9 research outputs found
The use of sustainable design websites within design and technology education at AS/A2 Level
Websites have become key knowledge and information
sources within design and technology education for students.
This paper looks specifically at sustainable design websites,
highlighting the current literature on sustainability, and also
sustainability’s integration into design and technology
education. This integration focuses on sustainable design
schemes, such as Practical Action’s Sustainable Design Award
(SDA), and its website. The paper progresses to describe some
initial trials to identify website use within ‘designerly activity’ for
students aged 16-18. It examines their use of websites, in
particular sustainable design sites and the SDA website, and
whether these are used during their design activity. Further
research that will be carried out to aid an ongoing analysis of
how effective sustainable design websites are influencing
design decisions is also outlined in this paper
A review of the literature concerning website effectiveness: before, during and after use
principles into design and technology education. This paper describes current
sustainable design initiatives in education which aim to achieve this integration of
sustainability principles. Despite large investment into information communication tools
such as websites, the impact that these websites have within education is rarely
assessed. This paper outlines the key areas of the broad topic of ‘website effectiveness’
according to literature in this area. It also investigates the comprehension of website
effectiveness within this context, and identifies three distinct phases of effectiveness:
before use, during use and after use. The paper uncovers gaps in the research in two
areas; primarily a need for further research concerning influence after a website has
been used and requirements for ensuring a wide knowledge of the websites existence.
The paper also discovers some conflicting ideas of importance between a websites’
usability and likeability
Understanding cooking behaviours to design energy saving interventions
People's behaviours play an important role in energy consumption, especially whilst dealing with high consumption, highly interactive appliances such as cookers. In a user observation study conducted among university students, participants were asked to perform a simple cooking task. Their behaviours were analysed and compared with a set of recommended practices. The electricity usage and time to complete the activity were also measured. The results show that participants performed in several different ways, presenting diverse energy usage. The determinants of these behaviours were also collected, and will help to inform the design of interventions to motivate people to change their behaviours whilst cooking
Cooking behaviours: a user observation study to understand energy use and motivate savings
Electric cookers are one of the highest energy consuming domestic appliances, and there are several aspects that can influence the amount of energy used when preparing a meal. Appliance characteristics are shown to influence consumption, but human factors play an important role in the overall electricity usage. A user observation study was conducted among uni-versity students to understand how they use electric cookers. They were asked to perform a specific cooking task, and the elec-tricity usage was measured. Participants’ behaviours were analysed and compared with a set of energy saving techniques. Ap-pliance characteristics that influenced how students use energy were also investigated. The results show that users performed the task in several different ways, presenting diverse energy consumption, the average being 3 times above the necessary to complete the task. This information is now informing the design of interventions to motivate people to change their behaviours whilst cooking
Cooking behaviours: understanding energy use to design persuasive applications
Electric cookers and kettles are often high electricity consumers amongst household appliances. Cooking requires several interactions with these appliances, and furthermore people’s behaviours play an important role in the energy consumption. This research is seeking to understand people’s behaviours whilst cooking and also identify the determinants of these behaviours. Energy monitoring, video recording and semi-structured questionnaires were used to gather this information. This knowledge will inform the development of an intervention aiming at reducing energy expenditure
Using social network games to reduce energy consumption
This research is investigating the potential role of online social network based life simulation computer
games as a persuasive tool for encouraging users to reduce their domestic energy consumption. Games
such as ‘Farmville’ which runs on the Facebook platform have attracted millions of users worldwide
who create simple virtual worlds where they interact with others and carry out everyday activities to
earn tokens to spend within the game. Applying a User Centred Design (UCD) and in particular
persona based design approach, this research is investigating why users find these games so enticing,
the characteristics of those who play them, and the context in which they are played. Through an
iterative UCD process, a life simulation game will be designed with users who represent a number of
key ‘gamer personas’ in order to research how this sort of game could be used to encourage domestic
energy saving behaviours
An introduction to the development of a product Brand: an evidence-based template for use with first year undergraduate industrial designers
The manipulation of colour, form and texture within a commercial design activity is a core competency for an industrial designer. The job of the Industrial designer is to use colour, form, texture, temperature and movement to deliver a sensory experience that evokes a desired response. The core deliverables of an industrial designer are embedded within an evidence-based and user-centred approach to product design. Social functionality may often be most easily seen through the delivery of Brand. The aim of this paper is to provide education practitioners with a template to facilitate the introduction of Brand construction to undergraduate industrial design students through the visual and physical embodiment of a product. The objectives of this paper are to: provide signposting to the underpinning theories of the template; describe the template; show examples of student work that demonstrate the outcomes of template application; and, highlight where students have used the template within brand related design competitions to produce successful design outcomes
Developing a framework for analysing effectiveness of sustainable design websites in influencing design decisions
Sustainable design websites have become a key
information gathering tool both in the classroom for
students and also within design consultancies.
This paper aims to highlight key issues concerning
sustainable design decisions and their impact on design
outcomes. These are illustrated by exploring the
apparent focus areas of various kettle designs, which
demonstrates how weighting factors differently can have
a significant impact on design outcomes. A method
was devised for creating spider diagrams based on the
’12 featues model of a sustainable society’. This has
been used to analyse the content of 25 leading
sustainable design websites. The paper then proceeds
to outline the key elements of effectiveness relating to
website design. The report suggests further research
that will be carried out to aid in the analysis of the
effectiveness of sustainable design websites in
influencing design decisions
Eye-tracking experiment to test key emerging principles of the visual communication of technology
The aim of this paper is to examine
people’s eye reading patterns on
technological information presented in 2
dimensional visual forms. This is in
relation to testing the principles of visual
communication (VC) applied on those
visual representations and whether they
obtained a similar (if not the same)
patterns of recognition as suggested by
the key emerging principles (KEP) of visual
communication of technology (VCT) that
had been derived from a literature review
(Beh & Norman, 2010). An eye-tracking
experiment was designed with an
evaluation strategy targeted at gathering
qualitative and quantitative data of reading
patterns. The visuals selected for the
experiment represented a comparison of
three prepared in the 21st Century where
there was evidence of their effectiveness
in communicating technological
information with visual representations with
similar purposes and of acknowledged
quality from the 16th Century. Five
participants took part in the study and
verbal protocols were recorded alongside
the eye-tracking experiments. The
quantitative results concerning eye
movements and the qualitative indications
of associated understanding were
consistent with the KEP derived from the
literature review