62 research outputs found

    Investigating the Feasibility of Digitally Created Industrial Design Sketchbooks

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    Eliciting Children’s Expectations for Hand Prostheses through Generative Design Tools

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    When designing assistive devices for children with disabilities, designers mostly consider technical and functional aspects and overlook factors that affect their usage from children’s perspective. Therefore, in most cases, assistive devices do not fully meet the needs of the children and may create a negative effect on children’s well-being. To explore the opinion’s of children using 3D printed hand prosthetics in Country-Xx, individual generative sessions were conducted with four children with limb deficiency. Generative tools are used to engage children and encourage them to express themselves in relation to prosthesis use. The main aim was to investigate how children provide design relevant information that may help designers to achieve improved assistive devices that support children’s physical, emotional and social wellbeing. Children’s feedback related to prosthetic usage categorized under two topics; expectations of children for prosthesis use and children’s priority expectation for the prosthesis. The findings are argued to be useful and usable by NGOs, product designers and design researchers who work with children with disabilities

    Design for Positive Breast Self-Exam Experience Using Mobile Apps

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    Breast cancer is one of the most common cancer types among women, accountable for approximately 2.2 million new cases and 684,996 deaths globally in 2020. There are various screening methods to detect cancer early, and experts suggest that women should perform breast self-examination (BSE) once a month. Unfortunately, most women fail to do so even if they are aware of the risks and the importance of screening methods. The aim of this paper is to understand women's current behavior and experience with BSE and mobile BSE apps and to suggest several design dimensions for positive mobile BSE app experience by benefiting from positive technology. With this aim, three selected mobile BSE apps were used by a total of 24 participants for four weeks. A three-phase study was carried out to uncover women’s pre- during-, and post-usage experiences of BSE apps. The analysis revealed six headings under two themes: strategies, limitations, and emotions under BSE theme; and the needs, limitations, and benefits under Mobile Apps theme. Consequently, based on the findings, suggestions for design dimensions for BSE apps to better meet women’s needs by benefiting from levels of positive technology are made

    Nine ways to wake up: Bedside alarm clocks designed by a 'meaningful interaction' learning approach

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    During interaction, people perceive and process varied sensorial information emanating from a product, leading to qualitatively varied experiences on aesthetic, meaning and emotional levels. Navigating a way through the complexity of issues involved in 'design for interaction' (DfI) is however not easy. This paper presents the foundations and findings of an educational approach to designing for (or by) 'meaningful interaction', which we define as user-product interaction conceived through everyday adjectives and phrases. Product semantics and interaction semantics are compared and contrasted. A product design project (bedside alarm clock) is used as a vehicle for exploring meaning-based DfI teaching and learning. Students responded well to the educational approach, delivering nine diverse, detailed, and convincing proposals for product interaction. The paper concludes on the 'role' of adjectives in DfI and the need to synchronize product and interaction semantics to avoid experiential incongruities

    Feel the emotion

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    There is growing interest in the role of emotion when considering communication in the workplace. This work has most often considered workers in front-line service positions in investigations of emotional labor, and human service workers in investigations of empathy and emotional work. In this study, we consider processes of both emotional labor and emotional work in the financial planning profession. Financial planners occupy a role requiring ongoing relationships with clients, conversations about the often emotional topic of money, and a need to manage emotion in a variety of interaction contexts. Thus, from extant theory and literature regarding emotion and communication, we proposed research questions regarding the roles of emotional labor and emotional work in the financial planning profession. These questions were investigated in a web-based survey study of almost 300 professional financial planners and supporting interviews with 14 financial planners. Results indicate support for existing theory on emotional work, extensions to current research regarding emotional labor, and important implications for the role of emotion and communication in a range of professional service roles

    Maskenin Maskesini Düşürmek

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    Hijyenik maskenin nasıl güncel bir tasarım sorunsalı haline geldiği tartışılmakta

    Dijital Portfolyo: Sayısal Ortamda Geliştirilen Endüstri Ürünleri Tasarım Sürecinin Dokümantasyonuna Yönelik Uygulama.

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    Öğrencilerin konvansiyonel çizim becerilerini sayısal ortama aktarmasına ve sayısal ortamda geliştirilen öğrenci projelerinde tasarım sürecinin etkili dokümantasyonuna katkıda bulunacak olan ‘Dijital Portfolyo’ projesi, aynı zamanda Endüstri Ürünleri Tasarımı Bölümünde akademik personel, öğrenci, projelere danışmanlık veren uzman ve firmalar arasında, tasarım sürecine ait bilgi paylaşımını ve iletişimi güçlendirmeyi amaçlamaktadır. Araştırma, içeriği ve ele aldığı problemler çerçevesinde özellikle Endüstri Ürünleri Tasarımı eğitiminde bilgisayar destekli tasarım sistemlerinin gerek çizim, gerek iletişim aracı, gerekse tasarım sürecinin dokümantasyonunda etkin kullanımlarına yönelik olarak farklı eğitim kuruluşları tarafından paylaşılabilecek bilgi ve tecrübe üretecek, aynı zamanda güncel literatüre önemli katkılarda bulunacaktır. Araştırmanın sonuçları değerlendirilerek, endüstri ürünleri tasarımı eğitiminde bilgisayar destekli araçların (çizim, iletişim, dokümantasyon amaçlı) kullanımı kapsamında bilimsel konferans ve dergilerde yayınlanacaktır. Önerilen uygulamanın mevcut tasarım stüdyosu eğitimine katkısı değerlendirilerek konferans ve bilimsel dergilerde uluslararası düzeyde paylaşılacaktır

    Designing for Multisensorial Interactive Product Experiences

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    This paper presents a methodology and case study of designing for multi sensorial interactive product experiences, within the context of postgraduate degree level Industrial Design education. Building on literature spanning product and interaction semantics, and multimodal product experiences, the paper establishes a stepped approach to integrate up to six different sensory modalities (sight, touch, presence, sound, smell, taste) into a user-product interaction scenario. A product design project (bedside alarm clock) is then introduced, for which nine postgraduate students were guided to design to a certain characterful interaction (e.g. charming, helpful, amusing etc.) using multiple sensory modalities. Each of the nine resulting product designs are scrutinised for the sensory modalities that are activated, making use of a storytelling (product usage scenario) analysis. The specific sensory attributes that were harnessed are compared across the product designs and the frequency of their implementation is charted. Conclusions are reached on (i) strategies that designers employ to reach intended multi sensorial UX for their products, and (ii) the effectiveness of the educational methodology adopted for encouraging student designers to think beyond the dominant visual domain of design
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