118 research outputs found

    User kansei modeling and eco-design

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    The use of day-to-day life artifacts is a key phase in the lifecycle of products. Indeed it has a great impact on our environment. User centered methods are not yet taken into account in eco-design approaches. These methods are being developed in two ways, by building new user models encompassing complex dimensions such as Kansei and experience, including values and moods, and by integrating the user himself in the design process. This paper deals with setting-up a new theoretical framework associating user-centered design advanced approaches such as experience design, Kansei studies, or participative design and eco-design methods. The final goal is to support product design by providing some guidelines according to environmental issues linked to the users and their abilities

    A method to Formalise the Rapid Prototyping Process

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    Facing the increasing complexity of the product design area, (reduction of cycle times, introduction of simultaneous engineering, introduction of digital mock-up, ... ) a research department which wants to define a rapid prototyping process is confronted to the problem of the tools’ choice. Therefore, we will propose in this article, a method allowing to conceive such a process. In a first chapter, we present the rapid prototyping area in the product design environment, in a second chapter we will propose our method illustrated by an industrial case

    Towards a kansei-based user modeling methodology for eco-design

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    We propose here to highlight the benefits of building a framework linking Kansei Design (KD), User Centered Design (UCD) and Eco-design, as the correlation between these fields is barely explored in research at the current time. Therefore, we believe Kansei Design could serve the goal of achieving more sustainable products by setting up an accurate understanding of the user in terms of ecological awareness, and consequently enhancing performance in the Eco-design process. In the same way, we will consider the means-end chain approach inspired from marketing research, as it is useful for identifying ecological values, mapping associated functions and defining suitable design solutions. Information gathered will serve as entry data for conducting scenario-based design, and supporting the development of an Eco-friendly User Centered Design methodology (EcoUCD).ANR-ECOUS

    Design process perceived as an information process to enhance the introduction of new tools

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    Our research adds its weight to collaboration between companies and the new products design laboratory of ENSAM. Our work focuses on industrial design, creativity and innovation. In this paper we have formalised the design information process to build new tools of communication, decision making and creativity for the different stakeholders in the design process

    Modeling the car design process, International Journal of Vehicle Design

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    This research has taken part in a collaboration between a big European car supplier and the research laboratory on new products design of ENSAM. The topic was the definition of a design watch method for the car suppliers, helping them in their decision process about development

    Designing identity of a new material: a new product design approach

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    The present research is a design practice-based research based on the industrial development of a new concrete. The research focuses on the development of the specific identity of a new material. The research is aimed at demonstrating that product design can be used as a new strategy to create the material identity and thus to differentiate from existing materials. In order to design material specific identity in new products, we need to understand the perception process of shaped materials. Therefore we conducted exploratory study of materials recognition in products. We identified two types of products: the “messenger” products are specific shapes characteristic from the material; the “wrong messenger” products are imitations of other well known materials. The results of questionnaire about material recognition show that it’s more or less easy to identify material according to each product (whether it’s familiar or new shapes; whether it’s imitation or specific shapes and whether it’s well known or new material). We conclude on two types of shapes: on the one hand some familiar and typical shapes make easier and more certain the material recognition; on the other hand some new shapes make people more uncertain of what it is made of but more amazed. Designing amazing new shapes can be used as a new differentiation strategy to create the specific sensory identity of each new material. It means that the product can be a really useful support to fully communicate about a new material, beyond the traditional material samples. Keywords: New Material; Sensory Identity; Product Design</p

    Limits of Kansei – Kansei unlimited

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    This article discusses momentary limitations of the Kansei Engineering methods. There are for example the focus on the evaluation of colour and form factors, as well as the highly time consuming creation of the questionnaires. To overcome these limits we firstly suggest the integration of word lists from related research fields, like sociology and cognitive psychology on product emotions in the Kansei questionnaires. Thereafter we present a study on the wide range of Kansei attributes treated in an industrial setting. Concept words used by designers are being collected through word maps and categorized into attributes. In a third step we introduce a user-product interaction schema in which the Kansei attributes from the study are positioned. This schema unfolds potential expansion points for future applications of Kansei engineering beyond its current limits

    The integration of new technologies : the stakes of knowledge

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    In order to remain competitive in an increasingly competitive international context, French companies are forced to follow one or more of various possible routes: relocating some of the activities, optimizing the design and / or production process, or innovate technologically. When they choose to develop new technologies, it is advisable to seek outside expertise in different areas. Thus they must exchange and create knowledge in partnership with other companies. But in order to control and integrate this future technology, we support that the acquisition and the capitalization of the technical training, during the process of innovation, are of primary importance. This article demonstrates that the construction of this knowledge base can be achieved only by formalizing close and rigorous collaboration. To do this, we propose a model of the collaborative process, meant for the leaders of innovative projects to support design.Cifr

    Towards a model of how designers mentally categorise design information

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    This study aims to explore how designers mentally categorise design information during the early sketching performed in the generative phase. An action research approach is particularly appropriate for identifying the various sorts of design information and the cognitive operations involved in this phase. Thus, we conducted a protocol study with eight product designers based on a descriptive model derived from cognitive psychological memory theories. Subsequent protocol analysis yielded a cognitive model depicting the mental categorisation of design information processing performed by designers. This cognitive model included a structure for design information (high, middle, and low levels) and linked cognitive operations (association and transformation). Finally, this paper concludes by discussing directions for future research on the development of new computational tools for designers

    How do interactive tabletop systems influence collaboration?

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    This paper examines some aspects of the usefulness of interactive tabletop systems, if and how these impact collaboration. We chose creative problem solving such as brainstorming as an application framework to test several collaborative media: the use of pen-and-paper tools, the ‘‘around-the-table’’ form factor, the digital tabletop interface, the attractiveness of interaction styles. Eighty subjects in total (20 groups of four members) participated in the experiments. The evaluation criteria were task performance, collaboration patterns (especially equity of contributions), and users’ subjective experience. The ‘‘aroundthe-table’’ form factor, which is hypothesized to promote social comparison, increased performance and improved collaboration through an increase of equity. Moreover, the attractiveness of the tabletop device improved subjective experience and increased motivation to engage in the task. However, designing attractiveness seems a highly challenging issue, since overly attractive interfaces may distract users from the task
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