32 research outputs found

    Proceedings: Cornell Symposium: Hospitality, Health & Design HHDS2016 In Search of a Healthy Future

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    [Excerpt] The purpose of this conference therefore is to bring together academic scholars and industry leaders who have interest in exploring the rapidly evolving dynamics of hospitality and healthcare industries. Furthermore, we believe that design thinking provides an effective approach for exploring this exciting topic from both academic and practitionersā€™ perspectives

    Ambulatory infusion suite: pre- and post-occupancy evaluation

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    An evaluation is presented of the experience of patients, families and staff in two infusion suites. One infusion suite was a facility occupied until 2009 and the other suite was the replacement for that facility. The primary design objectives of the new facility were to support social interaction, provide opportunities for privacy and provide visual access to nature. The effectiveness of the new facility relative to the old facility with regard to these three design objectives served as the source of hypotheses for the study. Using a Likert-style survey and open-ended questions, the findings suggest that the new facility was successful at addressing these design goals. Subjects were also queried regarding whether these design objectives were important in an infusion suite. The vast majority of the respondents in the new facility indicated that social interaction, privacy and access nature were important in this setting.//Il est preĀ“senteĀ“ une eĀ“valuation de lā€™expeĀ“rience veĀ“cue par les patients, les familles et les employeĀ“s dans deux centres de perfusion. Lā€™un des centres de perfusion eĀ“tait un eĀ“tablissement occupeĀ“ jusquā€™en 2009 et lā€™autre centre eĀ“tait celui qui a remplaceĀ“ cet eĀ“tablissement. Les principaux objectifs de conception du nouvel eĀ“tablissement eĀ“taient de favoriser lā€™interaction sociale, de fournir des possibiliteĀ“s de vie priveĀ“e et dā€™assurer un acce`s visuel a` la nature. Lā€™efficaciteĀ“ du nouvel eĀ“tablissement par rapport a` lā€™ancien du point de vue de ces trois objectifs de conception a servi dā€™hypothe`se pour lā€™eĀ“tude. Obtenus en utilisant une enqueĖ†te baseĀ“e sur lā€™eĀ“chelle de Likert et des questions ouvertes, les reĀ“sultats sugge`rent que le nouvel eĀ“tablissement a reĀ“ussi a` satisfaire a` ces objectifs de conception. Il a eĀ“galement eĀ“teĀ“ demandeĀ“ aux sujets de lā€™eĀ“tude si ces objectifs de conception avaient de lā€™importance dans un centre de perfusion. La grande majoriteĀ“ des personnes interrogeĀ“es dans le nouvel eĀ“tablissement ont indiqueĀ“ que lā€™interaction sociale, la vie priveĀ“e et lā€™acce`s a` la nature eĀ“taient des eĀ“leĀ“ments importants dans ce contexte

    Target Value Design: Applications to Newborn Intensive Care Units

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    There is a need for greater understanding of the health impact of various design elements in neonatal intensive care units (NICUs) as well as cost-benefit information to make informed decisions about the long-term value of design decisions. This is particularly evident when design teams are considering the transition from open-bay NICUs to single-family-room (SFR) units. This paper introduces the guiding principles behind target value design (TVD)ā€”a price-led design methodology that is gaining acceptance in healthcare facility design within the Lean construction methodology. The paper also discusses the role that set-based design plays in TVD and its application to NICUs

    Designing Immersive Virtual Environments for Human Behavior Research

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    What are strategies for the design of immersive virtual environments (IVEs) to understand environmentsā€™ influence on behaviors? To answer this question, we conducted a systematic review to assess peer-reviewed publications and conference proceedings on experimental and proof-of-concept studies that described the design, manipulation, and setup of the IVEs to examine behaviors influenced by the environment. Eighteen articles met the inclusion criteria. Our review identified key categories and proposed strategies in the following areas for consideration when deciding on the level of detail that should be included when prototyping IVEs for human behavior research: 1) the appropriate level of detail (primarily visual) in the environment: important commonly found environmental accessories, realistic textures, computational costs associated with increased details, and minimizing unnecessary details, 2) context: contextual element, cues, and animation social interactions, 3) social cues: including computer-controlled agent-avatars when necessary and animating social interactions, 4) self-avatars, navigation concerns, and changes in participantsā€™ head directions, and 5) nonvisual sensory information: haptic feedback, audio, and olfactory cues

    Development and testing of a lean simulation to illustrate key principles of Target Value Design: A first run study

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    Target Value Design (TVD) is increasingly being used for Lean-Integrated Project Delivery processesā€”especially in the healthcare facility sector. However, the basic principles of TVD take time to comprehend and can seem daunting when implemented for the first time on actual projects. The QUESTION this research sought to address is: Can basic principles of TVD be effectively taught via a relatively simple and brief simulation? The PURPOSE of this research was to develop and test a new simulation that would clearly illustrate basic principles of TVD. The RESEARCH METHOD used for this paper was the iterative development and testing a simplified simulation that modified and extended the ā€œmarshmallow challengeā€ game developed by Peter Skillman. The TVD simulation was tested by construction science students and design professionals in the US and Nepal. FINDINGS suggested the simulation offers an effective way to convey basic TVD principles such as Estimated Cost, Market Cost, Allowable Cost, and Target Cost, and designing to these parameters. The research had some LIMITATIONS, namely that it primarily addressed functional issues as criteria for design success and did not engage all aspects of TVD processes commonly used, such as A3 development, set-based design, or decision-making using Choosing by Advantages. However, the IMPLICATIONS and VALUE of this work are that the simulation appears to offer a simple, enjoyable, and effective way to introduce basic TVD principles and their impact to stakeholders who are engaging in the practice for the first time

    MardelleM cCuskey Shepley Faculty Bio

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    Age Changes in Spatial and Object Orientation as Measured By Architectural Preference and Eft Visual Performance.

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    This research project was formulated out of an effort to bridge the gap between architectural design and psychological data. The specific topic that was used as a vehicle for establishing this connection was the nature of visual perception and its relation to the physical environment. The first stage of this research project involved an extensive review of theories and experiments that provide evidence for the hypothesis that the human visual system consists of two principal modes: focal vision and spatial vision. The main function of focal vision is to analyze form and identify objects. Spatial vision is more holistic; it is the seat of orientation and location processes. The second stage of the study involved a series of field experiments. Some aspects of the data resulting from these field studies corroborated the "two-mode hypothesis" but it was obvious that in order to obtain clear-cut responses that the experimental environments had to be more articulate in their expression of spatiality versus object-orientedness. As a result, a full scale environment was designed and constructed in which one end of the room was spatially-orienting, while the other end of the room was object-orienting. Two hypotheses were proposed. First, it was hypothesized that subjects who were field dependent would select spatially-orienting environments and subjects who were field independent would select object-orienting environments. Second, it was hypothesized that children and seniors would tend to select spatially-orienting environments, while the middle population would choose object-orienting environments. Sixty-four subjects aged 5-84 were given the EFT and the CEFT and later asked to select a seat in the experimental space. The first hypothesis was not supported for room choice as a whole, but was supported for choice of specific variables in the environment. Likewise, the second hypothesis was not supported for room choice as a whole, but was supported for specific variables. Symmetry, light, ceiling height, novelty, and color were found to be important factors in environmental choice.Ph.D.ArchitectureUniversity of Michiganhttp://deepblue.lib.umich.edu/bitstream/2027.42/158381/1/8125047.pd

    The Relationship of Neighborhood Walking Behavior to Duration of Aging in Place—A Retrospective Cohort Study

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    The benefits of physical activity on health are widely known. However, the impact of physical activity on aging-in-place at home for older adults is unclear. Focusing on older adults who recently moved from home to a senior-living facility, this research explored the impact of walking on the ability to age-in-place. Data were collected through a questionnaire survey completed by residents in 12 assisted-living facilities in Houston, Texas. Controlling for significant personal factors, ANOVAs were applied. Non-Hispanic White older adults (N = 124) who used canes or no aids and engaged in 30 min to 1 h of walking per occurrence were able to remain in their homes for an average of 17.84 years after age 65, 1.85 years longer than their counterparts who walked less than 30 min per occurrence. Those who walked for more than an hour per occurrence remained at home for 22.71 years on average, 6.72 years longer than their counterparts (p ≤ 0.05). Engaging in neighborhood walking may help older adults maintain more years of aging-in-place at home. The findings have a direct impact on both public health programs and community design and planning strategies promoting aging-in-place

    College Campuses and Student Walkability: Assessing the Impact of Smartphone Use on Student Perception and Evaluation of Urban Campus Routes

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    The purpose of this study is to assess the relationships between college campus walking route characteristics and student perceptions of them with smartphone use. The study used student sketch maps, survey questionnaires, and observations and measurements of route features on a Korean urban campus. The results show that the pedestrian perception and evaluation of campus walking routes are impacted differently in two conditions: walking with smartphone use and walking without smartphone use. “Smartphone walkers” found the safety and quality of routes more important, while walkers without phones considered the shortest distance and positive walking experience to be important factors in their route choices. Campus-built environments need to be improved to provide more adaptive solutions to respond to changes in pedestrian behavior and perception due to increased “smartphone walking”. Recommendations include a walker-friendly campus with well-connected streets and networks, separation from vehicles (ensuring safety), good quality sidewalks, and increased campus green space

    Design for mental and behavioral health

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    xvii, 247 p. :ill. ; 24c
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