266 research outputs found

    Malice and the Ridiculous as Self-ignorance: A Dialectical Argument in Philebus 47d-50e

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    Abstract: In the Philebus, Socrates constructs a dialectical argument in which he purports to explain to Protarchus why the pleasure that spectators feel when watching comedy is a mixture of pleasure and pain. To do this he brings in phthonos (malice or envy) as his prime example (47d-50e). I examine the argument and claim that Socrates implicitly challenges Protarchus’ beliefs about himself as moderate and self-knowing. I discuss two reasons to think that more is at stake in the argument than the mixed pleasure and pain of comic malice

    Involving users in the design process: the role of product representations in co-designing

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    Allowing users to be part of shaping change in new product development can contribute to more successful products. Advances in recent years in digital product representations (such as CAD and rapid prototyping) can potentially offer economic and time-saving benefits to this process. The research in this thesis has generated guidelines to support co-designing activity by exploring the issues of user involvement in the design process, paying particular attention to the use of digital (computer-based) and non-digital product representations to facilitate understanding and communication. The guidelines emerged through empirical research. The first stage of the research explored users' perceptions of physical and emotional product properties through digital and rapid prototyped representations: initial guidelines for Including product representations in co-designing were generated. An Interview study was then conducted to examine the wider issues of user involvement in designing and the use of digital and non-digital product representations from the standpoint of ten practicing - designers. Challenges and barriers to user Involvement were perceived but designers were open-minded to the Idea of digital co-designing. In parallel an audit was undertaken to evaluate product representation technologies for their ability to facilitate co-designing: traditional non-digital methods of sketching and hand-made models were used to develop criteria for this benchmarking. Limitations were found with existing technology and it was apparent that traditional methods (e. g. hand-drawn sketches and models) were better able to facilitate co-designing at this time than digital methods. These findings led to recommendations for future co-designing tools. Co-designing processes were then explored through six practical studies conducted with individuals and small groups of users. Users experimented with designing and making improved handles for a small gardening tool through sketching and day modelling. Design concepts were then taken further into digital media, through 3D scanning, digital CAD images and rapid prototyping and presented back to users for evaluation. Co-designing was also explored through a commercial context with an international packaging manufacturer. Ten users communicated design ideas for improved packaging by triangulation of notes, sketches, discussion and modelling activity. This produced user-led design criteria and commercially valuable concept designs. Important insights were gained into how codesigning may be facilitated within a commercial context and the experiences of the stakeholders. Several pertinent ethical issues such as ownership of ideas, incentives and rewards for user involvement were raised. The thesis concludes with guidelines and recommendations for co-designing, particularly regarding the role of product representations

    Exploring a cardio-thoracic hospital ward soundscape in relation to restoration

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    Hospitals can provide stressful experiences for both patients and medical staff. A well-designed hospital soundscape should avoid adding to negative emotional states (e.g. stress), limit any detrimental cognitive effects (e.g. attentional fatigue), and enable restoration. Experiences of the cardio-thoracic ward soundscape, in a UK public University hospital, were explored via semi-structured interviews with 11 patients and 16 nurses. Thematic coding analysis resulted in 11 key themes including notions of restoration and emotional responses. The themes were used to develop a conceptual model to describe the processes involved in the perception and evaluation of the soundscape. The language used by patients and nurses indicated the emotional response to the soundscape was at times stressful and at others potentially restorative. Coping methods of accepting and habituating to individual sounds were noted. The impact of the patients' and nurses' ability to maintain these coping strategies are discussed in relation to restoration and the temporal variation of the soundscape. A period of 'quiet time' was in operation at the hospital and the importance of this was noted through various responses relating to emotion and restoration. The results suggest the soundscape has potentially, a beneficial role in facilitating restoration thus helping patients' recovery and medical staff's ability to remain productive. This research supports the need to study hospital soundscapes further so that design implications can be considered for the production of a more restorative environment, possibly through the masking/removal of unwanted sounds and optimising positive sounds

    Involving users in the design process : the role of product representations in co-designing

    Get PDF
    Allowing users to be part of shaping change in new product development can contribute to more successful products. Advances in recent years in digital product representations (such as CAD and rapid prototyping) can potentially offer economic and time-saving benefits to this process. The research in this thesis has generated guidelines to support co-designing activity by exploring the issues of user involvement in the design process, paying particular attention to the use of digital (computer-based) and non-digital product representations to facilitate understanding and communication. The guidelines emerged through empirical research. The first stage of the research explored users' perceptions of physical and emotional product properties through digital and rapid prototyped representations: initial guidelines for Including product representations in co-designing were generated. An Interview study was then conducted to examine the wider issues of user involvement in designing and the use of digital and non-digital product representations from the standpoint of ten practicing - designers. Challenges and barriers to user Involvement were perceived but designers were open-minded to the Idea of digital co-designing. In parallel an audit was undertaken to evaluate product representation technologies for their ability to facilitate co-designing: traditional non-digital methods of sketching and hand-made models were used to develop criteria for this benchmarking. Limitations were found with existing technology and it was apparent that traditional methods (e. g. hand-drawn sketches and models) were better able to facilitate co-designing at this time than digital methods. These findings led to recommendations for future co-designing tools. Co-designing processes were then explored through six practical studies conducted with individuals and small groups of users. Users experimented with designing and making improved handles for a small gardening tool through sketching and day modelling. Design concepts were then taken further into digital media, through 3D scanning, digital CAD images and rapid prototyping and presented back to users for evaluation. Co-designing was also explored through a commercial context with an international packaging manufacturer. Ten users communicated design ideas for improved packaging by triangulation of notes, sketches, discussion and modelling activity. This produced user-led design criteria and commercially valuable concept designs. Important insights were gained into how codesigning may be facilitated within a commercial context and the experiences of the stakeholders. Several pertinent ethical issues such as ownership of ideas, incentives and rewards for user involvement were raised. The thesis concludes with guidelines and recommendations for co-designing, particularly regarding the role of product representations.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Journey mapping from a crew's perspective: Understanding rail experiences

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    Technological developments present diverse opportunities to modernise services for the rail industry. Systems can be implemented to improve passengers’ experiences, but these may also affect the experiences of crew working on board trains. This first-of-a-kind research extends the concept of customer journey mapping as a design tool to understand the experiences of train crew. To produce these crew journey maps, interviews and user observation methods were adopted (N = 22). Results show that two main negative touchpoints for the crew occur at the platform-train interface and during revenue protection activities. This paper presents an innovative methodological contribution around journey mapping to better understand rail experiences, but revolving around the crew rather than the expected consumer experience. We conclude this paper proposing requirements for technological systems and indicate opportunities for the design of systems to generate human-centred improvements for the working practices and experiences of train crew

    General practitioners’ concerns about online patient feedback : findings from a descriptive exploratory qualitative study in England

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    Background: The growth in the volume of online patient feedback, including online patient ratings and comments, suggests that patients are embracing the opportunity to review online their experience of receiving health care. Very little is known about health care professionals’ attitudes toward online patient feedback and whether health care professionals are comfortable with the public nature of the feedback. Objective: The aim of the overall study was to explore and describe general practitioners’ attitudes toward online patient feedback. This paper reports on the findings of one of the aims of the study, which was to explore and understand the concerns that general practitioners (GPs) in England have about online patient feedback. This could then be used to improve online patient feedback platforms and help to increase usage of online patient feedback by GPs and, by extension, their patients. Methods: A descriptive qualitative approach using face-to-face semistructured interviews was used in this study. A topic guide was developed following a literature review and discussions with key stakeholders. GPs (N=20) were recruited from Cambridgeshire, London, and Northwest England through probability and snowball sampling. Interviews were transcribed verbatim and analyzed in NVivo using the framework method, a form of thematic analysis. Results: Most participants in this study had concerns about online patient feedback. They questioned the validity of online patient feedback because of data and user biases and lack of representativeness, the usability of online patient feedback due to the feedback being anonymous, the transparency of online patient feedback because of the risk of false allegations and breaching confidentiality, and the resulting impact of all those factors on them, their professional practice, and their relationship with their patients. Conclusions: The majority of GPs interviewed had reservations and concerns about online patient feedback and questioned its validity and usefulness among other things. Based on the findings from the study, recommendations for online patient feedback website providers in England are given. These include suggestions to make some specific changes to the platform and the need to promote online patient feedback more among both GPs and health care users, which may help to reduce some of the concerns raised by GPs about online patient feedback in this study

    User expectations of partial driving automation capabilities and their effect on information design preferences in the vehicle

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    Partially automated vehicles present interface design challenges in ensuring the driver remains alert should the vehicle need to hand back control at short notice, but without exposing the driver to cognitive overload. To date, little is known about driver expectations of partial driving automation and whether this affects the information they require inside the vehicle. Twenty-five participants were presented with five partially automated driving events in a driving simulator. After each event, a semi-structured interview was conducted. The interview data was coded and analysed using grounded theory. From the results, two groupings of driver expectations were identified: High Information Preference (HIP) and Low Information Preference (LIP) drivers; between these two groups the information preferences differed. LIP drivers did not want detailed information about the vehicle presented to them, but the definition of partial automation means that this kind of information is required for safe use. Hence, the results suggest careful thought as to how information is presented to them is required in order for LIP drivers to safely using partial driving automation. Conversely, HIP drivers wanted detailed information about the system's status and driving and were found to be more willing to work with the partial automation and its current limitations. It was evident that the drivers' expectations of the partial automation capability differed, and this affected their information preferences. Hence this study suggests that HMI designers must account for these differing expectations and preferences to create a safe, usable system that works for everyone. [Abstract copyright: Copyright © 2019 The Authors. Published by Elsevier Ltd.. All rights reserved.

    Digital Crowdsourcing in Healthcare Environment Co-design

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    Improving user experiences of healthcare environments via their participation has become a central theme in healthcare studies and strategic agendas. The co-design approach is often utilized to take into account opinions from different stakeholders including hospital staff. However, there are a number of competing stimuli and demands on staff at any point in time potentially making it difficult for them to participate in the co-design processes. Digital crowdsourcing may engage staff in participating in the design and appraisal of hospital environments when they have a spare moment by collecting small amounts of relevant data. In order to explore this, we have implemented a digital crowdsourcing co-design prototype. As users’ perceived acceptance of technologies is among the determining factors for a successful digital approach, in this paper, we report on participants’ acceptance of the prototype, aiming to reflect if and to what extend they accept this prototype to aid further development
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