2,347 research outputs found

    Exploring Physicality in the Design Process

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    The design process used in the development of many products we use daily and the nature of the products themselves are becoming increasingly digital. Although our whole world is turning ever more digital, our bodies and minds are naturally conceived to interact with the physical. Very often, in the design of user-targeted information appliances, the physical and digital processes are formulated separately and usually, due to cost factors, they are only brought together for user testing at the end of the development process. This not only makes major design changes more difficult but it can also significantly affect the users’ level of acceptance of the product and their experience of use. It is therefore imperative that designers explore the relationship between the physical and the digital form early on in the development process, when one can rapidly work through different sets of ideas. The key to gaining crucial design information from products lies in the construction of meaningful prototypes. This paper specifically examines how physical materials are used during the early design stage and seeks to explore whether the inherent physical properties of these artefacts and the way that designers interpret and manipulate them have a significant impact on the design process. We present the findings of a case study based on information gathered during a design exercise. Detailed analysis of the recordings reveals far more subtle patterns of behaviour than expected. These include the ways in which groups move between abstract and concrete discussions, the way groups comply with or resist the materials they are given, and the complex interactions between the physicality of materials and the group dynamics. This understanding is contributing to ongoing research in the context of our wider agenda of explicating the fundamental role of physicality in the design of hybrid physical and digital artefacts. Keywords: Physicality; Digitality; Product Design; Design Process; Prototyping; Materials</p

    The Design of an Uncertainty Model For The Tidal Constituent and Residual Interpolation (TCARI) Method for Tidal Correction of Bathymetric Data

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    Recent advances in processing multibeam sonar data brought about by the Combined Uncertainty and Bathymetric Estimator (CUBE) [1] have demonstrated the value of identifying and tracking survey uncertainties. Most of these uncertainties were outlined in Hare, Godin, and Mayer uncertainty model developed in 1995 [2]. That report identified the uncertainties in the various electronic systems used to acquire the bathymetric data. However, one of the largest contributors to the overall error budge t in a near coastal hydrographic survey is that contributed by water level uncertainty. As the ocean mapping industry pushes for ever finer spatial details in its data, the traditional method of discrete tide zoning [3] must be abandoned for a more robust method that can match the requirements of the data. The method currently under investigation by the National Oceanic and Atmospheric Administration is the Tidal Constituent And Residual Interpolation (TCARI) method [4]. TCARI has the ability to interpolate the water level at a vessel’s position for any location and instance in time. It can also produce a gridded water level surface of the entire survey area. While the potential of this method is encouraging, a rigorous investigation of the uncertainties associated with it has yet to be completed. This research seeks to close that gap by examining the uncertainties in this method, using both observed water level information from around the country as well as data acquired during the original 1995 NOS Kinematic GPS experiment in Galveston Bay, Texas [5]

    An industrial designer’s approach to a virtual learning environment

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    Widened access and lifelong learning trends in modern education require that web-based Learning Environments be designed as student-centred education and support mechanisms. Many Virtual Learning Environments are encumbered by a steep learning curve detrimental to their full employment. Students with lower levels of computer literacy struggle particularly. This paper reports: 1) the way in which the traditional Industrial design techniques are used to create virtual Graphical User Interfaces (GUIs) which can be used "instinctively" by students with lower levels of computer literacy; 2) a case study of the design of a multi-media learning environment examines the ways in which mutually reinforcing learning methods can be utilised to place students at the centre of universities learning policies, allow efficient information storage and retrieval; and on 3) the potential for future development of such systems

    The virtual environment in design projects

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    Traditionally design projects for students have been based around conventional sketching methods, soft models and marker renderings. As we enter the 'Information Age', it is important that designers are taught to address the challenges that technology brings and also to utilise its benefits in the product development process. In this paper we report on: A) Systems-based Design projects tackling Information Ergonomics and Graphical User Interfaces - We present case accounts which indicate the potential of interactive screens. We report that these provide a realistic Graphic User Interface for a product so that proper Information Ergonomic analysis can take place. The main attraction of the Systems Design approach is that it allows students to gain an insight into the ways in which products interact with one another and with the user. B) The use of virtual and actual 3D CAD models as a way of presenting a traditional Industrial/Product design project. - We consider the advantages that the latest CAD modelling techniques can enjoy over traditional model-making and how the two can be used in sympathy. (Supported by case account

    Spectral characteristics and the extent of paleosols of the Palouse formation

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    Three spectral models defining the spatial distribution of soil areas by levels of amorphous iron, organic carbon, and the ratio of amorphous iron to organic carbon were developed and field verification studies were conducted. The models used particular Thematic Mapper band ratios selected by statistical correlation with soil chemical data. The ability of the models to indicate erosion severity and to differentiate between iron enriched and carbonate paleosols is discussed. In addition, the effect of vegetation cover on paleosols is addressed

    An effective prototyping method for delivering interaction design in industrial design education

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    Increasingly industrial designers are required to engage in the design of computer-embedded products. Due to the interactive nature of these products, efficient prototyping is becoming more critical in the design process. This paper presents a designer-oriented prototype development method that facilitates the construction of fully functional physical prototypes. Unlike the multi-media authoring tools commonly used to date, this method employs a cheap and widely available software application: Microsoft PowerPoint with embedded Visual Basic. The method has been designed for use by programming non-literate designers and allows interactive physical prototypes to be created and tested without extensive specialist knowledge. This was achieved in part by simple modifications to a standard computer keyboard. Our case study on the use of this method in the teaching of information ergonomics demonstrated that students could effectively produce software-hardware hybrid prototypes with minimum effort in a short time scale. This method offers an excellent means of collaboration between designers and professionals from different domains. The prototyping method enables rapid and iterative design cycles in design education, research and practice

    Understanding grip shifts:how form factors impact hand movements on mobile phones

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    In this paper we present an investigation into how hand usage is affected by different mobile phone form factors. Our initial (qualitative) study explored how users interact with various mobile phone types (touchscreen, physical keyboard and stylus). The analysis of the videos revealed that each type of mobile phone affords specific handgrips and that the user shifts these grips and consequently the tilt and rotation of the phone depending on the context of interaction. In order to further investigate the tilt and rotation effects we conducted a controlled quantitative study in which we varied the size of the phone and the type of grips (Symmetric bimanual, Asymmetric bimanual with finger, Asymmetric bimanual with thumb and Single handed) to better understand how they affect the tilt and rotation during a dual pointing task. The results showed that the size of the phone does have a consequence and that the distance needed to reach action items affects the phones’ tilt and rotation. Additionally, we found that the amount of tilt, rotation and reach required corresponded with the participant’s grip preference. We finish the paper by discussing the design lessons for mobile UI and proposing design guidelines and applications for these insights

    Product user testing: The void between laboratory testing and field testing

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    User testing will frequently make the difference between an excellent product and a poor one. Moreover, in certain fields such as medical device development or training, the defence field or automotive industry, such testing can literally be the difference between life and death. Unfortunately, design teams rarely have the luxury of either time or budget to user test every aspect of a design at every stage, and so knowing where and when to devote time to testing, and the fidelity required for accurate results are all critical to delivering a good result. This paper introduces research aimed at defining the optimum fidelity of mixed-reality user testing environments. It aims to develop knowledge enabling the optimisation of user testing environments by balancing effort vs. reward and thus developing critical and accurate data early in the design process. Testing in a laboratory setting brings advantages such as the ability to limit experimental variability, control confidentiality and measure performance in great detail. Its disadvantages over ‘in the wild’ approaches tend to be related to ecological validity and the small but vitally important changes in user behaviour in real life settings. Virtual reality and hybrid physical-virtual testing environments should theoretically give designers the best of both worlds, finding critical design flaws cheaply and early. However, many attempts have focussed on high fidelity, technology-rich approaches that make them simultaneously more expensive, less flexible and less accessible. The final result is that they are less viable and hence somewhat counter-productive. This paper presents the results of testing at a variety of fidelity levels within a mixed reality testing environment created by a team of artists and designers. It concludes with a series of recommendations regarding where and when fidelity is important

    Simulated Environments for Food Packaging Design Assessment

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    Using applied retail research, the purpose of this study is to evaluate the viability of using a simulated environment to conduct packaging design validation tests in order to gain deep insights into the ways in which shoppers make buying decisions. The resultant knowledge will provide empirical data on packaging design for Welsh food Small to Medium Enterprises (SMEs)
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