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Версия 19:07, 30 октября 2022
Представляем авторов и их книги в виде таблицы
Название | Авторы | Резюме |
---|---|---|
Designing Sustainable Cities | ||
AHFE (7) - Developing a Serious Game to Support Disaster Management Preparedness - A Design Thinking Approach. | Mário Simões-Marques; Duarte Moreno; Anacleto Correia | Disaster management is the organization, planning and application of measures preparing for, responding to and recovering from disasters. Disaster response is a complex activity where decision-makers and responders are faced with very demanding challenges. Preparedness is key to effectiveness and efficiency of response. With the increasing technological evolution observed in recent decades gamification gained new fields of application, besides entertainment. Serious games are an example of such applications. A Serious Game is a game designed with a purpose of educating or training the user in a specific domain, namely in disaster management. This paper discusses the initial stages of the development of a serious game aimed at supporting the preparedness of responders in a context of Disaster Management. |
AHFE (8) - Locked Out: Engaging Design Students in UX and Access Design Processes to Address Homelessness in Los Angeles | Tom Tredway; Jose Rivera-Chang; Debra Satterfield; David Teubner; Wesley Woelfel | The Design Department at California State University, Long Beach held an interdisciplinary design thinking and communication workshop, Homeless in LA: Access Design for the Other 90 Percent, on December 6, 2019. This workshop, facilitated by Ruki Neuhold-Ravikumar of the Smithsonian, was designed to engage a broad audience of stakeholders in a series of activities that explore the subject of homelessness in Southern California. This case study examines a collaborative approach to user engagement as a way to generate innovative strategies to address homelessness in our community and to communicate design ideas around this issue to a broad range of stakeholders. |
AHFE (2) - Research and Practice of Whole Process Product Design Innovation Theory System Based on Service Design Thinking | Wei Ding; Defang Chen; Junnan Ye | With the coming of the information age, industrial design has entered the 4.0 era. The circulation of resources among designers, enterprises, suppliers and universities has been accelerating. At the same time, design has gradually developed from a single discipline to a multidisciplinary. The purpose of service design thinking is to mobilize the resources of designers, enterprises, multidisciplinary and all parties to co-create, so that the creativity gradually changes from closed innovation to open innovation. Therefore, under the background of the current era, “design” has gradually changed from simple product design to a full process service design, including demand analysis, product design, product landing, commercial operation and so on. Consequently, a scientific and systematic design service system can help designers and design enterprises to carry out efficient and low-risk design innovation, so as to enhance their competitiveness. |
Design Thinking Research | ||
AHFE (2) - Meaning and Approach of New Product Designing Through Kansei Engineering | Yuuki Shigemoto | This paper reopens Kansei Engineering (KE) that Nagamachi has founded and developed since 1970s from the perspective of design management. The frameworks of innovation of meaning and design thinking provide a new description of Nagamachi’s practice that translates unawakened future meanings of consumers’ life into product design. The product designing through KE therefore maximises its performance only when combined with solid design thinking, following the logic of science and utilising technology. In this sense, his hitherto works should actually be called Kansei Design. Furthermore, design thinking that consists of intuitive and analytical thinking also provides an opportunity for considering future application of artificial intelligence (AI) to KE approach. The two types of thinking are bridged by “abductive reasoning” of which development in programming is expected for increasing automated Kansei Design system. |
UKICER - Developing Creativity in Computer Science Initial Teacher Education through Design Thinking | Gemma O'Callaghan; Cornelia Connolly | Design thinking is a valuable component in teacher education enabling the development of creativity amongst the cohort. Studies have been developed to capture the effects of discipline specific design thinking, however design thinking amongst Computer Science pre-service teachers has not been thoroughly evaluated. Pre-service Computer Science post-primary teachers will need to have the capacity to develop these skills within their initial teacher education programmes. In this paper we propose a design thinking workshop model for use by pre-service teachers to engage and motivate students while covering core CS concepts, using web application development. Computer Science as a subject at post-primary will enable students solve real-world problems through the design and creation of computational artefacts developed using a collaborative human-centred approach.Developing such artefacts requires particular skills, such as creativity and problem-solving and it will be necessary for Computer Science pre-service teachers to use innovative problem-solving approaches when fostering these skills. The paper will present the project implementation along with qualitative and quantitative findings. In particular this paper highlights the pre-service teacher perception of the benefits of design thinking in Computer Science particularly applicability in the domain and increased engagement. This, we argue, is critical in our understanding and important in their initial teacher education. |
SBQS - A Design Thinking Techniques Recommendation Tool: An Initial and On-going Proposal | Rafael Parizi; Marina Moreira; Igor Couto; Sabrina Marczak; Tayana Conte | Putting the user at the center of the process has been considered key to achieve quality in modern software development. Discovering and framing the user needs are necessary activities to produce better quality software that fits the customer’s needs and their satisfaction. User-centered Design approaches such as Design Thinking (DT) help to establish a creative mindset through convergent and divergent working spaces that allow for the team to better understand, to create empathy, to brainstorm ideas, to prototype, and to test innovative solutions in software development. However, navigating in this world is still challenging. Literature reports on the use of a large spam of techniques to support DT. Selecting an appropriate set of techniques considering the project context, the stakeholders’ profiles, and other characteristics may be challenging, mainly to novice professionals. Thus, as part of an on-going long-term research project, we propose Helius, a collaborative recommender system for DT techniques in software development. Helius provides features supporting recommendations of DT Techniques based on the user previous experiences, techniques’ evaluation ratings, and community feedback. This paper focuses on our preliminary results upon the tool proposal–on a comparison of Helius features with other related tools using the DESMET method. This comparison shows that Helius brings new features for the recommendation of DT techniques, thus, contributing to process quality improvement. |
AHFE (3) - Design Strategies for a More Sustainable and Optimized Interaction | Cristina Salvador | This paper reports a study based on the review of literature and case study, which is part of a product design research about children’s furniture, including a high chair design project. The case study was developed with 10 models of evolutive high chairs, crossing information between research on design strategies for sustainability and other approaches to the selected models, namely a physical adaptability study, giving a more complete view of the application of these strategies for more sustainability in all phases of its life cycle, within the context of an optimized use of the object. The results revealed that two evolutive high chair models reflected the application of more design strategies for sustainability and also ranked higher in terms of physical adaptability. These approaches may represent good examples of design thinking and practice towards a more sustainable development, not overlooking the efficiency and optimization of the interaction with children’s furniture. |
Self-Evolving Adaptive Learning for Personalized Education | Junhua Liu; Lionell Loh; Ernest Ng; Yijia Chen; Kristin L. Wood; Kwan Hui Lim | Primary and secondary education is a crucial stage to build a strong foundation before diving deep into specialised subjects in colleges and universities. To excel in the current education system, students are required to have a deep understanding of knowledge according to standardized curriculums and syllabus, and exam-related problem solving skills. In current school settings, this learning normally occurs in large classes of 30-40 students per class. Such a ``one size fits all approach may not be effective, as different students proceed on their learning in different ways and pace. To address this problem, we propose the Self-Evolving Adaptive Learning (SEAL) system for personalized education at scale. |
Handbook of Smart Homes, Health Care and Well-Being | Environments which aim to promote human well-being must address both functional and psychosocial needs. This paper comprises a description of a framework for a smart home environment, which aims to comprehensively address issues of environmental fit, in particular for a person with cognitive impairment associated with dementia, by means of introducing sensing of user affect as a factor in system management of a smart personal life space, and in generation of environmental response, adapting to changing user need. The introduction of affective computing into an intelligent system managing environmental response and adaptation is seen as a critical component in successfully realizing an interactive personal life-space, where a continuous feedback loop operates between user and environment, in real time. The overall intention is to maximize environmental congruence for the user, both functionally and psychosocially, by factoring in adjustment to changing user status. Design thinking, at all scales, is perceived as being essential to achieving a coherent smart environment, where architecture is reframed as interaction design | |
SpringerBriefs in Applied Sciences and Technology - Design Thinking to Digital Thinking | Kaushik Kumar; Divya Zindani; J. Paulo Davim | |
EMCIS - An Iterative Information System Design Process Towards Sustainability | Tobias Nyström; Moyen Mohammad Mustaquim | While bringing business and computer science into an improved alignment using the theoretical foundations of information and computation is one of the main aims of information science, improved design knowledge from other interdisciplinary research fields like human-computer interaction (HCI) could advance different information system (IS) design thinking and processes. Since structuring the IS design process for a sustainable result is challenging, a HCI viewpoint and focus on IS design could be beneficial due to the multi and interdisciplinary nature of HCI. In this paper an iterative design process for sustainable IS design conceptualized from HCI is proposed. The resulting design process highlighted the role of HCI in building knowledge in information science. This was achieved by showing the influence of different design choices on user behavior and in that way contributing towards generating reusable designs in different phases of the sustainable IS design process. |
ICFET - The Development of the Wireframes Design for Usability under the ISO 9241-151 Standard | Pattama Charoenporn | This research aims to design a wireframe according to the usability test and the ISO 9241-151 standard. The procedure starts with collecting data from 400 website users with questions under the ISO 9241-151 standard and collecting data from interviews with Design Thinking technique from 20 web designers with evaluation interviews based on the System Usability Scale from 3 websites chosen as the sample space for data collection; namely sanook.com, kapook.com and dex-d.com. After analyzing the data from the sample group, a wireframe and site map is then built. Then, 5 experts will test the wireframe design based on the hypothesis created by the research. The results show that analysis of sample sites usage has a significant statistical relationship with wireframe design at level 0.05. With the System Usability Scale, wireframes and site maps have been designed to be assessed by 5 design specialists. Results appear that Header and Content design have been rated as Good by 3 specialists and Satisfactory by 2. Navigation and Information search was rated as Very Good by 2 and Good by 3. The content display has been rated as Very Good by 2 and Good by 3. Other topics have been rated as Very Good by 3 and Good by 2. Compiling those results conclude that this wireframe design is efficiently operational under the ISO 9241-151 standard, allowing design enthusiasts to collect information from this research to guide their future site designs. In the future, there should be some additional of other types of website design to cover more of the website designers' needs. |
AsianCHI@CHI - Design Thinking for Developing a Case-based Reasoning Emotion-Sensing Robot for Interactive Interview | Sheng-Ming Wang; Wei-Min Cheng | As the application of design and technology has become more interdisciplinary and integrated, the development of interactive service robots (ISRs), which are designed according to unique situational requirements, has emerged as a popular trend. Research has shown that if affective computing technologies and machine learning mechanisms can be introduced to enhance interaction and feedback between ISRs and users, ISRs may be better aligned with both the service scenarios and the future development of innovative services. Based on an interdisciplinary integration framework, this study combined the concept and methodologies of design thinking, emotion detection technologies, and case-based reasoning (CBR), based on the use case of a simulated interview for empirical research, and developed a prototype emotion-sensing robot (ESR) system for the planning and testing of emotion sensing. Three emotion detection and analysis indicators, namely, happiness index of facial expressions, blink rate, and semantic emotions conveyed by the text on their resume, were proposed as the basis for analyzing emotional perception in this study. The experimental results were then used to analyze the effectiveness of the technologies as well as the value, utility, and affordance of the interactive interview bot system. |
Nature Driven Urbanism: Contemporary Urban Design Thinking | Rob Roggema | This book discusses the way that a nature-driven approach to urbanism can be applied at each of the urban scales; architectural design, urban design of neighborhoods, city planning and landscape architecture, and at the city and regional scales. At all levels nature-driven approaches to design and planning add to the quality of the built structure and furthermore to the quality of life experienced by people living in these environments. To include nature and greening to built structures is a good starting point and can add much value. The chapter authors have fiducia in giving nature a fundamental role as an integrated network in city design, or to make nature the entrance point of the design process, and base the design on the needs and qualities of nature itself. The highest existence of nature is a permanent ecosystem which endures stressors and circumstances for a prolonged period. In an urban context this is not always possible and temporality is an interesting concept explored when nature is not a permanent feature. The ecological contribution to the environment, and indirect dispersion of species, from a temporary location will, overall add biodiversity to the entire system. |
Advances in Industrial Design | Nearly 60.000 war refugees remain stranded in Greece [1], without; ; any plan of amelioration for their living conditions. Design thinking strategy; ; combined with social innovation could generate new scenarios of inclusion in; ; the Greek society through the exchange of culture, knowledge and practical; ; skills. In order to examine this hypothesis, members of Politecnico di Milano; ; collaborated with Ankaa, a social NGO that offers vocational training to refugees; ; in Athens. A one-month pilot period of workshops was organized to share; ; practices of higher education in design of clothes and to awaken the creativity of; ; participants by handmade processes. This period provided feedback for a long; ; term educational offer designed specifically for this group of people. The; ; aftermath planning included also a marketing strategy and entrepreneurial new; ; scenarios to strengthen the organization, generate profit and finally to create a; ; dialogue between the Greek society and this marginalized group | |
AsianCHI@CHI - BYE-TAL: Designing a Smartphone App for Sustainable Self-Healthcare through Design Thinking Process | Minji Kwon; Jihyun Lee; Wanhae Lee; Hyunggu Jung | It is not easy for people to consistently take care of their health without motivation. Existing smartphone apps have assisted with people managing their health, but there still remain questions about whether target users' needs were addressed to support the users. We report on each stage of a design thinking process for redesigning experiences of people who are in their 20s to 40s for managing their health. Especially, we were able to empathize with our target users by making the empathy map. This helped us to identify real users' needs. Outcomes from each stage of the design thinking process show that the process is applicable to other domains when people create a smartphone app to address the needs of their target users effectively. |
IHSI - System Architecture of a Human Biosensing and Monitoring Suite with Adaptive Task Allocation | Brandon Cuffie; Lucas Stephane | Future space missions require the integration of enhanced physical and physiological monitoring systems for supporting missions of both short and long duration. This human biosensing and monitoring suite will specify and implement a proof of concept of a non-invasive sensor system for crew monitoring in space missions, by integrating cost-cutting equipment. HuBAM is composed of: (1) astronaut wearable suit(s) (AWS), combined with (2) an Automated Equipping station (AES) that can be deployed as needed within space habitats and/or space transportation vehicles. The design and evaluation methods employed will be systematically mapped onto each Design Thinking stage for this first iteration. Based on results and findings, the paper will deliver recommendations and tasks for further developments, and future iterations using the Design Thinking process. |
ArtsIT/DLI - The Reality of Implementing Virtual Reality: A Case Study on the Challenges of Integrating VR-Based Rehabilitation | Emil Rosenlund Høeg; Christian Francis Reeves Scully; Jon Ram Bruun-Pedersen; Stefania Serafin | This paper describes an explorative case study that investigates the declining use of a bespoke VR-based treatment tool for biking-based rehabilitation, through interviews with four physiotherapists and in situ observations of patient-therapist interactions, in a Danish municipal outpatient health center. Thematic analysis was used to identify pain points and challenges related to the integration of VR in both hardware, software and operation resources. Prospective solutions are proposed to increase usability of the system. Moreover, site-specific proposals, including knowledge translation and co-production initiatives, are suggested to increase the health worksforce’s incentive to use the VR-supplied service, and endorse it to the patients who attend treatment in the health center. |
AHFE (8) - A New Approach for Experience Design Education: Developing Conceptual Framework with Storytelling | Sang-Duck Seo | This study is to introduce a new approach for the UXD (User Experience Design) pedagogy for graphic design students to expand their critical thinking for user-centered design. A variety of UX/UI (User Experience/User Interface) disciplines has been introduced into design education, but a single class and/or elective course appears to be inadequate to keep up with rapidly changing technologies and services for user experiences. Given the limited time and condition for graphic design students to learn various UX/UI disciplines beside required other studio coursework, this study investigates an effective learning model of UX/UI pedagogy approached by developing the UXD conceptual framework with storytelling in the design thinking process. This study found an impact on students’ learning outcomes that demonstrated new paradigm-shifting significant perspectives of the user’s experiences beyond visual design. |
SBSI - Identifying Topics and Difficulties on Collaboration in Social Innovation Environments | Mariana Pinheiro; Luciana Chueri; Rodrigo Pereira dos Santos | There are currently several social innovation initiatives being developed in isolation, where each one has its own path. In this context, actors want to collaborate and be coordinated in a network in order to increase the development and dissemination of social innovations. The use of collaboration mechanisms gives rise to the expectation that actors playing in groups tend to achieve quantitative and qualitative performance higher than individual performances. While the potential benefits of collaboration are recognized, effectively achieving collaboration is still a challenge for social innovation. In this context, the objective of this study is to identify how the concepts of collaboration are recognized in social innovation environments. In addition, we investigated which mechanisms are used and what are the difficulties faced by actors in this context. To do so, a survey research on the aspects of collaboration in social innovation environments was conducted. Results shown that engagement is the most cited challenge related to human factors; from 30 techniques mentioned, Design Thinking is the most applied; and from 41 tools, Google Drive is the most cited. Results from qualitative analysis shown that collaboration is considered essential to social innovation environments, although there are several challenges reported. |
AHFE (3) - Visual Identity Design as a Cultural Interface of a Territory | Daniel Raposo; João Neves; Maria de Fátima Peres; Teresa Paiva; Mariana Amaral; José António Pereira da Silva; Fernando Moreira da Silva | The purpose of the article is to study how the brand’s visual identity contributes to the understanding, accessibility and enjoyment of information, adapting the message to different cultures and profiles of people, users or target audiences. Identity promotes sustainability and respect for people’s quality of life. The methodology used is mixed, including a non-interventionist phase consisting in the study of competing brands, audience map and persona method and an interventionist component through project-grounded design research, which includes participatory methods such as co-design and Design thinking. The results are a visual identity of the mountain olive oils brand that acts simultaneously as an interface of representation of the collective, the individual and the region (internal audiences), fulfilling the expectations and needs of the target public and other stakeholders. Design principles and good practices are also defined to ensure that visual identity continues to function as a cultural interface of the territory in a sustainable logic and not just business requirements. |
AHFE (8) - Research Approaches to Service Innovation: Organizational Perspectives | Laura C. Anderson; Kelly Lyons; Yuriko Sawatani | With the evolution of the world economy from manufacturing and goods to a services context, the focus of researchers and businesses alike has shifted to building an understanding of how to foster service innovation. Design techniques, such as design thinking, have been utilized to engage customers in service co-creation to shape their service engagement for maximum benefit and to introduce new ideas and innovative approaches. This paper focuses on research approaches to study service innovation in commercial organizations, and findings from those experiences. Insights related to data and methods, organizational ecosystems, customer interactions and employee engagement will be discussed, with particular focus on how these impact service innovations. |
Design Thinking for Strategy | Claude Diderich | |
AHFE (18) - Engineering Design Thinking and Making: Online Transdisciplinary Teaching and Learning in a Covid-19 Context | Jinge Huang; Wenjie Pan; Yao Liu; Xiaohan Wang; Wei Liu | This paper introduces an engineering design thinking and making course that has been taught at Beijing Normal University since 2019. In its 2-year journey and iterations, both teachers and students learn to dance with ambiguity, collaborate in teams, build to think, and make ideas real. They embrace engineering design thinking and making and experience the maker culture of the China-US young maker competition in this 16-week semester-long course. This year because of the Covid-19, the innovative course changed to online teaching. The course focus on people’s basic needs during the Covid-19, including study, fitness, shopping, entertainments and long-distance relation-ships and communication with family members. Student teams collaborate online to solve the special challenges of Covid-19 in innovative ways and de-liver functional proof-of-concept prototypes along with in-depth documenta-tion that not only captures the essence of designs but the learnings that led to the ideas. |
IHSI - Research on Interaction Design of Children’s Companion Robot Based on Cognitive Psychology Theory | Tianmai Zhang; Wencheng Tang | This paper aims to explore the interactive design methods for children’s companion robots by applying cognitive psychology theories. First of all, the researchers conduct an investigation, which analysis from the perspective of cognitive psychology. In combination with the users’ aesthetic requirements, habits and physiological laws, the user demands in product design are reasonably analyzed. Then use cognitive psychology to observe the using process of children. Design information is obtained by investigating perception, thinking and operational process of users. Finally, combined with the user model of design object groups, a targeted interaction mode is developed and verified by the product design practice. The article transforms the traditional design thinking of “machine-oriented” into “people-oriented”, which has guiding significance for the future interactive design of other robot products. |
AHFE (2) - Social Innovation in Fashion Design: Can Design Provide Opportunities of Inclusion to Refugees in Greece? | Giovanni Maria Conti; Maria Panagiotidou | Nearly 60.000 war refugees remain stranded in Greece [1], without any plan of amelioration for their living conditions. Design thinking strategy combined with social innovation could generate new scenarios of inclusion in the Greek society through the exchange of culture, knowledge and practical skills. In order to examine this hypothesis, members of Politecnico di Milano collaborated with Ankaa, a social NGO that offers vocational training to refugees in Athens. A one-month pilot period of workshops was organized to share practices of higher education in design of clothes and to awaken the creativity of participants by handmade processes. This period provided feedback for a long term educational offer designed specifically for this group of people. The aftermath planning included also a marketing strategy and entrepreneurial new scenarios to strengthen the organization, generate profit and finally to create a dialogue between the Greek society and this marginalized group. |
Design Thinking: Creativity, Collaboration and Culture | Ju Hyun Lee; Michael J. Ostwald; Ning Gu | |
Design Thinking and the New Spirit of Capitalism | Tim Seitz | |
Pathways into Creative Working Lives | Entrepreneurialism is widely encouraged across many industrial sectors in the ‘knowledge-based’ economy of the late twentieth and early twenty-first centuries. Entrepreneurialism, including self-promotion and work on the self, has been held up as the key for success across a range of cultural and creative industries.. Universities present entrepreneurship as increasingly significant in graduate options and outcomes for students. Pursuing more critical accounts of entrepreneurship, this chapter presents findings from a co-designed research project with higher education students and established entrepreneurs. The project employed design thinking and creative methodologies to examine pathways into creative work and careers. The chapter sets out in detail the methods used to facilitate discussion and debate amongst educators, entrepreneurs and students. It discusses how these activities were instrumental in helping to challenge and contest dominant understanding of creative entrepreneurship. The activities and critical reflections presented in the chapter are relevant for practitioners, educators and policymakers with an interest in understanding, shaping and contesting pathways into creative work |