27 research outputs found

    On the use of movement-based interaction with smart textiles for emotion regulation

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    Research from psychology has suggested that body movement may directly activate emotional experiences. Movement-based emotion regulation is the most readily available but often un-derutilized strategy for emotion regulation. This research aims to investigate the emotional ef-fects of movement-based interaction and its sensory feedback mechanisms. To this end, we de-veloped a smart clothing prototype, E-motionWear, which reacts to four movements (elbow flexion/extension, shoulder flexion/extension, open and closed arms, neck flexion/extension), fabric-based detection sensors, and three-movement feedback mechanisms (audio, visual and vibrotactile). An experiment was conducted using a combined qualitative and quantitative ap-proach to collect participants’ objective and subjective emotional feelings. Results indicate that there was no interaction effect between movement and feedback mechanism on the final emo-tional results. Participants preferred vibrotactile and audio feedback rather than visual feedback when performing these four kinds of upper body movements. Shoulder flexion/extension and open-closed arm movements were more effective for improving positive emotion than elbow flexion/extension movements. Participants thought that the E-motionWear prototype were comfortable to wear and brought them new emotional experiences. From these results, a set of guidelines were derived that can help frame the design and use of smart clothing to support us-ers’ emotional regulation

    Towards a Taxonomy for In-Vehicle Interactions Using Wearable Smart Textiles: Insights from a User-Elicitation Study

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    Textiles are a vital and indispensable part of our clothing that we use daily. They are very flexible, often lightweight, and have a variety of application uses. Today, with the rapid developments in small and flexible sensing materials, textiles can be enhanced and used as input devices for interactive systems. Clothing-based wearable interfaces are suitable for in-vehicle controls. They can combine various modalities to enable users to perform simple, natural, and efficient interactions while minimizing any negative effect on their driving. Research on clothing-based wearable in-vehicle interfaces is still underexplored. As such, there is a lack of understanding of how to use textile-based input for in-vehicle controls. As a first step towards filling this gap, we have conducted a user-elicitation study to involve users in the process of designing in-vehicle interactions via a fabric-based wearable device. We have been able to distill a taxonomy of wrist and touch gestures for in-vehicle interactions using a fabric-based wrist interface in a simulated driving setup. Our results help drive forward the investigation of the design space of clothing-based wearable interfaces for in-vehicle secondary interactions.</jats:p

    Sustainability Considerations in Digital Fabrication Design Education

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    Design education utilising digital fabrication is characterised by a dynamic project-based learning environment in which ideas are embodied in prototypes. This environment affects the way design and fabrication activities are taught, including sustainability considerations in the process and the outcomes. With the objectives of refining the sustainability indicators in the context of digital fabrication design education and identifying educational interventions for improving sustainability, we analyse the processes and outcomes of a digital fabrication course. We further develop a conceptual framework for sustainable prototyping based on the prototyping and testing stages in the design thinking model. The sustainability considerations in the prototyping process and outcomes in the design education context in FabLab are exemplified. The findings will help enhance sustainability and develop interventions in the context of design education

    Virtual Reality for Neurorehabilitation and Cognitive Enhancement

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    Our access to computer-generated worlds changes the way we feel, how we think, and how we solve problems. In this review, we explore the utility of different types of virtual reality, immersive or non-immersive, for providing controllable, safe environments that enable individual training, neurorehabilitation, or even replacement of lost functions. The neurobiological effects of virtual reality on neuronal plasticity have been shown to result in increased cortical gray matter volumes, higher concentration of electroencephalographic beta-waves, and enhanced cognitive performance. Clinical application of virtual reality is aided by innovative brain–computer interfaces, which allow direct tapping into the electric activity generated by different brain cortical areas for precise voluntary control of connected robotic devices. Virtual reality is also valuable to healthy individuals as a narrative medium for redesigning their individual stories in an integrative process of self-improvement and personal development. Future upgrades of virtual reality-based technologies promise to help humans transcend the limitations of their biological bodies and augment their capacity to mold physical reality to better meet the needs of a globalized world

    Experience of creativity and individual cultural values in ideation

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    Abstract The influence of culture on design is reflected in many aspects, such as design creativity, communication within design groups, and individuals‘ creative performance. Culture has a profound impact on design. For example, studies have identified the positive effect of a higher individualism-collectivism value on design team performance. To examine the influence of individual cultural values on the experience of creativity in ideation, we experimented by recruiting participants from different counties to complete two ideation tasks. Moreover, we collected their cultural values and experiences of creativity through two questionnaires. We also examined the connections between individuals‘ cultural values and their experiences of creativity in ideation. The results show five correlations between individuals‘ cultural values and their experiences of creativity when the country setting was a control variable. Recommendations based on the findings include that explorations of cultural influence and the relationship between culture and design or other fields irrelated to the country or society level have to measure individual cultural values (with the country setting as a control variable) instead of adopting country cultural scores

    Seeing from the users’ eyes:an outlook to virtual-reality based empathic design research

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    Abstract The extent to which designers can understand users often determines the quality of design outcomes. A deep understanding of users allows the designers to focus on the right problem and make optimal design decisions, which encouraged designers to empathize with users. However, the current imagination-based empathizing strategy appears to be too susceptible to their previous experience and knowledge, which has been questioned concerning effectiveness and accuracy. On the other hand, Virtual Reality (VR) technology provides an opportunity for designers to gain experience-driven empathy by immersing them in a virtual environment that mimics the users’ surroundings as if they are seeing the world from users’ eyes. While abundant studies covered empathy VR and empathy for design, limited attention has been paid to the chance of bringing VR, empathy, and design research together. Addressing this gap, this study explored literature across domains, identified major concerns about this approach, synthesized the evidence, and discussed the feasibility and validity of the VR-based empathic design research approach

    Priming uncertainty avoidance values: Influence of virtual reality stimuli on design creativity in ideation

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    Previous studies have clearly established the impact of culture on design creativity. For example, the presence of cultural values with low uncertainty avoidance (UA, the degree of anxiety and risk aversion that people feel during ambiguous situations) is linked to low workability of creative ideas. Currently, there is limited research on potential remedies to alleviate the impact of culture, specifically with respect to UA. Therefore, this study investigates the use of technology to prime UA cultural values and mitigate their potential negative impacts on design creativity. This was achieved using stimuli that had been generated by virtual reality (VR) technology and presented in an immersive environment. Participants in an experimental study were exposed to VR stimuli designed to either decrease or increase their UA. The results showed that the VR stimuli had successfully increased and decreased low and high UA values, respectively, which mitigated the influence of UA on design creativity. Furthermore, the VR stimuli influenced the emphasis of the participants on ideation, with lowered and enhanced UA values leading to them prioritizing novelty and usefulness, respectively. Overall, the findings provided evidence that VR could be leveraged from a psychological standpoint to reduce cultural influences on creativity through targeted priming. These findings indicated the essential implications of the study in terms of understanding the effect of immersive technologies in shaping human behaviors and mindsets.Creative Processe
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