and recording devices, as well as less conventional approaches. The intention is to find appropriate ways of reporting embodied experiments, so that intangible elements are not lost. Participants will be supported to reflect on unfolding discoveries, to share impressions, as well as outcomes, including documentation experiments that aim to tangibly capture and communicate the processes undertaken. Embodied ideation, communication and collaboration techniques enable enhanced creative engagement and assist creativity [2]. By applying such methods to the problem of their reporting, we hope to deepen understanding of how to move towards enriched, nuanced and repeatable methods for embodied design and knowledge transfer. Crucially, our intention is not simply to find the next form of research reporting. Rather, this workshop will engage participants in an experimental enquiry, so that embodied design research may become an active area of inquiry moving forward.

    Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums

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    Teenagers' engagement in museums is much talked about but little research has been done to understand their behavior and inform design. Findings from co-design sessions with teenagers suggested they value games and stories when thinking about enjoyable museum tours. Informed by these findings and working with a natural history museum, we designed: a story-based tour (Turning Point) and a game-based tour (Haunted Encounters), informed by similar content. The two strategies were evaluated with 78 teenagers (15-19 years old) visiting the museum as part of an educational school trip. We assessed teenagers' personality in class; qualitative and quantitative data on their engagement, experience, and usability of the apps were collected at the museum. The triangulation of quantitative and qualitative data show personality traits mapping into different behaviors. We offer implications for the design of museum apps targeted to teenagers, a group known as difficult to reach
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