20 research outputs found

    The (New) roles of prototypes during the co-development of digital product service systems

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    This paper investigates different roles that prototypes play during the development of digital Product Service Systems (PSSs). A literature review reveals that prototyping supports designers during the design process, as well as during knowledge sharing processes with stakeholders. To create a better understanding of these two co-existing roles of prototyping, we executed a research-through-design project in the healthcare domain. This design project was centred around the development of four different prototypes that the designer sequentially developed. A major input into the design process was co-reflection sessions between the designer and different stakeholders. We analysed the prototyping process and the co-reflection sessions. Moreover, we executed a conversational analysis to understand the actual knowledge sharing processes between the designer and the different stakeholders. The results present a detailed overview of the different (co-existing) roles of the prototypes. We distinguished two new types of prototypes which were both related to the development of the intangible aspects of the digital PSS: (1) service interface prototrial aimed at exploring several options for detailing the different intangible aspects of the digital PSS, and (2) service provotype to stimulate collaborative creation of the intangible aspects of the digital PSS in an early stage

    The (New) roles of prototypes during the co-development of digital product service systems

    Get PDF
    This paper investigates different roles that prototypes play during the development of digital Product Service Systems (PSSs). A literature review reveals that prototyping supports designers during the design process, as well as during knowledge sharing processes with stakeholders. To create a better understanding of these two co-existing roles of prototyping, we executed a research-through-design project in the healthcare domain. This design project was centred around the development of four different prototypes that the designer sequentially developed. A major input into the design process was co-reflection sessions between the designer and different stakeholders. We analysed the prototyping process and the co-reflection sessions. Moreover, we executed a conversational analysis to understand the actual knowledge sharing processes between the designer and the different stakeholders. The results present a detailed overview of the different (co-existing) roles of the prototypes. We distinguished two new types of prototypes which were both related to the development of the intangible aspects of the digital PSS: (1) service interface prototrial aimed at exploring several options for detailing the different intangible aspects of the digital PSS, and (2) service provotype to stimulate collaborative creation of the intangible aspects of the digital PSS in an early stage

    On the use of movement-based interaction with smart textiles for emotion regulation

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    Research from psychology has suggested that body movement may directly activate emotional experiences. Movement-based emotion regulation is the most readily available but often un-derutilized strategy for emotion regulation. This research aims to investigate the emotional ef-fects of movement-based interaction and its sensory feedback mechanisms. To this end, we de-veloped a smart clothing prototype, E-motionWear, which reacts to four movements (elbow flexion/extension, shoulder flexion/extension, open and closed arms, neck flexion/extension), fabric-based detection sensors, and three-movement feedback mechanisms (audio, visual and vibrotactile). An experiment was conducted using a combined qualitative and quantitative ap-proach to collect participants’ objective and subjective emotional feelings. Results indicate that there was no interaction effect between movement and feedback mechanism on the final emo-tional results. Participants preferred vibrotactile and audio feedback rather than visual feedback when performing these four kinds of upper body movements. Shoulder flexion/extension and open-closed arm movements were more effective for improving positive emotion than elbow flexion/extension movements. Participants thought that the E-motionWear prototype were comfortable to wear and brought them new emotional experiences. From these results, a set of guidelines were derived that can help frame the design and use of smart clothing to support us-ers’ emotional regulation

    Weaving healthy behaviors into new technology routines: Designing in (and for) the COVID-19 work-from-home period

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    Sitting in front of computers has become a major part of our workaday routines, challenging us in maintaining active and healthy lifestyles. This challenge becomes even more salient during this worldwide work-from-home period due to COVID-19. While a wide variety of existing interactive systems have been developed to facilitate health tracking and healthy exercises, relatively little research concerns incorporating healthy behaviors as HCI elements. To maximize pervasive health benefits in users’ technology routines, this workshop sets out to explore a design paradigm that enables users to use lightweight, healthy behaviors to perform daily interactions with computing systems. To navigate this new design space, this workshop calls for interdisciplinary endeavors, synergizing expertise from HCI design, health informatics, persuasive technology, exertion game, and psychology

    Interaction design for supporting communication between Chinese sojourners

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    In our global village, distance is not a barrier anymore for traveling. People experience new cultures and face accompanying difficulties in order to live anywhere. Social support can help these sojourners to cope with difficulties, such as culture shock. In this paper, we investigate how computer-mediated communication (CMC) tools can facilitate social support when living physically separated from loved-ones in different cultures. The goal is to understand the design considerations necessary to design new CMC tools. We studied communication practices of Chinese sojourners living in the Netherlands and the use of a technology probe with a novel video communication system. These results led to recommendations which can help designers to design interactive communication tools that facilitate communication across cultures. We conclude the paper with an interactive communication device called Circadian, which was designed based on these recommendations. We experienced the design recommendations to be abstract enough to leave space for creativity while providing a set of clear requirements which we used to base design decisions upon

    Bridging cultural distance:designing guidelines to enable culturally sensitive communication

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    The (New) roles of prototypes during the co-development of digital product service systems

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    This paper investigates different roles that prototypes play during the development of digital Product Service Systems (PSSs). A literature review reveals that prototyping supports designers during the design process, as well as during knowledge sharing processes with stakeholders. To create a better understanding of these two co-existing roles of prototyping, we executed a research-through-design project in the healthcare domain. This design project was centred around the development of four different prototypes that the designer sequentially developed. A major input into the design process was co-reflection sessions between the designer and different stakeholders. We analysed the prototyping process and the co-reflection sessions. Moreover, we executed a conversational analysis to understand the actual knowledge sharing processes between the designer and the different stakeholders. The results present a detailed overview of the different (co-existing) roles of the prototypes. We distinguished two new types of prototypes which were both related to the development of the intangible aspects of the digital PSS: (1) service interface prototrial aimed at exploring several options for detailing the different intangible aspects of the digital PSS, and (2) service provotype to stimulate collaborative creation of the intangible aspects of the digital PSS in an early stage.Methodology and Organisation of Desig

    Imagining the prototype

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    This article reports on the analysis of a design session, employing conversation analysis. In the design session three experts and a designer discuss a prototype of a shirt, which has been developed with the input from these experts. The analysis focuses on the type of involvement of the participants with the prototype and how they explicate the points they make in the discussion with or without making use of the prototype. Three techniques for explicating design issues that exploit the prototype are identified: a. gazing simultaneously with pointing, touching and/or manipulating (moving, stretching, turning) b. demonstrating by taking the prototype into use the way it is supposed to be used c. demonstrating by imitating the manipulation or use of the prototype through gesture - an 'imagined' dealing with the prototype. Based on the analysis, it is argued that these techniques offer different possibilities for discussing design issues

    Vigour

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