2 research outputs found

    An Exploration of the Effects of Creative Office Design Within Workplaces

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    This study examines the latest phenomena of creative office design; a new concept of open-planning that focuses on boosting creative culture through the designed work environment. The effects of creative workplaces on the users within is explored, with attention to employee creativity, engagement, and levels of distraction. Does a workplace that has embraced creative office design, increase creativity resulting in a greater and more innovative system? A framework is designed to gain insights and understandings about the factors that affect creative output. This framework suggests that a creative workplace ecosystem is fabricated through three facets; social culture, tools and materials, and cognitive experiences. Four case studies are examined and discussed according to the framework, including two corporate offices, a public collaborative workspace, and the learning spaces of a University program. Findings show that the optimal workplace for fostering creativity is an environment where differing core values can be explored, without interference from each other. Values explored in this study include collaboration, chance encounters, curiosity, available tools, creative outlets, employee involvement, encouraged failure, a focus on well being, a sense of community and attainable opportunities

    Making it personal: Understanding the online learning experience to enable design of an inclusive, integrated e-learning solution for students

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    Despite the availability of online learning applications and management systems used to deliver, house and organize e-learning content, students learning online continue to struggle with barriers that create an unnecessary disconnect between themselves and their peers, professors, the learning material and their parents (where applicable). Barriers personally experienced through participation in a synchronous online university-level graduate class, and documented barriers experienced by other students in similar distance learning environments, served as the primary narrative and driving incentive for this study. In addition to an extensive literature review, an in-depth study of a distance learning environment was conducted using an adaptation of Smart Design�s 6 Real People approach which included 5 persona�s, based on 5 real participants; a high school special needs class, a Masters of Inclusive Design Class, the Director of Education for Special Needs, A University Professor of Distance Learning, and a Visually Impaired User (Blind Participant). The users� experiences were documented through means of ethnographic observations, direct observations, and detailed interviews. Findings from these revealed many barriers and disruptions, including psychological, emotional, social, gender-related, environmental and cultural issues that were detrimental to class involvement and student success. These findings were then synthesized and applied to create a prototype, called inClass, developed to address these barriers and provide a model for a more cohesive, unified and accessible e-learning solution. Although this paper does not refer directly to design patterns, and does not claim to follow a pattern-based methodology it demonstrates some effective user-centred design techniques which pattern scouts and authors should consider as powerful tools for mining, elaborating and validating patterns
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