Abstracts and Program

Abstracts and Program
IASDR2015 INTERPLAY
2-5 November 2015, Brisbane Australia
Abstract and programme
www.iasdr2015.com
Editors
Vesna Popovic
Alethea Blackler
Ben Kraal
Design: Manuela Taboada and Carly Hare
Table of Contents
4
Welcome
7
Keynote Speakers
14
Plenary Discussion
15
Special Program
18
Abstracts
200
IASDR2015 Committees
On behalf of IASDR it is my genuine honor and pleasure to
welcome all of the participants to the 6th International Congress
of IASDR. I would like to express my sincere gratitude to
those who dedicated all their efforts to prepare this successful
congress, including the IASDR 2015 Chair Prof. Vesna Popovic,
the organizing committee members, all the volunteers, and
Queensland University of Technology.
IASDR was established in 2005 with the mission of “promoting
research or study into or about the activity of design in all its
many fields of application, through encouraging collaboration
on an international level between independent societies of
design research”. The association is the only worldwide design
research organization with the five member organizations of
Design Research Society (DRS), the Design Society (DS),
Chinese Institute of Design (CID), Japanese Society for the
Science of Design (JSSD) and Korea Society for Design
Science (KSDS), representing diverse design fields in global
regions. The association has been holding the international
congress biannually beginning from 2005 in Yunlin, Taiwan;
2007 in Hong Kong, China; 2009 in Seoul, Korea; 2011 in Delft,
Netherlands; and 2013 in Tokyo, Japan. Every congress has
achieved great advancements, and without exception, this sixth
congress has made even greater progress with 230 paper and
poster presentations from 26 countries, a doctoral colloquium,
workshops, special sessions, and an exhibition. Having this
successful congress has only been possible through your
dedicated participation from around the world.
The theme of this congress is “Interplay between Design,
Science, Technology, and the Arts”. The theme shows that the
surrounding environment of design research is experiencing
radical changes and requires design researchers to actively
communicate and collaborate with diverse related disciplines.
I sincerely hope that this congress provides you with a good
opportunity to share, debate, and learn about these new
changes.
The purpose of the congress is not just sharing design
research, but also having the joy of meeting new friends around
the world. Enjoy the beautiful city of Brisbane with new friends
and colleagues. Thank you all again and we are looking forward
to seeing you again in Cincinnati, USA two years later.
Kun-pyo Lee
President
International Association of Societies of Design Research
Welcome to IASDR2015 INTERPLAY, the world 6th Congress
of the International Association of Design Research Societies,
hosted by the Queensland University of Technology, Brisbane,
Australia. We hope you will enjoy the interplay with us.
During this congress we will explore the interaction of design
research with science, technology and the arts. This continual
INTERPLAY provides opportunities to explore interaction
between cross-disciplinary knowledge and various design
research approaches. IASDR 2015 aims to establish
trans-disciplinary research platforms across diverse domains to
foster new research and education opportunities and stimulate
innovation.
The congress provides a global forum for presentation
and discussion of the INTERPLAY of design research and
applications across all domains of design, science, technology
and arts.
IASDR2015 brings together 230 papers from 26 countries. This
represents 45% of all full papers and short papers (posters)
submitted. The papers represent interplay across various areas.
This year the congress has workshops, doctoral colloquium,
and special events across three locations: Brisbane Convention
and Exhibition Center, Library of Queensland and Queensland
University of Technology.
We have there keynote speakers who will challenge the design
research community: Alexander Manu (OCAD University,
Toronto, Canada), Darelle van Greunen (Nelson Mandela
University in Port Elizabeth, South Africa) and Jane Burry (RMIT
University, Melbourne, Australia).
There are many people who have been involved in making this
happen. I would like to thank all our chairs, program committee
members, advisers, reviewers and QUT Conferences. I would
also like to thank our presenters who are coming from all over
the world to have interplay with us.
Welcome to INTERPLAY!
Vesna Popovic
IASDR2015 Chair
Queensland University of Technology
Keynote
Speakers
Alexander
Manu
Tuesday 3 November
12:00 – 1:00pm
Boulevard Auditorium,
Boulevard Level,
Brisbane Convention
and Exhibition Centre,
Grey Street, South
Bank
Rotman School of
Management
Professor at OCAD
University Toronto
a.manu@
innospainternational.com
Alexander Manu is a strategic innovation practitioner,
international lecturer and author. He teaches at the Rotman
School of Management, and is a tenured Professor at the
OCAD University in Toronto. Alexander provides strategic
counsel and future based advisory to executive teams in
Fortune 500 companies, and his work has enabled global
companies to develop policies and strategies that address
emerging issues through strategic foresight. Alexander Manu
was the Founder (2005) of the Beal Institute for Strategic
Creativity, where he developed new research methodologies
focused at the intersection of behavior, technology and
business capability.
Author of Behavior Space (2012), Disruptive Business
(2010), Everything 2.0, (2008), The Imagination Challenge
(2006), The Big Idea of Design (1999) and ToolToys (1995).
His most recent book is Value Creation and the Internet of
Things (2015). Alexander has an exceptional activity as an
international lecturer, being invited to give over 500 keynote
lectures in 24 countries. He was elected twice on the Board
of the International Council of Societies of Industrial Design
(ICSID).
10
IASDR 2015
Beyond Imagination:
the creation of new
value in design
Provocative author, speaker and leading practitioner in
the field of strategic foresight Alexander Manu, surveys
the changing context for design and design research, and
explores a few questions that help organizations identify
and validate ideas, transforming them into platforms for
engagement and participation, or what he calls “a new
behavior space”. Manu proposes that corporations do not
design products or services anymore: they design behaviour
spaces.
We live in a behavior economy, an environment in which
people no longer engage with companies just by purchasing
things, but they seek engagement with services that allow
them to behave, to leave a mark, and to participate in the
community of others. The economic model promoted by
the behavior economy is a model where behavior is the
only goal of our actions. Manu describes value delivery
and consumption, the mechanisms by which new value is
captured and created, and the interplay of design research
with science, technology, politics and the arts.
The platforms for new behavior that emerging technology
makes possible will increase considerably the footprint of
the behavior economy, at the expense of the old industrial
model, with casualties in the rank of any incumbent not
willing or able to adapt.
IASDR 2015
11
Jane
Burry
Wednesday 4
November
9:30 – 10:30am
Boulevard Auditorium,
Boulevard Level,
Brisbane Convention
and Exhibition Centre,
Grey Street, South
Bank
Associate Professor in the
School of Architecture and
Design, RMIT University,
Melbourne
[email protected]
Jane Burry is an architect and Associate Professor in
the School of Architecture and Design, RMIT University,
Melbourne. Jane directs the Spatial Information Architecture
Laboratory (SIAL), a transdisciplinary design research
laboratory including twenty PhD candidates from a range
of design and related disciplines. Jane is also founding
program director for the Master of Design Innovation and
Technology (MDIT) in which an equally mixed disciplinary
cohort speculate on the future of practice through design
in four areas of research: spatial sound, information
environments, responsive and adaptive environments and
digital fabrication. Mathematics in contemporary design
is Jane’s research focus. She is lead author of The New
Mathematics of Architecture, Thames and Hudson. She
is also engaged in related research into the integration of
analysis feedback in early design in architecture (Designing
the Dynamic, Melbourne Books, 2013). In this context
she is currently working closely with colleagues from
architecture, industrial design, aerospace and automotive
design, mathematics, computer science, mechanical and
acoustic engineering on funded research projects that
variously explore the impact of architectural geometry and
materiality on sound, air movement and air quality and
how to observe and integrate this in design. She has over
seventy publications, has practiced, taught and researched
internationally.
12
IASDR 2015
Designing
with dynamic
phenomena
Disciplines are historically volatile groupings of like-minded
souls – some endure and develop their own very distinct
languages, cultures and preoccupations over centuries,
others disband more quickly. The etymology of ‘university’
derives almost paradoxically from both ‘wholeness’ and
‘guilds’. Through their internal educational structures in
particular, the disciplines can be powerfully thought- and
behavior- shaping and the understanding that there is
opportunity in working and playing together does not always
point immediately to the means, the language or the shared
objectives to do it. In design, however, rarely do significant
and generalizable research challenges fall tidily within a
single discipline or profession’s reach to propose more than
highly speculative solutions.
I will discuss design research projects that explore the
relationship between architectural design and dynamic
phenomena such as wind and sound. These are
investigations, through design research, that bring together
researchers from design, technology, science and maths.
This is contested ground on which we have worked hard
to relinquish none of the art in architecture, the power
of geometry and computation, the rigour of empirical
science, or the fundamental respect for the qualitative and
experiential. In each case this synthesis of art, design,
technology and science finds its own weighting in response
to the challenge.
IASDR 2015
13
Darelle
van
Greunen
Darelle is a Professor in the School of ICT and the Director
of the Center for Community Technologies at the Nelson
Mandela University in Port Elizabeth, South Africa.
The social activist and award winning researcher, has
a multidisciplinary background, combining computer
Thursday 5 November
4:30 – 5:30pm
Boulevard Auditorium,
Boulevard Level,
Brisbane Convention
and Exhibition Centre,
Grey Street, South
Bank
Director of the Center for
Community Technologies at
the Nelson Mandela University
in Port Elizabeth, South Africa.
Professor at School of ICT
darelle.vangreunen@nmmu.
ac.za
14
IASDR 2015
science, information systems, African languages, education,
media studies and psychology. She holds a number of
degrees with her PhD being in Computer Science. Her
research focuses on using technology as an enabler in
society but with a strong focus on how humans interact
with technology. Her research is combined with real-life
interventions in different communities of Africa. She is best
known for her passion to transform low income communities
through the use of technology as an enabler and catalyst to
respond to social issues.
Mobile Technologies
re-invent Healthcare
on the African
Continent
The mobile phone combined with the Internet is changing
that in ways that we can only begin to appreciate.
In Africa there is a need for thousands of public health
officials to have a deeper understanding of priorities,
successes, problems and the future path of public health.
For the purpose of public health data collection and analysis
and reporting, we aim to change that by using mobiles as
the computers they truly are. This will allow for mobile data
collection, wireless data transfer, immediate analysis and
reporting.
Improving patient care, health systems and the health of
populations is the key to better societies and advancing as a
human race. I believe that through Innovation, Collaboration
and Technology, we can overcome the significant healthcare
challenges in Africa. Health workers are the most important
agents in the public healthcare system. By empowering
them through information access and support, we will
ultimately assist to have people live a long and healthy life.
On the African continent, we set out to push the limits of
mobile technology to deliver a high quality, yet lower-cost,
intelligent and affordable solution that can be used by all
levels of healthcare professionals. Using mobile technology,
we aim to pro-actively reduce the gap and delay between
diagnosis and intervention.
In this talk, I will highlight some of the existing innovations in
use in Africa and focus the attention on what we have done
as Africans, for Africa in Africa.
IASDR 2015
15
Plenary
Discussion
Blending Design
Research and Practive
Thursday 5 November
10:00 – 11:00am
Organizer: Tek-Jin Nam,
Department of Industrial
Design, KAIST, Republic of
Korea
Panelists: Tek-Jin Nam, KAIST
(Chair); Daniel Saakes, KAIST,
Kwan-Myung Kim , UNIST ,
Pierre Levy, TU Eindhoven and
Gjoko Muratovski , Auckland
University of Technology
Room: Boulevard Auditorium,
Boulevard Level, Brisbane
Convention and Exhibition
Centre, Grey Street, South
Bank
This panel session discuss on how to harmoniously blend
design research and practice. Despite the rapid growth
of international design research communities, it has been
difficult to create good links between design research and
practice. Two communities of design, professional designers
working in industry and academics doing research at
universities tend to operate separately. This often results
in a lack of mutual understanding, communication, and
knowledge sharing.
Recently, many designers originally educated as
practitioners have moved to the research domain. The
complexity of design projects asks professionals to utilize
knowledge and methods from research domain. Many
design schools offering PhD degrees are also actively
seeking models to integrate practice-focused undergraduate
education with their research-focused graduate programs.
The need of practice-based research is growing. In this
session, invited panelists who work actively as designerresearchers critically reflect on current trends on the
integration of design research with practice and stimulate
thoughts on how to harmoniously blend design research
and practice, and how to advance design as a strong
academic discipline and authentic design expertise. Short
presentations will be given by the panelists followed by open
discussion with audience.
16
IASDR 2015
Special
Program
Supporting
Trans-disciplinary
Research Platforms
Cumulus
Min-Workshop
Wednesday 4
November
3.20pm – 4.50pm
Room: BCEC – Arbour Level,
Room A1
Cumulus Executive
Board members
Cumulus, the International Association of Universities and
Colleges of Art Design and Media, aims to develop a forum
for partnerships, where sharing of knowledge and practices
inspires a more sustainable, human centered and creative
future. It is the only global higher education association to
advance art, design and media. As part of the IASDR2015
Interplay Congress, Cumulus would like to offer participants
the opportunity to learn more about the activities of
Cumulus. To frame this session, the theme of the congress
INTERPLAY – to establish trans-disciplinary research
platforms across diverse domains to foster new research
and education opportunities and stimulate innovation will
be used to present the activities and strategies of Cumulus.
As part of this discussion, participants will explore how the
activities of Cumulus can be directed to support them to
establish trans-disciplinary research platforms within the
region.
Sam Bucolo, University of
Technology, Sydney, Australia
[email protected]
Annabel Pretty, UNITEC
Institute of Technology, New
Zealand
[email protected]
IASDR 2015
17
Special
Program
Global Parallels:
Production and Craft
in Fashion, Interior
and Industrial Design
Industries
Thursday 5th
November
D Block, Gardens
Point Campus,
Queensland University
of Technology
Tiziana Ferrero-Regis and
Kathleen Horton, Queensland
University of Technology,
Brisbane, Australia
[email protected]
[email protected]
18
IASDR 2015
This symposium forms part of IASDR2015 Special Programs
Event Schedule and aims to explore questions of design
and craft across fashion, industrial design and interior
design industries in the current global context. In light of
delocalisation of manufacturing practices and increasingly
complex supply chains, the alternating place and meaning
of ‘skills and craft’ in the context of these vast global
industries, and the transformational role and status of the
designer in a market that is equally flooded with fast fashion
and disposable ‘on trend” lifestyle products, we seek to
examine how the worlds of fashion, industrial and interior
design intersect in terms of production, craft and design.
Additional
Information
Workshops
Monday, 2 November
Brisbane Convention and Exhibition Centre, Grey Street
South Bank
Doctoral
Colloquium
Monday, 2 November
Boulevard B3, Boulevard Auditorium Foyer, Boulevard Level,
Brisbane Convention and Exhibition Centre, Grey Street,
South Bank
Posters
Tuesday 3 and Wednesday 4 November
1.00pm - 2.00pm
Boulevard Auditorium Foyer, Boulevard Level, Brisbane
Convention and Exhibition Centre, Grey Street, South
Bank
Abstracts
Abstracts are in an alphabetical order by first author
and page number in the Abstract book.
33
Kerri Akiwowo, Digital laser-dye patterning for PET textiles
34
Abdullah Al Mahmud, Designing a lifelogging tool for
persons with aphasia
35
Peiman Amini Behbahani, Investigating the significance of
wholeness in Prairie style planning using Space Syntax
36
Toshinori Anzai, An Analytic Study of Corporate Website
HCD and Integrated Website Management
37
Ariya Atthawuttikul, Suitable Impact Absorbent Surface in
Bathroom for Thai Elderly People
38
Maral Babapour, Roles and qualities of sketching and
modelling in design
39
Jieun Bae, Emotional intimacy and user attributes: a case
study of home context
40
Jieun Bae, Responses to Form-Driven Innovations: The
influence of utilitarian and hedonic consumer attributes
41
So-Ryang Ban, A Study of Smart Phone Interaction Design
Usability Test for Seniors
42
Pedro Bandeira Maia, Designing with biological behaviors in
post-digital Era
43
Suomiya Bao, Printed Book or E-book, Which is Better? An
Investigation into Manga and Magazine
44
Shayne Beaver, Consumers’ Emotional Judgment of
Materials Durability and Disposal
45
Michaël Berghman, Towards a Unified Model of Aesthetics.
The empirical integration of three pairs of principles
determining aesthetic appreciation of product design
46
Rina Bernabei, Stories in Form exhibition: a collaborative
case study of design research
47
Johan Blomkvist, In-House Service Design Roles – A First
Look
48
Adam Book, Promoting Independence and Higher Quality of
Life among the Aged through Elderly-Centric Clothing Design
49
Eva Brandt, The Perform Codesign Experiment – on what
people actually do and the relation between program and
experiment in research through design
50
Claire Brophy, Aging and Everyday Technology
51
Leonardo Burlamaqui, The Identification of Perceived
Intended Affordances
52
Jun Dak Chai, Problem Framing in Product Design
Consultancies: A Pilot Study
53
Marianella Chamorro-Koc, Seamless Journeys: Enhancing
accessibility to work through digital technologies for people
with mobility related impairments
54
Ming-Shih Chen, A Study on Experimental Marketing and the
Attractiveness of Old Shopping Districts: Taking the Central
District in Taichung City as an Example
55
Ming-Shih Chen, The Attractive Factors of Taichung’s
Calligraphy Greenway
56
Tien-Li Chen, Case Study on the Influence of Creativity
Characteristic to Applied Design Category of Skills
Competition of Taiwan Vocational High School
57
Tien-Li Chen, Application of User-Oriented Creative Design
System (UCDS) in Industrial Design Courses
58
Wenzhi Chen, Investigating Instruction Planning for
Undergraduate Industrial Design Core Courses
59
Pei-Jung Cheng, Dissimilarities between referencing printed
and online materials in the ideation
60
Peiyao Cheng, Should product innovations look simple or
complex? The effects of visual complexity on consumers’
comprehension of product innovations
61
Jae Sang Cho, A Study on constructing Design Evaluation
Index for Development of Health Care Rehabilitation Medical
Instrument Design
62
Kwangmin Cho, The influence of generation in the usage
of smart phone as a means of distributed cognition; an
exploratory study on Baby boomer and Generation
63
Chun-Juei Chou, A Method for Identifying Form Restrictions
for Idea Sketch in Product Form Design
64
Yi-Jin Chou, The Effects of Tourist Attributes on Tourism
Transportation Experiences: Evidence from a case of
Maokong Gondola
65
Kenny K. N. Chow, A Cognitive and Interpretive Approach to
Imaginative and Affective User Experiences: Two Empirical
Studies of Lively Interactive Artifacts
66
David W. Chung, Interaction Tarot: A Card-Based Design of
Knowledge Construction for Brainstorming in HCI
67
Alicen Coddington, Collaborative play in a collaborative
environment
68
Eliel De la Cruz Laureano, Black Box Ideation: A Method
for Gathering Users’ Expectations for Future Design
Technologies
69
Shital Desai, Intuitive Use of Tangible Toys
70
Minke Dijkstra, Innovation in the Medical Design Industry
through the use of Thematic Framing
71
Wei Ding, Smart Clothing Design: A machine learning
approach
72
Stefanie Di Russo, Design and Taxes: A case study on design
thinking in the Australian Taxation Office
73
Yuanfa Dong, An acquisition method of multisensory user
experience indicators with situation integrated
74
Kees Dorst, Comparing Frame Creation and TRIZ: from
model to methodology
75
Andrea Epifani, Designing for Visually Impaired developers
76
Lawrence Farrugia, An Approach Exploiting the Interplay
between Elicited Emotions and Product Design to Improve
Business Competitiveness
77
Stu Favilla, Portable Ambisonic Opera: Wagner’s Ring Cycle
in the back of the Van
78
Stu Favilla, Audio Genie: Ambisonic Interaction for People
with Age Related Blindness
79
Paul David Found, Customizing personal objects: a pilot
study using a smartphone to “design” a mini vase
80
Wendy Fountain, Integrating housing and food systems
through design research for resilience
81
Teresa Franqueira, Design Methodologies and Tools used in
Workshops for Social Innovation
82
Zhiyong Fu, Convert Social Problem into Design Solution:
Digital Social Innovation Engaging Truck Drivers, NGO and
Design Scholars
83
Takao Furukawa, Chronological Trend Analysis of Luxury
Fashion Brands by Impression Measurement
84
Ismael Gaião Filho, Heuristics of Conception for Digital
Comic Books
85
Annie Gentes, Mood boards as a tool for the “in-discipline”
of design
86
Judith Glover, Apprehending Kawaii for Industrial Design
Theory
87
Rafael Gomez, Designing Experiences with earables: A
case study exploring the blurring boundaries of art, design,
technology, culture and distance
88
Tamara Goodings, Integrating Ethnic Minorities via
Technology Use: Designing an iPad App for and with Elderly
Italians
89
Congying Guan, Robotic Stylist- A design oriented apparel
recommendation system
90
Raghavendra Reddy Gudur, Methodological issues with
older users as research participants
91
Ting Han, Understanding Chinese Design: Cluster
Distribution and Affinities Research of Design Journals in
Mainland China
92
Masaki Hata, A Design Guideline of Value Growing Artifact
for Timeaxis Design
93
Naomi Hay, Socially and Environmentally Responsible
Design: A Cross Disciplinary Approach
94
Matthias Hillner, Design IPR — a blessing or a burden
95
Nobuyuki Hirai, Study of sensitivity and propagation of bass
sound vibration on human torso
96
Herm Hofmeyer, Strategies for Building Spatial and Structural
Design Generation and Optimisation
97
Wen-Fang Hsiao, The Effects of Gamification Design on
Perceived Interactivity, Flow experiences, and Customer
Satisfaction: An investigation of mobile meal-ordering
services
98
Yechang Hu, A study on translating data-based information
to imagebased information--Take car design process as an
example
99
I-Tzu Hung, Research on the layout of ancient Chinese
books Scripture formats of the Jiaxing Tripitaka and ancient
books from the Wanli Reign period of the Ming Dynasty
100
Wei-Ken Hung, Relationships between comprehensibility
and contradictory semantics
101
Krystianna Johnson, Relationships between Physical
Construction Play as Children and Adult Creativity Scores
102
Chajoong Kim, Are Usability Problems Dependent on
Product Properties?
103
Chorong Kim, Self-camera Positions to Make Myself More in
Style
104
Haechan Kim, How much Screen Information can you
handle? Making a Subway Ticket Machine more Accessible to
the Elderly
105
Yoshie Kiritani, Complexion affected by the colors of eye
shadows
106
Yusuke Kita, Depicting the History as Expanded Phenomena:
An Approach to Wide, Longitudinal Design Studies
107
Sachiko Kodama, Ferrofluid Sculpture as Biological
Aesthetics
108
Vasilije Kokotovich, A Case for Reimagining Reflection-inAction and Co-evolution
109
Vasilije Kokotovich, Are We Evolving “Strictured” Design
Engineers?
110
Nathan Kotlarewski, Industry Feedback for Academic
Product Development: Influencing design decisions
111
Simon Kremer, Transferring Approaches from Experience
Oriented Disciplines to User Experience Design - Literature
Based Development of an Experience Model
112
Pei-Hsuan Kuan, TAS MOVE: The Processes of Applying Flat
Design in an Efficiency Require Mobile Application
113
Blair Kuys, It’s all about the money: Adding value to industry
through industrial design-led innovations
114
Bokyung Lee, Online User Reviews as a Design Resource
115
Yeoreum Lee, Friends in Activity Trackers: Design
Opportunities and Mediator Issues in Health Products and
Services
116
Wei Leong Leon Loh, Design Thinking in Pre-Tertiary Design
Education: An Example Based on Design and Technology
Study In Singapore Secondary School
117
Surapong Lertsithichai, Building Thailand’s Tallest Statues
118
Pierre Levy, Exploring the challenge of designing rituals
119
Weidan Li, Symbol and Meaning in Customer-Service
Interaction: A Symbolic Interactionist’s Lens
120
Chi-Meng Liao, Music Tempo and Creativity Expressing
121
Peng-Jyun Liu, Summarizing the image adjectives for the
construction of the picture database for lifestyle image board
122
Michael Lo Bianco, A person-centered approach for fall
prevention: Embodying the goals of older adults in personas
123
Ding-Bang Luh, A Wish-Guided Design process for
Organizational Success
124
Rohan Lulham, An Affective Tool to Assist in Designing
Innovations
125
Eva Lutz, The Flashdraw: A Participatory Method for the
Design of Icons and Pictograms Applied to Medical Consent
Forms
126
Jane Malthus, Interplay and Inter-place: A collaborative
exhibition addressing place-based identity in fashion design
127
Thomas Markussen, On what grounds? An intra-disciplinary
account of evaluation in research through design
128
Yuji Masuda, A study of tactile feedback while operating
touchscreen devices
129
Tim McGinley, MorphoCarve: Carving morphogenetic
prototypes
130
Axel Menning, Designing as Weaving Topics: Coding Topic
Threads in Design Conversations
131
Ioanna Michailidou, The Two-Stage Storyboarding
Experience Design Method
132
Deedee Min, A Graphical Representation of Choreography by
Adapting Shape Grammar
133
Richie Moalosi, Story-centred design: A catalyst for the
product development process
134
Gowrishankar Mohan, Using Conceptual Tool for Intuitive
Interaction to Design Intuitive Website for SME in India: A
Case Study
135
Satoru Nakano, Requirements for the Custom Insole of
High-Heels by the 3D Printer
136
Kristina Niedderer, Designing mindful intuitive interaction for
people with dementia in everyday social contexts
137
Shino Okuda, Color Design of Mug with Green Tea for Visual
Palatability
138
Shintaro Ono, Analyses of the Comprehensibility and the
Impressions of Dynamic Pictograms Using Color Expressions
139
Lindy Osborne, Bouncing Back: Students learning through
real-world experiences
140
Yoonyee Pahk, Knowledge of Use and Acceptability of
Typological Innovation: A comparative study
141
Leonardo Parra-Agudelo, Envisaging Change: Supporting
Grassroots Efforts in Colombia with Agonistic Design
Processes
142
Sonja Pedell, Humanoid Robots and Older People with
Dementia: Designing Interactions for Engagement in a Group
Setting
143
Sonja Pedell, Stigma and Ageing: Designing an interactive
platform for empowering older users through aesthetics
144
Suat Hoon Pee, Understanding Problem Framing through
research into Metaphors
145
Jami Peets, A Proposed Model for Successful Design
Research Planning
146
Danielle Pichlis, Experiences with Service Design Tools for
Visualising and Prototyping
147
Nel Pilgrim-Rukavina, Exploring the effects of warm-up
games, criticism andgroup discussion on brainstorming
productivity
148
Ruben Post, The Beauty in Product-Service Systems
149
Dilusha Rajapakse, Electronically controllable colour
changing textile design
150
Tania Rodriguez, Fostering social inclusion through Second
Language learning: Designing the Finnish case
151
Kazuko Sakamoto, The Effect of Color and Form of Sweets
on Taste
152
James Self, Conceptual Design Ideation: The Influence of
Sketch Ability
153
Yipei Shen, Design Trend and Strategy of Desktop 3D Printer
154
Yipei Shen, Bridging the Gap Between Customer Value and
Corporate Value Through Value Integrated Service Design
155
KyoungHee Son, Collaborative Storytelling for Sharing Digital
Photos in Offline Communities
156
Ricardo Sosa, A computational intuition pump to examine
group creativity: building on the ideas of others
157
Ricardo Sosa, !orthodoxies in multidisciplinary designoriented degree programmes
158
Chih-Sheng Su, Materializing Sound: A Self-Inspired
Interaction Design Method
159
Wooyoung Sung, Teaching Design Research: Proposing the
Benefits of Theme Based Topics for the Future of Design
Education
160
Levi Swann, Relationships between User Experience and
Intuitiveness of Visual and Physical Interactions
161
Thorbjörn Swenber, Film and TV Industry Responses to
Research Results in a Workshop Setting
162
Ryuji Takaki, Promotion of Scientific Activities of Design
Students
163
Ryoichi Tamura, Fundamental research on university
students’ awareness and behavior related to energy
conservation - Towards the creation of services that utilize
HEMS
164
Hao Tan, Understanding the Image Schema of Gesture
interaction in An Aesthetic way: A Case Study on Music Player
165
Hao Tan, Understanding Chinese Design: Cluster Distribution
and Affinities Research of Design Journals in Mainland China
& Differences between the User Experience in Automatic and
Driverless Cars
166
167
Hsien-Hui Tang, The influences of Design Thinking Projects
on designers’ abilities and the innovation capabilities within
the industries
Mia A. Tedjosaputro, Contribution of smartpens to design
studies in capturing design process
168
169
170
Carlos Teixeira, Prescriptive Protocols: a research
methodology for understanding the role of dynamic
capabilities in design thinking
Yasemin Tekmen-Araci, Apprehending the barriers/
blockers or promoters for increasing creativity in engineering
education
Paul Thibaudeau, A Framework for Merging Design Thinking
and Traditional Aboriginal Knowledge
171
Douglas Tomkin, Design crime and social disadvantage
172
Hung-Cheng Tsai, Design and Culture, Affective Design,
Emotional Design Industrial Design, Product Design
173
Wenn-Chieh Tsai, CrescendoMessage: Interacting with Slow
Messaging
174
Kevin Tseng, A Web-based Chinese Chess System for the
Elderly
175
Yuan-Chi Tseng, The Impact of Perceived Curvature of
Structure Frame on Female Perception of Preference,
Usability, and Aesthetics
176
Ayaka Tsuchiya, Design and Development of Expression
Components for Media Art using RT Middleware
177
Katie Unrath, Low Fidelity Prototypes as Communication
Tools for Interior Design: A Co-design Case Study
178
Mieke van der Bijl-Brouwer, Supporting the Emerging
Practice of Public Sector Design Innovation
179
Soumitri Varadarajan, Community Enabled Fashion PSS
180
Alejandra Vilaplana, Think outside the cube: a multi-sensory
workshop on design for future mobility
181
Yuan Wang, A Proposed Framework for AR UX Design:
Applying AEIOU to Handheld Augmented Reality Browser
182
Tim Williams, Using the evolution of consumer products to
inform design
183
Dedy Wiredja, Questionnaire Design for Airport Passenger
Experience Survey
184
Bing-Hsuan Wu, Integrated DSM and ISM in Modular Design
for Product Development
185
Fong-Gong Wu, Effect of Chromatic Adaptation to Primary
Screen Lights on Visual Performance
186
Hsien-Jung Wu, Using Delayed Differentiation to Improve
User Emotional Response
187
Jiayu Wu, Design Driven User Study Workshop for Chinese
Startup Innovation
188
Pei-ying Wu, Interplay of literature and visual art: decoding
Vorticist play through visuality
189
Yiying Wu, Plant Hotel: Service as a relational agent
190
Qifeng Yan, Exploring an Interactive System for Tibetan
Buddhism Masters and Adherents
191
Ching-Hu Yang, Reverse Engineering and Neural Network
for Shoe Last Design with Diabetes
192
Jana Yang, Dining Experience in Elsewhere
193
Qian Yang, Review of Medical Decision Support Tools:
Emerging Opportunity for Interaction Design
194
Dan Yao, Research on Huzhou’s Peeker in Qing Dynasty--Social Identity of Writing Brush Peddler
195
Shih-Wei Yen, Attractiveness of Customized Design as
Perceived by Current Owners versus Non-Owners of Chin
Wang Motorcycles
196
Kiyomi Yoshioka, Implementation and Evaluation of an
‘Active Art’ Program in Pediatric Care Facilities: Analysis of
Workshops on ‘Nurse Call Button Art’
197
Eun Yu, Exploring different relationships between designers
and clients in design practices for service development
198
Rongrong Yu, Empirical evidence of designers’ cognitive
behavior in a parametric design environment and Geometric
modeling environment
199
Chao Zhao, Designing a Smart Assistive Chair for Older
Adults: A Case for Interdisciplinary Design Collaboration
200
Yangshuo Zheng, The Strategy Design Research For Smart
Creative Community Under The Information Interaction
Innovation
Kerri Akiwowo
Loughborough University,
Loughborough, Leicestershire,
United Kingdom
[email protected]
Digital laser-dye patterning for PET textiles
A ‘Digital Laser Dye’ (DLD) patterning process was studied
as an alternative textile coloration method within a textile
design context, relevant to industrial textile procedures. To
Keywords: Materials and
Design, Innovation Design,
Textile Design, Technologies
and Design, Cross-disciplinary
Research
steer the investigation, the research question asked: ‘How
can a digital laser-dye process be developed in order to
achieve new ways to colour and pattern polyester textiles
for industry?’ Carbon Dioxide (CO2) laser technology was
employed to modify polyester (PET) surface fibres for
increased dye uptake via engineered tonal graphics using
standardized woven and knitted fabrics. An interdisciplinary
framework employed to carry out the study involved
Optical Engineering, Dyeing Chemistry, Textile Design and
Industry Interaction through collaboration with project
partners, Society of Dyers and Colourists (SDC). In doing
so, combined creative, scientific and technical aspects
facilitated design innovation using a ‘mixed method’
approach involving quantitative and qualitative methods.
Repeatability of the research results, parallel to design
development, has established the potential to commercially
apply the technique regarding an on-demand manufacture
approach. Sportswear and intimate apparel prototypes
generated, suggest suitable markets for processing
polyester garments in this way. The work is positioned in a
practice-led, design research environment, approached from
a textile design perspective as a practitioner. Therefore, a
practice-led methodology was employed.
IASDR 2015
33
Abdullah Al Mahmud
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Jean-Bernard Martens
Eindhoven University of
Technology, Eindhoven, The
Netherlands
[email protected]
Keywords: Design for Special
Needs, Human-Centred
Design, User-centred Design,
Universal Design
Designing a lifelogging tool for persons with aphasia
Aphasia is an acquired communication disorder that is
caused by brain injury or trauma. Aphasia is not curable
however appropriate technological support may help people
with aphasia to regain their confidence and maintain an
independent lifestyle. This paper reports a design case
study, which demonstrates how technology can be crafted
for the needs of persons with aphasia. The case study
focuses on building an appropriate lifelogging tool, which
can be used to tell stories by persons with aphasia. The
designed application is suitable to capture pictures, audio
for persons with aphasia or other people who have cognitive
and language disabilities and also who can use one hand
only.
34
IASDR 2015
Peiman
Amini Behbahani
University of Newcastle,
Callaghan, Australia
[email protected]
Ning Gu
University of Newcastle,
Callaghan, Australia
[email protected]
Michael Ostwald
University of Newcastle,
Callaghan, Australia
michael.ostwald@newcastle.
edu.au
Keywords: Design
History, Design Evaluation,
Computational Design
Method, Architectural Design
Investigating the significance of wholeness in Prairie
style planning using Space Syntax
Early twentieth century, American Prairie style architecture
has been repeatedly praised for developing a number of
innovative features in house design that were later influential
in the formation of the modern movement. Some of these
design innovations allegedly include significant contributions
to the spatial configurational properties of housing. One
of most celebrated of these properties is “wholeness”,
being the degree to which the space of the plan is more
united and integrated. However, the evidence for this claim
is largely qualitative and is difficult to objectively assess.
Therefore, in this paper, a detailed quantitative case study
analysis is undertaken to compare the spatial wholeness of
a group of Pre-Prairie style (“Victorian”) and Prairie houses
to critically examine whether the change was as significant
as design historians suggest. For this purpose, Space
Syntax techniques are used to measure and compare the
properties of thirteen Victorian house plans and twenty-three
Prairie style works.
IASDR 2015
35
Toshinori Anzai
[email protected]
Keywords: Design
Management, Human-Centred
Design, Design Research
Approaches, Information
Design
An Analytic Study of Corporate Website HCD and
Integrated Website Management
This study looks at integrated management of the Mitsubishi
Electric Corporation corporate from a Human-Centered
Design perspective. It investigates how the site’s purpose of
providing content management, web marketing, and system
infrastructure functions are managed through HCD, ISMS,
PMO, SEO/LPO, and SLA management systems.
36
IASDR 2015
Ariya Atthawuttikul
King Mongkut’s Institute of
Technology Ladkrabang,
Bangkok, Latkrabang, Thailand
[email protected]
Yada Chavalkul
King Mongkut’s Institute of
Technology Ladkrabang,
Bangkok, Latkrabang, Thailand
[email protected]
Keywords: Design and
Usability, Industrial Design,
Product Design, Innovation
and Ageing
Suitable Impact Absorbent Surface in Bathroom for Thai
Elderly People
The objective of this applied research is to study the suitable
impact absorbent surface in the elderly bathroom at the
Banbangkhae Social Welfare Development Center for Older
persons in Bangkok (BSWDC) by observing the bathroom
utilization behaviors, daily activities and movements of the
elderly in their bathroom as well as the survey of condition
and characteristics of the bathroom at BSWDC Piboonsook
and Sooksan buildings Social Development and Welfare
for Older Persons. In-depth interviews were performed
with 32 elderly persons and 37 caring staffs participated
in the study. The researcher analyzed the data obtained
from interviews and questionnaires using Mean, Percent,
S.D., Maximum, Minimum and the qualitative analysis on
the preferred characteristics of impact absorbent surface in
the elderly bathroom. This is in order to take the collected
data on factors that affect impact absorbent surface in the
elderly bathroom. In order to analyse and most suitable
impact absorbent surface in the elderly bathroom, data on
the factors affecting impact absorbent surface in the elderly
bathroom BSWDC were collected. The researcher brought
the design sketches that were validated by the experts to
ask the construction material dealers and purchasers for
their opinion and satisfaction, followed by a series of tests in
compliance with the Thai Industry Standard (TIS) as well as
the impact test.
IASDR 2015
37
Maral Babapour
Department of Product and
Production Development,
Division Design & Human
Factors, Chalmers University
of Technology, Gothenburg,
Sweden
[email protected]
Viktor Hjort af Ornäs
Department of Product and
Production Development,
Division Design & Human
Factors, Chalmers University
of Technology, Gothenburg,
Sweden
[email protected]
Oskar Rexfelt
Department of Product and
Production Development,
Division Design & Human
Factors, Chalmers University
of Technology, Gothenburg,
Sweden
[email protected]
Ulrike Rahe
Department of Product and
Production Development,
Division Design & Human
Factors, Chalmers University
of Technology, Gothenburg,
Sweden
[email protected]
Keywords: Design Activity,
Design Thinking, Design Tools,
Design Expertise, Design
Knowledge
38
IASDR 2015
Roles and qualities of sketching and modelling in design
Sketching, physical modelling and digital modelling are
some key activities designers engage with for generating
and developing ideas. These encompass making various
representations, and using different tools, materials, and
media. This paper seeks to examine what designers do,
and how they are equipped to pursue new ideas. 11
experienced designers were interviewed about the process
of creating one of their most successful products. When
recounting their processes, they discussed what they were
able to achieve and how the media and representations
enabled them to do so. The findings of this study are divided
in two parts: (i) roles of sketching and modelling regarding
making, perceiving and thinking something, and (ii) some
prominent qualities of media and representations that
support designers during these activities e.g. the extent
to which they are malleable, accurate, or fixed. Providing
a terminology/taxonomy for classifying media and design
representations, these qualities help understanding some
parts of the design process. The findings also suggest that
fluency in manipulating media and representations have a
large effect on the extent to which the potential qualities of
these are realised.
Jieun Bae
UNIST, Ulsan, South Korea
[email protected]
Chajoong Kim
UNIST, Ulsan, South Korea
[email protected]
Keywords: Emotional
Design, User-centred Design,
Experience Design, Design
Research Methods
Emotional intimacy and user attributes: a case study of
home context
Although emotional relationships between product and
user have been examined in various ways, user’s emotional
experience is still unpredictable and puzzled since it is
arbitrary as well as susceptible to context and environment.
As a new concept of measuring emotion experience, we
defined ‘emotional intimacy’ as psychic distance toward
products in one’s mind. In this study, we tried to explore
the emotional intimacy of household electronics in home
context: 1) which user attributes influence the emotional
intimacy and 2) how current emotional intimacy would
be related to the repurchase intention of the product in
the future in terms of symbolic, aesthetic and functional
features. Fifteen participant from three different types of
household participated in interviews in their home: single,
married couple, and married couple with children. They
were asked to assess the emotional intimacy of their
household electronics, and how the emotional intimacy led
to the repurchase intention of the product in the future. The
results indicate that emotional intimacy has much to do with
household type and gender. It also turned out that emotional
intimacy influences the repurchase intention. Limitations and
recommendations to a further study are discussed.
IASDR 2015
39
Jieun Bae
UNIST, Ulsan, Republic of
Korea
[email protected]
Responses to Form-Driven Innovations: The influence of
utilitarian and hedonic consumer attributes
Aesthetic innovation, or form-driven radical change in
James Self
UNIST, Ulsan, Republic of
Korea
[email protected]
product aesthetic, depends upon the consumer’s affective
interpretation of product form. As a factor to examine
differences in subjective interpretation of form-driven,
aesthetic innovation, we applied the consumer attributes
Chajoong Kim
UNIST, Ulsan, Republic of
Korea
[email protected]
utilitarian and hedonic to explore how consumer attributes
may influence initial response to and purchase propensity of
aesthetic product innovation. 50 individuals, equally divided
into utilitarian and hedonic consumer groups, participated
Keywords: Innovation Design,
Affective Design, Design
Aesthetics, Product Design
in a survey to evaluate six form-driven product innovations.
The three dimensions: product attractiveness, newness
and uniqueness were used to measure responses to the
six product stimuli. Results indicated utilitarian consumers
showed more positive responses to form-driven innovations
but that this had less influence upon propensity to purchase.
In contrast, although less easily stimulated by form-driven
innovation, the hedonic participants’ positive responses
were more likely to translate into purchase propensity.
Implications for innovative, form-driven product development
are briefly discussed.
40
IASDR 2015
So-Ryang Ban
SungKyunKwan University,
Suwon, Republic of Korea
[email protected]
A Study of Smart Phone Interaction Design Usability
Test for Seniors
The aging society is a global phenomenon these days. In
Jeong-ki Hong
SungKyunKwan University,
Suwon, Republic of Korea
[email protected]
spite of the increasing importance of using smartphones, it
is still difficult for most seniors, because most applications
are designed to be used by the younger generation. Yet,
most studies have the limitation of not being assessed
Ju young Shin
SungKyunKwan University,
Suwon, Republic of Korea
[email protected]
by actual UI testing on seniors rather than a survey or
interview. In this paper, we explored how seniors use
their smartphones and applications through various UX
methods, such as a survey, interview, and usability test in
Sunghyun Song
SungKyunKwan University,
Suwon, Republic of Korea
[email protected]
particular. Therefore, we could draw quite specific UI design
guidelines that would be suitable for seniors by analyzing the
results derived from an actual field study qualitatively and
quantitatively. Furthermore, we compared those guidelines
Jungpyo Hong
SungKyunKwan University,
Suwon, Republic of Korea
[email protected]
with previous research that used heuristics to check the
coverage and suitability of our guidelines. Although there
are several limitations, we suggest that our results can
contribute to the future global standard guidelines of
Jundong Cho
SungKyunKwan University,
Suwon, Republic of Korea
[email protected]
smartphone applications for seniors, because the results
were based on actual tests and the tests were conducted
in South Korea, which has become one of the most highly
aged societies and IT-enhanced countries at the same time.
Keywords: Design and
Usability, User-centred Design,
Design Research Methods,
Inclusive Design
IASDR 2015
41
Pedro Bandeira Maia
Polytechnic Institute of
Coimbra, ESEC, DAT, Coimbra,
Portugal & ID+ Research
Institute For Design, Media and
Culture, University of Aveiro,
Aveiro, Portugal
pedrobandeiramaia@
amadesign.net
Nuno Dias
ID+ Research Institute For
Design, Media and Culture,
University of Aveiro, Portugal,
Aveiro, Aveiro, Portugal
[email protected]
George Stilwell
Faculty of Veterinary Medicine.
University of Lisbon, Lisboa,
Lisboa, Portugal
[email protected]
Keywords: Design and
Behaviour change, Experience
Design, Bio Design, Design
Aesthetics
Designing with biological behaviors in post-digital Era
Biomimetic is used in specific design projects, mainly as
a methodology focused on study of mechanical/formal
aspects. Our research aims to expand the biomimetic
taxonomy, continuing the study of nature in broader design
perspective, not just on their mechanic/ formal aspects,
but in the study of animal behaviour in its aesthetic and
symbolic dimension. We believe this approach could be an
inspiration for new artefact/human interaction paradigms.
In order to establish analogies, we developed a taxonomy
of behaviours based on animals’ seduction rituals with the
goal of building a conceptual framework that relate these
behaviors with the design of inedited interactions and
contribute to the construction of new metaphors. Cognitive,
emotional and behavioural features are increasingly valued
in contemporary design, thus it seems pertinent to look for
relations with some behaviours observed in nature. Because
these are two areas of research that are seldom associated,
we have strived to develop an interdisciplinary approach,
based on careful systematization and posterior application
of the developed hypothesis into a set of artefacts that
promote new behaviours in interaction design. This research
aims to demonstrate the feasibility of developing a new
human scenario that generates experiences, behaviors and
seduction, found in timeless biological archetypes.
42
IASDR 2015
Suomiya Bao
Graduate school of
Comprehensive Human
Sciences, University of
Tsukuba, Tsukuba, Ibaraki,
Japan
[email protected]
Ryohei Iijima
Graduate school of
Comprehensive Human
Sciences, University of
Tsukuba, Tsukuba, Ibaraki,
Japan
[email protected]
Ryosuke Kuboki
Graduate school of
Comprehensive Human
Sciences, University of
Tsukuba, Tsukuba, Ibaraki,
Japan
[email protected]
Hironobu Minagawa
Graduate school of
Comprehensive Human
Sciences, University of
Tsukuba, Tsukuba, Ibaraki,
Japan
[email protected].
ac.jp
Takashi Mizuhiki
Faculty of Medicine, University
of Tsukuba, Tsukuba, Ibaraki,
Japan
[email protected]
Printed Book or E-book, Which is Better? An
Investigation into Manga and Magazine
In recent years, thanks to the development of E-Readers,
the market of e-book has been growing fast and showing
a great potential. However, the traditional printed books
are still predominating the major market. It seems that
most of the readers still prefer printed book even though
e-book has many advantages. In this study, we conducted
an experiment involving 34 participants, to determine the
difference between e-book and printed book in terms
of user experience. We also hypothesized that different
contents would influence the result, therefore we chose
two different genres of books: magazine and the Japanese
comic book - manga. The participants were asked to read
manga and magazine on E-Reader and printed book,
then asked to evaluate their reading experience using a
questionnaire. ANOVA, independent sampled t-test and
multiple regression analysis were conducted to analyze
whether there is a difference between each group and what
factors are most correlative to the overall evaluation of the
reading experience. The result indicated that traditional
printed books were rated higher than e-books, and manga
was more applicable to the form of e-book than magazine.
More research on the interface design of E-Reader is
needed to improve the user experience.
Keywords: User-centred
Design, Design and Behaviour
change, Design Science,
Design Knowledge
IASDR 2015
43
Shayne Beaver
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Alethea Blackler
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Vesna Popovic
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Consumers’ Emotional Judgment of Materials Durability
and Disposal
The literature demonstrates that understanding relating to
the use of materials in product design has been investigated
from both engineering and design perspectives. However,
none of these studies have explored the consumers’
concepts of the materials; rather they have focused on
participants’ discussions of material samples. Consumers’
emotional reactions to the materials themselves or the
consumers’ reaction to the durability of the materials have
not been previously explored in depth. This research has
investigated these issues and has found that consumers
have very specific concepts about materials. Furthermore,
Keywords: Emotional Design,
Designing Pleasure, Materials
and Design
the combinations of consumer concepts that are likely to
elicit an emotional judgement by the consumer have also
been identified. It was found that consumers are conscious
of the durability of their products and the materials that they
are made from. This knowledge contributes to the support
of environmentally conscious design, as well as usercentered design knowledge and practice. An understanding
of the emotion consumers attribute to the effect wear and
aging had on the materials’ physical appearance has been
achieved. This understanding of consumers’ emotional
reactions to materials can contribute not only to design
considerations but to knowledge regarding the promotion of
prolonged product-user relationships.
44
IASDR 2015
Michaël Berghman
Delft University of Technology,
Delft, South Holland, the
Netherlands
[email protected]
Towards a Unified Model of Aesthetics. The empirical
integration of three pairs of principles determining
aesthetic appreciation of product design.
Throughout the literature a number of factors have been
Paul Hekkert
Delft University of Technology,
Delft, South Holland,
Netherlands
[email protected]
Keywords: Design Aesthetics,
Designing Pleasure, Design
Theory, Industrial Design,
Product Design
found to affect aesthetic appreciation of objects. The Unified
Model of Aesthetics was coined as a comprehensive theory
on aesthetics, with particular reference to product design.
The model acknowledges that at various levels of stimulus
processing distinct principles are relevant for aesthetic
appreciation, but it posits that these can be traced back
to an underlying conflict between the needs for safety and
accomplishment. Therefore, it states that a design should
perceptually reconcile unity and variety, that it should come
across as both typical and novel on the cognitive level
and that it should symbolize social connectedness as well
as autonomy. The present study offers an empirical test
of the Unified Model of Aesthetics, using a survey that
scrutinizes aesthetic preferences of 300 respondents for
20 products. After establishing the effects expected by
the model for the perceptual, cognitive and social level
separately, we conduct an integrated test to examine the
combined effect and relative importance of these levels. We
find that the perceptual qualities of unity and variety strongly
affect aesthetic appreciation, but the typicality of a design
becomes of little importance when taking into account
perceptual and social measures.
IASDR 2015
45
Rina Bernabei
University of New South Wales,
Sydney, NSW, Australia
[email protected]
Stories in Form exhibition: a collaborative case study of
design research
This paper explores an exhibition founded on the prior
Jacqueline Power
create, Launceston, Tasmania,
Australia
[email protected]
research of the two primary authors. The Stories in Form
exhibition held in 2012 presented new work by Australian
designers which explored the author’s design framework
called the Product Narrative. The Product Narrative is a
Kathryn Hunyor
[email protected]
Keywords: Practice-Based
Research, Emotional Design,
Experience Design, Design and
Culture, Design Case Studies,
Collaborative Design
four-part framework intended to guide designers during
the design development process, enabling stories to
be embedded into products. This co-authored paper is
an account of how this design framework, which was
largely relegated to the academic sphere, was used as
the conceptual basis for the exhibition. The process was
ultimately one of collaboration that enabled the research to
be tested by others, expand it beyond its traditional form
and ultimately share the research with a wider audience.
Firstly, the storytelling framework or Product Narrative will
be outlined. Secondly, the case study exhibition Stories in
Form will be discussed, including positioning the exhibition
in relation to creative research output within the context of a
university environment. Thirdly, communicating the Product
Narrative beyond the products, through the graphic design
and spatial nature of the exhibition will be described.
46
IASDR 2015
Johan Blomkvist
Oslo School of Architecture
and Design, Oslo, Norway
[email protected]
In-House Service Design Roles – A First Look
A sign that the field of service design is maturing is the
increase in service design education programs around the
Keywords: Design Case
Studies, Design Tools, Codesigning, Service Design
world. With this increase in number of students reaching the
professional arena, it is important to consider the options for
future employment. Service design is currently discussed
as an activity by design consultancies. This paper will look
at service designers working within organizations and
companies. More specifically we want to gain knowledge on
the roles service designers have within organizations, what
they do, when they are involved in projects, and how they
fit with the overall structure of organizations. The research
is based on interviews with 9 service designer in 6 different
countries. We find that very few seem to have a dedicated
service design function within their companies, that they
work within a span between design and strategy in many
different constellations and that they share the function as
interpreters or advocates for customers. Designers working
on a strategic level can influence what the organization
designs, while roles on the operative design level work with
how to deliver service concepts that have already been
decided.
IASDR 2015
47
Adam Book
National Cheng Kung
University, Tainan, Taiwan
[email protected]
Fong-Gong Wu
National Cheng Kung
University, Tainan, Taiwan
[email protected]
Promoting Independence and Higher Quality of Life
among the Aged through Elderly-Centric Clothing
Design
This study aims to examine challenges found in current
elderly attire for the purpose of developing improved
clothing designs that can support greater independence
and a higher quality of life among the aged. Dressing is
Rebecca Yang
National Cheng Kung
University, Tainan, Taiwan
[email protected]
a daily ritual that can prove difficult for those with limited
movement; moreover clothing appearance can impact the
psychological well- being of an elderly wearer. A single-driver
morphological analysis model was employed to qualify an
Keywords: Design for Specil
Needs, Design and Usability,
Ergonomics, User-centred
Design
optimal combination of variables for improvement. A field
investigation, in concert with brainstorming, was utilized
to ensure alignment with geriatric needs and to solicit
feedback throughout the design process. Two prototypes
were developed and tested against a standard set of health
related, elderly-centric clothing. The new garments were
constructed with modified fastening systems and were
designed to portray an accepted, classical appearance.
Elderly reviewers gave positive feedback of both prototypes
over the existing set. The new designs proved to be easier
to use and promoted confidence among the reviewing
participants.
48
IASDR 2015
Eva Brandt
The Royal Danish Academy
of Fine Arts, School of
Architeture, Design and
Conservation, Copenhagen K,
Danmark, Denmark
[email protected]
The Perform Codesign Experiment – on what people
actually do and the relation between program and
experiment in research through design
Design experiments are powerful inquiries, working from
the ambiguous and tentative to more firm programmatic
Mette Agger Eriksen
Malmö University, Malmö,
Sweden
[email protected]
statements. In participatory design and codesign,
learning and knowing is closely tied to participation
− the engagement with and manipulation of shared
representations, as participants expose how they become
Thomas Binder
The Royal Danish Academy
of Fine Arts, Schools of
Architecture, Design and
Conservation, Copenhagen K,
Denmark
[email protected]
knowledgeable in what they collaboratively make. However,
working with codesign as an integral part of knowledge
production poses challenges to how we conceive of such
inquiries in the practices of research through design. This
paper reports from collaborative research where fellow
researchers and PhD students carry out a codesign
Johan Redström
Umea University, Umea,
Sweden
[email protected]
experiment (in the Xlab meta-project). The intention of
the paper is twofold but intertwined: to get closer at what
it is that people actually do in a codesign experiment
situation; and to further investigate the relationship between
Keywords: Practice-Based
Research, Design Research
Approaches, Co-designing,
Participatory Design, Crossdisciplinary Research
program and experiments. We will give examples of
the considerations and crises faced by the participants
and how they try to solve them. In addition, we suggest
using the notion of ‘sub-program’ as a way of describing
the framing of a specific experiment thus adding to the
program-experiment dialectics in the designing and doing of
experiments.
IASDR 2015
49
Claire Brophy
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Aging and Everyday Technology
This paper presents a literature review and indicative findings
that are part of ongoing research into aging and technology.
The review finds that research on older technology users
Alethea Blackler
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Vesna Popovic
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Keywords: Human-Centred
Design, Industrial Design,
Cross-disciplinary Research,
Innovation and Ageing
has contributed valuable information on the impact
of age-related changes on technology use, as well as
older adults’ acceptance and adoption of contemporary
technologies. However, the majority of the research has
been conducted from the perspective of age-related
differences in use and performance, or it is medicallyfocused, examining the potential of technology to improve
an individual’s quality of life (QoL), for example. Research on
older people and technology does not adequately address
the integration of technology into the everyday lives of
older people. This paper identifies that there is substantial
opportunity to examine older users’ everyday information
and communication technology (ICT) use, and to inform
technology design beyond measures of performance,
usability and adoption.
50
IASDR 2015
Leonardo Burlamaqui
University of Sydney, Sydney,
New South Wales, Australia
[email protected]
Andy Dong
University of Sydney, Sydney,
New South Wales, Australia
[email protected]
Keywords: Design Knowledge,
Design and Usability,
Innovation Design, Interaction
Design
The Identification of Perceived Intended Affordances
An experiment aimed at testing the hypothesis that
perceived intended affordances can be affected by two
distinct dimensions, classification and framing, was
conducted. One hundred and four participants were asked
to tell what action they would most likely take upon eight
artefacts. Responses were tallied according to whether
participants identified the intended affordance. A chisquare test showed that correct responses significantly
varied according to the degree of strength of classification
and framing. However, a textual analysis of responses
to questions asking participants to explain their answers
showed that few of the responses exhibited participants’
knowledge about affordances. The results suggest that
perceived intended affordances have to be learnt or primed
to be identified correctly.
IASDR 2015
51
Jun Dak Chai
National University of
Singapore (NUS), Singapore,
Singapore
[email protected]
Ching Chiuan Yen
National University of
Singapore (NUS), Singapore,
Singapore
[email protected]
Paul Wormald
National University of
Singapore (NUS), Singapore,
Singapore
[email protected]
Problem Framing in Product Design Consultancies: A
Pilot Study
The conceptual design stage is a design phase that is
full of personal decision-making using preferred methods
and strategies for problem framing. Previous studies on
establishing a shared goal and reaching a consensus
between clients and consultants in real-life projects have
seldom been addressed exhaustively. The goal of this study
is to identify the appropriate methods in problem framing
and ways of achieving mutual understanding as practiced by
consultancies based in Singapore and Malaysia. A multiple
case studies research method was used in this study. The
data collection tools included semi-structured in-depth
Keywords: Industrial Design,
Design Management, Design
Issues, Design Case Studies,
Comparative Study
interviews with open-ended questions, follow-up interviews,
and multiple sources of evidence, i.e. interview recordings,
archival records and documentation. Two levels of data
research analysis were conducted with Qualitative NVivo 10,
i.e. within-case and cross-case analysis.
Two approaches in problem framing were identified,
i.e. problem-solving and collaborative approach. When
attempting to achieve a consensus with clients, collaborative
approach shows better merits than problem-solving
approach to reduce the communication barriers and to
streamline the decision-making process with clients. Three
factors affecting the process of achieving a consensus in
problem-solving approach were revealed and discussed.
52
IASDR 2015
Marianella
Chamorro-Koc
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Lisa Stafford
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Barbara Adkins
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Seamless Journeys: Enhancing accessibility to work
through digital technologies for people with mobility
related impairments
Numerous disruptions and barriers are encountered by
persons with mobility-related disabilities in their daily’s
experience of going to work and the pressure these exert on
gaining and maintaining their employment. The nature and
extent of their difficulties to workforce participation entails
a requirement for extensive planning and also strategies
to address problems of being stranded (for example,
when the bus they are waiting for is not accessible). This
paper presents the conceptualisation and methods of
understanding workforce participation as a journey, and a
discussion on the role digital technologies play in helping
Keywords: Human-Centred
Design, Design for Social
Inclusion, Design for Society,
Technologies and Design
people with mobility-related disabilities in their journeys to
work and mitigating disruptions when these occur. This is
presented through an initial case study that helped identify
the sequence of supports needed to be in place to make the
work journey possible. Importantly, the paper also highlights
points of intervention for the use of digital technologies and
where design can potentially help to enhance accessibility to
work for people with mobility-related impairments by making
journeys to work seamless.
IASDR 2015
53
Ming-Shih Chen
Tunghai University, Tiachung,
Taiwan, Taiwan (R.O.C.)
[email protected]
Wen-Che Hsieh
Tunghai University, Tiachung,
Taiwan, Taiwan (R.O.C.)
amaryllis9408049@hotmail.
com
Keywords: Service Design,
User-centred Design, Design
and Culture
A Study on Experimental Marketing and the
Attractiveness of Old Shopping Districts: Taking the
Central District in Taichung City as an Example
The old shopping area in Central District of Taichung City
used to be prosperous and populous, with a great number
of historical monuments, local delicacies, traditional alleys
and streets, and a strong historical and cultural atmosphere.
Despite the gradual decline of the old shopping area due to
economic structural changes, a number of remaining cultural
characteristics and historical elements are still important
for the revival and development of the old shopping
area. As modern customers place greater emphasis on
emotional experiences, implementing experiential marketing
effectively is crucial for the development of shopping
areas. At present, a number of shops have drawn on the
original characteristics of the shopping area in order to
develop innovative experiential marketing strategies to
run their businesses. This study chose the old shopping
area in Central District of Taichung City as the research
site. Interviews were conducted on both shops that adopt
experiential marketing and their customers. Customers’
opinions on the development of shopping area were
collected. By identifying the problems of the overall
development of the old shopping area, this study proposed
suggestions for future planning, thus contributing to the
sustainable development of the old shopping area.
54
IASDR 2015
Ming-Shih Chen
TungHai University, Taichung,
Taiwan
[email protected]
The Attractive Factors of Taichung’s Calligraphy
Greenway
In busy city lives, leisure activities play an important role. As
Ming-Lun Li
TungHai University, Taichung,
Taiwan
[email protected]
well as offering a place for people to relax, urban greenbelts
can allow people to experience nature within their confined
urban location. In order to fully utilize the construction for
public use, Taichung, a city in central Taiwan, has created
Li-hui Lee
TungHai University, Taichung,
Taiwan
[email protected]
a renewable green city space. This study chose Calligraphy
Greenway as the research site, which is an inner city
greenbelt that stretches 3.6 km long, from the National
Museum of Natural Science to the National Taiwan Museum
Keywords: Environmental
Design, Industrial Design
of Fine Arts. Along it, there are many scenic spots to attract
tourists. The subjects of this study were tourists visiting
Calligraphy Greenway, and their attributes and behaviors
were investigated. Meanwhile, the landscape, layout and
pavement design were recorded. Interviews were conducted
to understand tourists’ demands and expectations, and
further determine the attractive factors of Calligraphy
Greenway. As there are scanty studies on in-depth analysis
of the perceived attractive attributes, this study aims to
use the Kano quality model to probe into the demands of
tourists and determine the perceived attractive attributes.
Finally, suggestions on proposed for the further planning and
design of other streets.
IASDR 2015
55
Tien-Li Chen
National Taipei University of
Technology, Taipei, Taiwan
[email protected]
Po-Wen Chen
National Taipei University of
Technology, Taipei, Taiwan,
Taiwan, R.O.C.
[email protected]
Case Study on the Influence of Creativity Characteristic
to Applied Design Category of Skills Competition of
Taiwan Vocational High School
The first objective of this study is to determine measurement
differences between the Williams Scale and the Test of
Divergent Feeling. The second objective is to determine the
relationship between different creativity characteristics and
the competition result. Through the analysis to provide few
Keywords: Design Education,
Design Creativity, Design
Thinking
advises for competition training in creativity characteristic.
This study adopted the Test of Divergent Feeling and
the Williams Scale to collect scores of different creativity
characteristic, and also adopted the Skills competition
to measure students’ performance scores of creativity. In
order to determine the relation between characteristics and
competition result, this study adopted Pearson productmoment correlation coefficient to analyze the correlation;
also adopted Mann-Whitney U test and Kruskal-Wallis H
test to analyze the differences of gender and students from
different regional. The result shows creativity characteristics
“fluency” and “complexity” has positive effect to the
competition result, so the creativity characteristics “fluency”
and “complexity” could be considered as the emphasis in
the competition training. Furthermore, female students could
emphasis on the “fluency” and “flexibility” in the competition
training. Students in the north Taiwan could try to focus on
the creativity characteristics “curiosity” more the competition
training to strengthen the performance in the competition.
56
IASDR 2015
Tien-Li Chen
National Taipei University of
Technology, Taipei, Taiwan
[email protected]
Application of User-Oriented Creative Design System
(UCDS) in Industrial Design Courses
Rapid technological development in recent years has
Ya-Kuan Chou
Graduate Institute of Design,
National Taipei University of
Technology, Taipei, Taiwan
[email protected]
Jen-Chia Chang
National Taipei University of
Technology, Taipei, Taiwan
[email protected]
significantly changed traditional education methods. To
cultivate students’ creative thinking and problem solving
abilities, this study invites 32 students of the department of
design to take part in an experimental course using a UCDS.
The UCDS is used for creatively teaching students, who take
a questionnaire after the course is completed. Statistical
methods are employed to analyze the questionnaire results
and students are interviewed to assess their learning results.
Results indicated that students held positive opinions
Keywords: Design Education,
Design Tools, Industrial Design,
Design Research Teaching,
wTeaching and Learning
Approaches
towards the creative teaching method using a UCDS, and
generally believed it was a complete teaching method that
benefited their learning of product design. The students
identified 6 characteristics of the UCDS teaching method
and offered 7 suggestions. The 6 teaching characteristics
are immediacy, interdisciplinary team, a higher level
of thinking, innovation tools, participatory teaching,
and concrete results. The 7 suggestions are teaching
preparation, teaching materials, concept explanation,
increased participation, teaching demonstration, student
interaction, and teaching rhythm. In addition, teachers
should focus on planning the meeting method between
members, active interaction between members, and tools
of discussion consistent with user habits when teachers are
planning e-learning materials, to provide students with a
more complete e-learning environment.
IASDR 2015
57
Wenzhi Chen
Chang Gung University, KweiShan, Tao-Yuan, Taiwan, R.O.C.
[email protected]
Investigating Instruction Planning for Undergraduate
Industrial Design Core Courses
The purpose of this study is to explore the instruction
Keywords: Design Education,
Industrial Design, Teaching
and Learning Approaches
planning of undergraduate industrial design core (studio)
courses. The study was divided into two phases. First, 18
instructors were interviewed to collect qualitative data. Then,
a survey was conducted, with a questionnaire designed
according to the interview, to collect quantitative data
to verify the results. The questionnaire was sent to 245
industrial design instructors, of which 105 responded. The
main results were as follows. (1) The factors considered
in the process of instructional design included course
objectives, projects and assignments, students, instructors
and project management. (2) The abilities that should be
taught in each year’s core course were different. (3) The
suitable studio pedagogy model was different in each year.
(4) The categories and attributes of each year’s design
project were also different. (5) Ideal student numbers for the
first year are 11–20 per instructor, and 1–10 per instructor in
the final year. In first year, instructors should change for each
project, but not in final year. The information provided in this
study may deepen instructors’ understanding of instruction
planning and provide a reference for teaching in design
education.
58
IASDR 2015
Pei-Jung Cheng
Department of Media Design,
Tatung University, Taipei City,
Taiwan
[email protected]
Li-Hao Chen
Fu Jen Catholic University,
New Taipei City, Taiwan
[email protected]
Keywords: Design Thinking,
Design Activity, Graphic
Design, Practice-Based
Research
Dissimilarities between referencing printed and online
materials in the ideation
The purpose of the study is to examine the characteristics
of the referencing behavior in designers’ ideation. Four
practicing graphic designers were observed while they
completed assigned tasks. The study identified specific
features of ideation in the designers stimulated by printed
and online materials, two distinct methods were used by the
designers in developing ideas based on the process they
used to transform their ideas. A “thinking-seeing-moving”
structure is proposed to describe designers’ ideation
pattern in the digital environment based on considering the
keyword-based information retrieving behavior and highlight
the importance of a mechanism supporting designers’
ideation that includes words and images.
IASDR 2015
59
Peiyao Cheng
School of Design, Hong Kong
Polytechnic University, Hong
Kong, Hong Kong
pei-yao.cheng@connect.
polyu.hk
Ruth Mugge
Faculty of Industrial Design
Engineering, Delft University of
Technology., Delft, Netherlands
[email protected]
Should product innovations look simple or complex?
The effects of visual complexity on consumers’
comprehension of product innovations
Consumers often have difficulty understanding the really new
functions of product innovations. This study explores the
potential role of product appearance, and more specifically
visual complexity, to improve consumers’ comprehension
of product innovations. Because visual complexity is
directly determined by designers, it is essential to equip
Keywords: Design
Management, Innovation
Design, Industrial Design,
Product Design
designers with the knowledge of how visual complexity
influences consumers’ comprehension. We propose that
a visually complex product appearance will result in a
state of congruity with really new functions of the product
innovation. Our results reveal that due to this congruity for
really new products, a visually complex product appearance
can improve consumers’ comprehension of the product
innovation in comparison to a visually simple product. For
an incremental new product, no effects for visual complexity
were found.
60
IASDR 2015
Jae Sang Cho
Howon University, Gunsan,
Jeollabuk-do, Republic of
Korea
[email protected]
A Study on constructing Design Evaluation Index for
Development of Health Care Rehabilitation Medical
Instrument Design
Due to the increase of the aged population and population
Jungpyo Hong
Chonbuk University, Jeonju,
Jeollabuk, Republic of Korea
[email protected]
of the disabled today, there is a growing demand for
rehabilitation medical instruments. Furthermore, there
is a growing demand for evaluation indices for services
that should be provided for uses of the rehabilitation
Keywords: Product Design,
Medical Design, Health Care
Design
medical instruments. The design evaluation index that
is generally being used today is on the accessibility and
efficiency of users of the product. In other words, the
design evaluation index for products used for rehabilitative
medicine is insufficient to be approached from a concept
for products. While there are various design evaluation
indices for household appliances, everyday goods,
architecture and websites, in the case of the rehabilitation
medicine instrument industry, there is no suitable evaluation
index available, making it difficult to make objective
and systematic design evaluations. In addition, when
developing rehabilitation medical instrument products,
while collaboration among rehabilitative treatment experts,
engineers and designers is given emphasis, there are
conflicts of opinions due to the different perspectives of
these groups. It is necessary to develop a rehabilitation
medical instrument design evaluation index that can resolve
such problems.
IASDR 2015
61
Kwangmin Cho
UNIST, Ulsan, South Korea
[email protected]
Chajoong Kim
UNIST, Ulsan, South Korea
[email protected]
The influence of generation in the usage of smart phone
as a means of distributed cognition; an exploratory
study on Baby boomer and Generation Y
The term ‘distributed cognition’ is actually extended mind,
which use artifacts and the environment as a medium for
sharing and communicating information through “offloading”
Keywords: Ergonomics,
Design and Behaviour
change, Design for Wellbeing,
Innovation and Ageing
of information. Distributed cognition can provide additional
skills and information, can slightly change the nature of
the task, make information visible to the user, and hence
reduce mental load and enhance work performances. With
the advent of smart device, distributed cognition plays an
important role in people’s everyday lives. Among many smart
devices, smart phone as a must-have item has changed
people’s lives dramatically in modern society because of
its various functions embedded in a tiny single device.
Many functions of smart phone can help people memorize
something as a means of external representation to reduce
the memory load in their mind and manage everyday tasks.
Generation would be a relevant variable to intervene the
relationship between smart phone use and distributed
cognition. Therefore, this study explores what differences
exist between two extreme generation groups (the Baby
boomer and the Generation Y) in using a smart phone in
terms of distributed cognition. The overall results indicate
that there are significant differences in using smartphone as
a means of distributed cognition between two generations.
62
IASDR 2015
Chun-Juei Chou
National Cheng Kung
University, Tainan, Taiwan
[email protected]
A Method for Identifying Form Restrictions for Idea
Sketch in Product Form Design
This paper introduces a method for identifying form
Yu-Jui Wu
National Cheng Kung
University, Tainan, Taiwan
[email protected]
restrictions (MIFORE) for idea sketch in Product Form
Design. The process of MIFORE is summarized in five
steps. (1) Visual parts of the target product are illustrated.
(2) External elements, such as users, other objects, and the
Keywords: Design Methods,
Design Tools, Product Design,
Teaching and Learning
Approaches
surroundings, related to the target product are illustrated. (3)
Linkages among product parts and external elements are
illustrated as form restrictions. (4) The form restrictions are
indicated as either internal or external, on moving or on nonmoving product parts; (5) The form of the target product is
designed based on the form restrictions. MIFORE has been
lectured to more than 250 students in Industrial Design. It
has been modified for better teaching and learning after
each lecture. Based on a quantitative review involving 15
students’ test, it shows that MIFORE helped the students to
identify more quality form restrictions in various categories
and to do so more efficiently. On the other hand, based on
interviews with six students, it shows that MIFORE helped
them to identify hard-to-find form restrictions and describe
them thoroughly and in detail. This method makes design
students capable of form analysis and idea sketch with
reasonable thinking and confidence.
IASDR 2015
63
Yi-Jin Chou
National Taiwan University
of Science and Technology,
Taipei, Taiwan
[email protected]
Chih-Shiang Wu
National Taiwan University
of Science and Technology,
Taipei, Taiwan
[email protected]
Chia-Hua Li
National Taiwan University
of Science and Technology,
Taipei, Taiwan
[email protected]
Jeng Neng Fan
National Taiwan University
of Science and Technology,
Taipei, Taiwan
[email protected]
Tung-Jung Sung
National Taiwan University
of Science and Technology,
Taipei, Taiwan
[email protected]
Keywords: Experience Design,
User-centred Design, Affective
Design, Service Design
The Effects of Tourist Attributes on Tourism
Transportation Experiences: Evidence from a case of
Maokong Gondola
With the advent of the experience economy, it is crucial for
service providers to understand customer needs or wants,
and provide unique and memorable service experiences.
Moreover, past research argued tourism transportation
service plays a key role in determining overall tourist
experiences. In order to explore the relationship between
tourist attributes and tourism transportation experiences,
this study not only inspected the tourists’ characteristics
of Maokong Gondola, but also examined the relationship
between their attributes and transportation experiences
through a semi-structured questionnaire. This study
collected a total of 115 valid questionnaires and found the
four extracted common factors of the tourism transportation
experiences that were renamed as: peace of mind, novelty,
inspiring, and perception, which would prominently
point out the characteristics of tourism transportation
experience. Results of this study revealed that both of
“resident locations” and “travel companions” of tourist
attributes had significant effects on the inspiring factor of
the tourism transportation experiences. Finally, this study
further proposed two various design concepts for tourism
transpiration services based on the above findings.
64
IASDR 2015
Kenny K. N. Chow
The Hong Kong Polytechnic
University, Hong Kong, China
[email protected]
D. Fox Harrell
Massachusetts Institute
of Technology , Boston,
Massachusetts, United States
[email protected]
A Cognitive and Interpretive Approach to Imaginative
and Affective User Experiences: Two Empirical Studies
of Lively Interactive Artifacts
Grounded in cognitive semantics in cognitive science and
the psychology of emotion, this paper first articulates a
cognitive and interpretive framework of the imaginative and
affective user experiences with “lively” interactive artifacts,
which are reminiscent of everyday life experience. After
Aditya Kedia
The Hong Kong Polytechnic
University, Hong Kong, China
[email protected]
Ka Yan Wong
The Hong Kong Polytechnic
University, Hong Kong, China
[email protected]
Keywords: Interaction Design,
Human-Centred Design,
Experience Design, Design
Research Approaches
discussing the interfaces of one website and one mobile
phone as examples, we demonstrate an approach to
understanding the lively interactive artifacts in provoking
user imagination and emotion. It involves collecting empirical
data as cross-references to the researcher’s critiques, via
user experience tests on the two selected interfaces. The
qualitative findings show how the interactions provoke
participants via conceptual blends, desires, and appraisals
at different moments. This demonstrates the application of
the proposed framework for interpreting users’ meaningmaking processes and informing designers of the emphases
toward their targeted reflective meanings.
IASDR 2015
65
David W. Chung
National Taiwan University
of Science and Technology,
Taipei, Taiwan
[email protected]
Rung-Huei Liang
National Taiwan University
of Science and Technology,
Taipei, Taiwan
[email protected]
Interaction Tarot: A Card-Based Design of Knowledge
Construction for Brainstorming in HCI
Many studies focused on how to construct a card-based
inspiration tool to support designers in the early stage of
their design process. However, most of these studies are
very purpose-specific for informing/ supporting designers
with homogeneous stimuli for well-defined problems and
rarely discussed the fundamental concepts underlying
interaction design for comprehensive exploration in the
Keywords: Interaction Design,
Design Creativity, Design Tools,
Design Knowledge
unknown design space. To address this need, the present
study proposes an approach that demonstrates how we
relate archetypal images of Tarot to interaction design
issues to develop an isomorphic structure, which is broad
enough to cover overall interaction design notions. Based
on the structure as an underlying bearer of intermediatelevel knowledge, we designed an ideation tool, Interaction
Tarot as design provocations not only to make academic
knowledge accessible for interaction designers but also
to stimulate their divergent imaginations in the ideation
process where wild exploration should be embraced. Two
expert reviews provided us with design considerations for
its revision and indicated that Interaction Tarot could span
the ideation horizons, become physical anchors to focus
the idea, and open continuous possibilities to stimulate
designer’s imagination.
66
IASDR 2015
Alicen Coddington
Swinburne University of
Technology, Melbourne, VIC,
Australia
[email protected]
Keywords: Teaching and
Learning Approaches,
Collaborative Design, Interior
Design, Design Education
Collaborative play in a collaborative environment
Agile, malleable and multi-purpose environments within
universities are becoming increasingly more important as
“learning becomes ever more a collaborative process”
(Coulson, Roberts, & Taylor, 2015, p. 11). These forms of
collaborative learning environments blur the boundaries
between learning and social spaces. Lave and Wenger’s
community of practice theorizes the fluidity between
learning and socializing stating the “learning is a socially
constituted characteristic that involves the person and the
social structure” (Wenger-Trayner, 2013, p. 272). Swinburne
Design Factory (SDF) at Swinburne University of Technology,
Melbourne, Australia is an example of a collaborative
learning environment that acts as a community of practice.
SDF is an environment that encourages and facilitates
collaborative learning through the act of collaborative play.
This paper argues that the SDF environment is a spatially
agile and adaptable environment that invites collaborative
learning within a community of practice that is situated
within a university environment. Visual ethnographic data
collected through photography captured the blending of
learning and social activities and interactions within the
SDF environment. The activities and interactions captured
demonstrate that the SDF playground is in effect a facilitator
for shared, collaborative learning.
IASDR 2015
67
Eliel De la
Cruz Laureano
The University of Sydney,
Sydney, NSW, Australia
[email protected]
Martin Tomitsch
The University of Sydney,
Sydney, NSW, Australia
[email protected].
au
Keywords: Design Methods,
User-centred Design, Design
Tools, Design Research
Methods, Participatory Design
Black Box Ideation: A Method for Gathering Users’
Expectations for Future Design Technologies
In this paper we propose a participatory method for
collecting data about users’ preferences for the adoption
of future technologies in their work practice. The method
uses a black box as a representation of a system, which
provides some form of output based on user input without
requiring a full understanding or specification of the inner
workings of the box. Participants are asked to imagine the
black box to be a magical device and encouraged to use
it during typical work scenarios. We evaluated the method
with 15 post-graduate students in an architecture program.
Our findings show that the Black Box method successfully
triggered participants to imagine solutions ahead of currently
available technology. It further led participants to articulate
problems and frustrations they are experiencing with
technology that is currently used in the architectural design
process. We conclude that having a completely blank
canvas with no limitations or technical constraints liberates
participants’ imagination, and the tangible quality of the
black box leads them to integrating imagined solutions into
their work practice. We suggest that the Black Box method
is particularly a powerful method to identify user interface
solutions that make use of new ubiquitous computing
technologies and natural user interfaces.
68
IASDR 2015
Shital Desai
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Alethea Blackler
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Vesna Popovic
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Intuitive Use of Tangible Toys
Interfaces for children have continued to evolve in terms
of complexity, with toys ranging from traditional tangible
interfaces to apps with digital interfaces and hybrid toys
with mixed physical and digital interfaces. However, there
is limited research done to investigate their potential for
intuitive use.
This research study compares a tangible toy and an
equivalent toy in the digital world (app) for intuitive use.
Non-parametric Mann-Whitney U test results showed
that the tangible toy was more intuitive than the intangible
counterpart. Tangible systems are less complex to
use and they require less time to encode and retrieve
Keywords: Interaction Design,
Design for Special Needs,
User-centred Design, Industrial
Design
associated knowledge to use them intuitively. They are
associated with low domain transfer distance and easily
discoverable features. Intangible interfaces, on the other
hand, require greater complexity and time to encode and
retrieve associated experiential knowledge. Intangibles
are associated with larger domain transfer distance and
undiscoverable features which affects their intuitive use.
Design implications and future work are discussed,
emphasising the need for investigating aspects that make
tangible systems intuitive to use.
IASDR 2015
69
Minke Dijkstra
University of Twente,
Enschede, Overijssel, The
Netherlands
[email protected]
Mieke van der BijlBrouwer
University of Technology
Sydney, Sydney, NSW, Australia
mieke.vanderbijl-brouwer@uts.
edu.au
Innovation in the Medical Design Industry through the
use of Thematic Framing
The healthcare industry struggles with the creation of
radical innovations due to many different stakeholders
with competing interests. This research project aimed at
the development of a methodology that supports medical
designers to create innovations by using deep human
insights. As a starting point, we used a four-layer model of
insights into human needs and aspirations, ranging from
Geke Ludden
University of Twente,
Enschede, Netherlands
[email protected]
solutions (‘what’) and scenarios (‘how’), to goals and themes
(‘why’). To transform this model into a design methodology,
we iteratively developed and evaluated the methodology
together with medical designers in a real world design
Willem Mees van der Bijl
ID&E Pty Ltd, Sydney, NSW,
Australia
[email protected]
setting. As a result, we distinguished five stages of a so
called ‘Thematic Framing’ process: (1) current frame, (2)
needs and aspirations, (3) themes, (4.a) new frames, (4.b)
ideas for solutions, and (5) opportunities. The added value of
Keywords: Design Methods,
Human Needs, Innovation
Design, Medical Design
the methodology is that the ‘why’ level is divided in why’s on
the goal level – within the design context – and why’s at the
theme level that will be analysed outside the design context.
Moving outside the design context allows for mapping the
pattern of the theme to solutions in other contexts; this can
create metaphors that can subsequently form a bridge to
new frames and solutions.
70
IASDR 2015
Wei Ding
Japan Advanced Institute
of Science and Technology,
Nomi, Japan
[email protected]
Yukari Nagai
Japan Advanced Institute
of Science and Technology,
Nomi, Japan
[email protected]
Jing Liu
Dalian Polytechic University,
Dalian, China
[email protected]
Keywords: Design for Special
Needs, Design Creativity,
Smart Materials, Wearable
Technologies, Design for
Health
Smart Clothing Design: A machine learning approach
Smart clothing involves embedding sensors as well as
other electronic devices into clothing to collect signals from
the human body and the environment in order to react
intelligently and appropriately. One of the biggest challenges
in smart clothing design is the difficulty of addressing both
comfort and sensor accuracy in real-world applications.
Usually, skin-tight sensors provide good signal accuracy but
feel uncomfortable, while comfortable sensors that loosely
contact the skin lead to poor accuracy. In this work, we
propose a statistical machine-learning approach to enhance
the sensor performance by integrating the information from
inaccurate non-contact sensors, so that higher accuracy
can be achieved without making people uncomfortable. We
implement this by detecting the body temperature using
sensors not directly in contact with the skin. We develop
several types of features from the temperature sensors
and integrate them with a non-linear regression model. The
experimental results show that our method can improve
performance by over 30% compared to the simple average
and linear regression methods. This justifies the feasibility
and potential of machine learning being used for a better
tradeoff between sensor accuracy and comfort in smart
clothing design.
IASDR 2015
71
Stefanie Di Russo
Swinburne University,
Melbourne, Victoria, Australia
[email protected]
Design and Taxes: A case study on design thinking in
the Australian Taxation Office
This paper is an exploration into how a design thinking
Keywords: Design Thinking,
Human-Centred Design,
Design Case Studies, Design
Methods, Service Design,
Design Knowledge, System
Design Approach
approach is applied and managed in a large-scale, complex
environment that is the Australian Taxation Office. It will aim
to answer the question: how does the Australian Taxation
Office apply a design thinking approach? Through analysis
of empirical evidence gathered from archival documentation,
semi-structured interviews and research conducted on
design in the Australian Taxation Office. This paper extends
upon existing research focused on design thinking capability
in complex organisations. It provides an empirical account
on the practicalities of how a design thinking process is
used in the day-to-day practice of a large-scale public
service organization, highlighting the application and
effectiveness of using a design approach in context of a
complex environment that is the Australian Taxation Office.
This paper finds that design thinking in the ATO relies
heavily on visualisation techniques and a holistic and a
systemic approach enabled through blueprinting and intent
scoping. Furthermore, designers in the ATO adopt a passive
facilitatory role to allow design thinking to emerge through a
multidisciplinary core design team.
72
IASDR 2015
Yuanfa Dong
China Three Gorges University,
Yichang, Hubei, China
[email protected]
An acquisition method of multisensory user experience
indicators with situation integrated
Nowadays, consumers are no longer merely satisfied with
Wenrong Liu
China Three Gorges University,
Yichang, Hubei, China
[email protected]
functional use of products. They are seeking for a kind of
pleasure experience in emotional, intellectual and even
spiritual level through multisensory channels. In order to
ensure successful launch of a product, it is extremely
Keywords: User-centred
Design, Experience Design,
Innovation Design, Design
Evaluation, Interaction Design,
Product Design
important to acquire user experience indicators that can
provide operational reference to help designers carry out
the experience design. This article discusses the formalized
definition of situation and multisensory in the process
of user experience generation, analyzes the generating
process of user experience with situation integrated and
builds a generating model of user experience with situation
integrated. Based on that model, acquisition methodology
and reduction algorithm of user experience evaluation
indicators are proposed. Finally, the feasibility of this method
is verified by the acquisition process of certain experience
evaluation indicators of the automotive products.
IASDR 2015
73
Kees Dorst
University of Technology
Sydney, Sydney , NSW,
Australia
[email protected]
Vasilije Kokotovich
University of Technology
Sydney, Sydney, NSW, Australia
[email protected]
Keywords: Design Thinking,
Design Theory, Design Case
Studies, Design Methods
Comparing Frame Creation and TRIZ: from model to
methodology
In this paper we discuss a core quality of expert design
practice, the ability to create new approaches to problems. If
design can be seen as connecting Humanity to Technology,
then the Frame Creation model we will introduce here
focuses on the Human side of the problem, while an
Engineering Design methodology like Theory of Inventive
Problem Solving [TRIZ] does the same for the technical side
of the equation. We will first illustrate such a complex Frame
Creation project, using an example to establish an informal
proof-of-concept. This raises the question how may we
move from such a proof-of-concept to critically develop and
validate a complete methodology. To answer this question
we will draw parallels between the evolution of the welldeveloped and accepted TRIZ in Engineering Design, and
the continuing evolutionary trajectory of “Frame Creation”.
74
IASDR 2015
Andrea Epifani
The University of Queensland,
St Lucia, QLD, Australia
[email protected]
Marie Boden
The University of Queensland,
St Lucia, QLD, Australia
[email protected]
Larissa Meinicke
The University of Queensland,
St Lucia, QLD, Australia
[email protected]
Ben Matthews
The University of Queensland,
St Lucia, QLD, Australia
[email protected]
Stephen Viller
The University of Queensland,
St Lucia, QLD, Australia
[email protected]
Keywords: Design for Special
Needs, Design and Usability
Collaborative Design
Designing for Visually Impaired developers
This paper a case study of the interaction design of
software development tools for visually impaired students
and professionals. We have designed and evaluated an
interface that provides visually impaired developers a
richer experience by introducing a combination of haptic
and auditory feedback on a single platform. In addition
to this, we have also looked at how utilizing existing
technologies might allow visually impaired developers to
collaborate with their sighted colleagues and peers. By
studying existing research literature, interviewing visually
impaired programmers and professional disability staff, we
have identified common problems with existing software
development solutions and their users. We implemented the
interface in the form of a paper-based prototype, which we
evaluated with visually impaired users who have experience
with software development interfaces. The users’ evaluation
indicated that further work in this space might change how
developers with visual impairments can learn how to code
and improve programming tasks conducted in collaboration
with their sighted colleagues. From this study, we formulate
five recommendations for the design of support for visually
impaired users of programming environments: combine
haptic and audible feedback, shorten and diversify sound
feedback, create scalable interfaces, build on existing
technologies and integrate with common Integrated
Development Environments.
IASDR 2015
75
Lawrence Farrugia
University of Malta, Msida,
Malta
[email protected].
mt
Jonathan Borg
University of Malta, Msida,
Tal-Qroqq, Malta
[email protected]
Keywords: Emotional Design,
Design and Behaviour change,
Design Tools, System Design
Approach
An Approach Exploiting the Interplay between Elicited
Emotions and Product Design to Improve Business
Competitiveness
The elicitation of a human emotion, may be regarded as
a consequence of the interaction between the human
individual and the properties of the designed system. In
addition, elicited emotions have a capacity to influence the
behavior of the individual experiencing them. Research
into product design and emotions has so far exploited the
interplay between the emotions elicited from customers
and their purchase behavior, in order to improve business
competitiveness. Yet this relatively new area of research,
has been limited to the consideration of human-product
interactions that take place during the use phase. The
research work presented in this paper extends the notion
of human-product interactions across the entire life-cycle
of the product. In addition to customers, the research work
considers the emotions elicited from human life-phase
workers who interact with the artefact during phases which
precede and follow the use phase. The paper contributes
with an approach which is intended to support design
teams in eliciting desirable emotions from both workers and
customers. The motivation behind this approach is that the
competitiveness of a business can be further improved, by
exploiting the interplay between the elicited emotions and
the change in human behavior across multiple life-cycle
phases.
76
IASDR 2015
Stu Favilla
Swinburne University,
Hawthorn, VIC, Australia
[email protected]
Portable Ambisonic Opera: Wagner’s Ring Cycle in the
back of the Van
This paper presents a portable ambisonic system and audio
Joanne Cannon
create, Melbourne, VIC,
Australia
joanne_cannon@bigpond.
com
Sonja Pedell
Swinburne University,
Hawthorn, VIC, Australia
[email protected]
David Kram
create, Melbourne, VIC,
Australia
[email protected]
Keywords: Interaction
Design, Design and Culture,
Technologies and Design,
Cross-disciplinary Research
design for a miniature Opera production of Wagner’s Ring
Cycle. The paper outlines specialized design requirements
and then presents a dedicated portable holographic
sound solution for four channel powered amplifier system
including audio software, sound visualization techniques,
implementation of spatial motion techniques and dedicated
hardware controller devices. The paper presents qualitative
evaluations from a number of public performances and
discussion of the system’s operation compared to that of
conventional stereo amplification. Results demonstrate
that four channel higher order ambisonic systems can be
used for Opera to project convincing holographic audio
effects in a variety of performance settings. Results from this
paper suggest that within highly reverberant performance
settings, ambisonic systems may perform much better
than conventional stereo systems constituting a relevant
application area for ambisonic technologies in the future.
IASDR 2015
77
Stu Favilla
Swinburne University,
Hawthorn, Victoria, Australia
[email protected]
Audio Genie: Ambisonic Interaction for People with Age
Related Blindness
This paper presents the first stage of a project aimed at
Sonja Pedell
Swinburne University,
Hawthorn, Victoria, Australia
[email protected]
helping very elderly people living in their own homes with
age related blindness to in better connect via technology to
people and take part in the digital world. Very elderly people
who become blind don’t have the same opportunities to
Joanne Cannon
University of Melbourne,
Melbourne, Victoria, Australia
joanne_cannon@bigpond.
com
Keywords: Healthy Ageing,
Cross-disciplinary Research,
Innovation and Ageing,
Inclusive Design
acquire new skills such as braille reading and job access
with speech computing protocols. Vulnerable to social
isolation and restricted in their mobility this paper describes
a solution to reconnect these people through technology
and engage in the digital world. Here we describe the design
process of an audio-interaction based solution for the home.
Research presented includes a case study exploring the use
context, design requirements, review of appropriate design
technologies, and a first generation product in the form of a
novel implementation of ambisonic spatial sound projection.
The paper also includes an example and evaluation of an
ambisonic audio interaction.
78
IASDR 2015
Paul David Found
National Chiao Tung
University, Hsinchu, Taiwan
[email protected]
Customizing personal objects: a pilot study using a
smartphone to “design” a mini vase
This research tests a prototype design application (app) that
Ming-Huang Lin
National Chiao Tung
University, Hsinchu, Taiwan
[email protected]
uses real time sensor data, captured and processed via
a smartphone, to generate a series of unique vase forms.
Smartphone technology, with the support of embedded
sensors, the app, and 3D printing processes, are applied
Keywords: Technologies
and Design, Design Methods,
Design Tools, Product Design
in the design and instantiation of the vases. The users’
feedback on the complete process is also examined.
The research found that the described design process
could be successfully applied to the design, and ultimately
manufacture, of the vases. Users stated that the app was
easy to use, and allowed them to create intriguing forms
they could not otherwise design. While both designers and
non-designers found the app usable, they had different
expectations from it. This insight uncovered areas where
future iterations of the app could be improved.
IASDR 2015
79
Wendy Fountain
University of Tasmania, Hobart,
Tasmania, Australia
[email protected]
Keywords: Environmental
Design, Design Research
Approaches, Participatory
Design, Cross-disciplinary
Research
Integrating housing and food systems through design
research for resilience
This paper proposes design research for resilience as a
participatory, practice-focused means of achieving new
design knowledge, in the service of urban resilience. It
focuses on a recent Australian doctoral study from which
strategies for integrating housing and food systems were
generated by designing for increased adaptive capacity,
inter-scalar regenerative systems and greater food security.
This fostered interplays between design and ecology, in
addition to the biospheric sciences, agricultural sciences
and social sciences pertaining to housing, food and
consumption. The approach is expressed in relation to
research into, for and through design, also demonstrating
the compatibility between design research and resilience
inquiry. The three-phase research design comprises: (i)
social-ecological analysis of the status quo in housing, food
provisioning, consumption and food culture; (ii) a multihousehold ethnography in 12 food-producing settings;
leading to (iii) participatory design workshops and design
iterations. Key outcomes discussed include ethnographic
insights relating to scale and tenure, participants’ design
proposals for optimizing home-based food production, and
the distillation of a design meta-brief guiding my own design
process. Emergent regenerative food axis design patterns
for high-density, medium-density, suburban and peri-urban
housing are proposed, in addition to a strategic framework
targeting design practitioners and design education.
80
IASDR 2015
Teresa Franqueira
University of Aveiro, Aveiro,
Portugal
[email protected]
Design Methodologies and Tools used in Workshops for
Social Innovation
This article describes a set of workshops design-driven
João Sampaio
University of Aveiro, Aveiro,
Portugal
[email protected]
methodology that has explored the social entrepreneurship
and social innovation dimensions to empower local
communities. The workshops were organized by a
multidisciplinary team from University of …… (Design,
Keywords: Co-designing,
Social Design, Design for
Society, Design for Social
Innovation, Design Research
Approaches, Design Research
Methods, Collaborative Design,
Participatory Design, Crossdisciplinary Research, PracticeBased Research
Social Sciences and Governance, Management and
Economics, among others), and were requested by 11
municipalities of the ……. Region in order to promote
services based in sustainable lifestyles, active citizenship,
social inclusion, cultural diversity and new economic
models. The workshops intended to develop services based
on social entrepreneurship between local communities
and alumni from the University of ……. The workshops
included a number of phases dedicated to the explanation
of concepts, examples and current opportunities for
entrepreneurship and social innovation, Design exercises on
which participants went through several phases, generating
possible solutions in the framework of a service concept for
their communities, and also a session with a Management
and Economic team, in order to build a sustainable financial
scenario. The workshops were organized in 4 themes
according to the opportunities previously mapped in the
region: Health & Care; Agriculture & Food; Tourism &
Sustainable Development; Cultural Heritage Preservation.
Each workshop has resulted in 2 or 3 service ideas.
IASDR 2015
81
Zhiyong Fu
Tsinghua University, Beijing,
China
[email protected]
Yipei Shen
Tsinghua University, Beijing,
China
[email protected]
Yuxiang Wu
Tsinghua University, Beijing,
China
[email protected]
Keywords: Design for Social
Sustainability, Design for Social
Innovation, Design Case
Studies, Co-designing
Convert Social Problem into Design Solution: Digital
Social Innovation Engaging Truck Drivers, NGO and
Design Scholars
Increasing globalization of markets and supply chains means
that the global freight industry is essential to economic
growth. But the freight sector has disproportionate
environmental and social impacts: fuel use, CO2 emissions,
air pollution and working conditions. To address these
challenges, the effort of multiple stakeholders and
transdisciplinary organizations is needed. In this paper,
we propose a framework to tackle such social problems
by engaging multiple stakeholders within a process of
converting social problem into design solution. Moreover,
we study this framework with a project by engaging truck
drivers, NGO and design scholars to help truck drivers
reduce their fuel consumption. We describe the process
of how we convert this social problem into a digital social
innovation solution by conducting desktop research,
field research and co designing. After that, we propose
a dedicated App design and service design as a Digital
Social Innovation solution. We discuss what we learn from
implementing this framework and provide suggestions for
other researchers and practitioners to use this framework in
future study with a wider perspective.
82
IASDR 2015
Takao Furukawa
Kyoritsu Women’s University,
Tokyo, Japan
[email protected]
Chronological Trend Analysis of Luxury Fashion Brands
by Impression Measurement
This study aims to analyze chronological changes in
Chikako Miura
Kyoritsu Women’s University,
Tokyo, Japan
[email protected]
fashion trends of luxury brands by evaluating consumers’
impressions of ready-to-wear product images exhibited at
four major fashion weeks. As an objective and quantitative
method, we conducted cluster analysis on pairs of
Keiko Miyatake
Kyoritsu Women’s University,
Tokyo, Japan
[email protected]
adjectives to determine a set of 14 semantic differential (SD)
scales, which were then used to measure the impressions of
the images. SD analysis was applied to 128 sets of images,
comprising designs from four luxury brands (Burberry
Asuka Watanabe
Kyoritsu Women’s University,
Tokyo, Japan
asuka_watanabe@kyoritsu-wu.
ac.jp
Makoto Hasegawa
Tokyo Denki University, Tokyo,
Japan
[email protected]
Keywords: Fashion
Design, Kansei Theory and
Methodology, Corporation/
Brand/Product Identity, Design
Evaluation
Prorsum, Chanel, Gucci, and Marc Jacobs) for two seasons
of each year from 2000 to 2015. Chronological changes
in SD scores reveal the dynamics of the luxury fashion
brands over the 16 years beginning in 2000. Furthermore,
factor analysis of the SD data reveals four main influencing
factors: (1) color, (2) orthodoxy, (3) decorative, and (4) girlish.
Chronological changes influenced the factor scores in terms
of trends for the luxury fashion brands. The results show
significant differences among these luxury brands, measured
by the visual impressions of female ready-to-wear products,
which correspond to their fundamental design identity from
past to future. Consequently, the study demonstrates the
reliability of the proposed method for trend analysis.
IASDR 2015
83
Ismael Gaião Filho
UFPE, Recife, Pernambuco,
Brazil
[email protected]
Fabio Campos
UFPE, Recife, PE, Brazil
[email protected]
Keywords: Design and
Usability, Ergonomics,
User-centred Design, Universal
Design
84
IASDR 2015
Heuristics of Conception for Digital Comic Books
Digital comic books have gained new momentum in the
industry with the sale of e-books, but the project still fail
in the design, especially as digital reading platform and its
peculiarities for its users. The focus of this research is to
indicate ways of heuristics and design methods to improve
the experience of artifact creation, correcting the problems
diagnosed and elevating the user experience.
Annie Gentes
Telecom ParisTech, Paris,
France
[email protected]
Mood boards as a tool for the “in-discipline” of design
This paper analyses the use of mood boards in design
education not only as a means of conception and
communication but also as a method that brings
Frédéric Valentin
Telecom ParisTech, Paris,
France
[email protected]
Emeline Brulé
Telecom ParisTech, Paris,
France
[email protected]
Keywords: Design Methods,
Design Creativity, Design Case
Studies, Design Education
interdiciplinarity into play. It presents a longitudinal study
of two use cases in two different educational contexts: a
design school and an engineering school. After analyzing
mood boards, their production and presentation, the authors
suggest that mood boards actually help practitioners
to draw pertinent questions and responses because
they organize three conceptual activities: discretization,
coherence, and relevance. The discretization of fields,
objects, facts, deconstructs the disciplines as such, but also
organizes the interplay of disciplines. This interplay could
be dismissed as undisciplined. But we suggest that the
format―i.e. the formal meaning of the media―shapes
the process and organizes a rationally and efficiently
constructed space of conception. After Rancière, we
suggest that the concept of “indiscipline” covers not only
the deconstruction and the stepping out of disciplines,
necessary to the process of conception, but also that it
reflects the rigorous framing of this process through formal
and practical meaning making.
IASDR 2015
85
Judith Glover
Industrial Design, RMIT,
Melbourne, Victoria, Australia
[email protected]
Liam Fennessy
Industrial Design RMIT,
Melbourne, Victoria, Australia
[email protected]
Soumitri Varadarajan
Industrial Design RMIT,
Melbourne, Victoria, Australia
soumitri.varadarajan@rmit.
edu.au
Apprehending Kawaii for Industrial Design Theory
Kawaii and notions of ‘cute’ are influencing an emerging
and tacit form of integration of Asian material-culture
concepts within Australian industrial design practice and
education. Yet the origins, meanings and values of kawaii
are largely unknown outside of Asian cultural studies
and Japanese design practice. While dominated by
Japanese design, new centres of Kawaii-esque cultural and
commercial production and consumption such as Hong
Kong, Singapore, Shanghai and Taiwan are developing and
consequently new approaches to Asian cute are evolving.
Such a shift in aesthetic sensibilities presents a potential
Keywords: Design and Culture,
Industrial Design, Design
Education, Teaching and
Learning Approaches
rupture in traditional industrial design discourses, visual and
material techniques and strategies for value attachment
to products. This paper examines literature around kawaii
in order to contextualise kawaii culture and products for
the purposes of the kinds design analysis that is common
inside industrial design. Centred on defining the drivers of
kawaii from a socio-cultural design analysis process a thick
description of kawaii for design is presented as a means of
apprehending this particular discourse of cute. An analysis
of the elements of kawaii that are useful in the product
development processes of industrial design are drawn from,
and discussed with, reference to literature and examples in
the field.
86
IASDR 2015
Rafael Gomez
Queensland University of
Technology, Brisbane, Australia
[email protected]
Tricia Flanagan
Hong Kong Baptist University,
Hong Kong, China
[email protected]
Rebekah Davis
Griffith University, Brisbane,
Australia
[email protected]
Keywords: Design Education,
Experience Design, Fashion
Design, Industrial Design,
Interaction Design, Product
Design, Technologies
and Design, Wearable
Technologies, Teaching and
Learning Approaches
Designing Experiences with Wearables: A case study
exploring the blurring boundaries of art, design,
technology, culture and distance
This paper details a workshop aimed at exploring
opportunities for experience design through wearable art
and design concepts. A case study titled Cloud Workshop:
Wearables and Wellbeing; Enriching connections between
citizens in the Asia-Pacific region was initiated through
a cooperative partnership between Hong Kong Baptist
University (HKBU), Queensland University of Technology
(QUT) and Griffith University (GU). Digital technologies
facilitated collaboration through an inter-disciplinary,
inter-national and inter-cultural approach (Facer &
Sandford, 2010) between Australia and Hong Kong.
Students cooperated throughout a two-week period
to develop innovative wearable concepts blending art,
design and technology. An unpacking of the approach,
pedagogical underpinning and final outcomes revealed
distinct educational benefits as well as certain learning
and technological challenges of the program. Qualitative
feedback uncovered additional successes with respect to
student engagement and enthusiasm, while uncovering
shortcomings in the delivery and management of information
and difficulties with cultural interactions. Potential future
versions of the program aim to take advantage of the
positives and overcome the limitations of the current
pedagogical approach. It is hoped the case study will
become a catalyst for future workshops that blur the
boundaries of art, design and technology to uncover further
benefits and potentials for new outcomes in experience
design.
IASDR 2015
87
Tamara Goodings
Swinburne University of
Technology, Melbourne,
Victoria, Australia
tamara.goodings@hotmail.
com
Clifford Guerney
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Angeline Mayasari
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Evelyn Caceres
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Pamela Soto
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Sonja Pedell
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Keywords: Design and Culture,
Design for Social Innovation,
Digital Design, Healthy Ageing,
Inclusive Design
88
IASDR 2015
Integrating Ethnic Minorities via Technology Use:
Designing an iPad App for and with Elderly Italians
A community of elderly Italian residents lives on the
outskirts of a city in Australia. They need accessible
learning opportunities to help them retain language skills
and to engage fully with their community beyond their
cultural safety nets. This research investigates how design
can enhance communication and engagement for these
residents. We conducted an empirical study to develop
technology that helps the council staff of a weekly activity
group to better address the needs of older residents
whose first language is not English. The research followed
a human-centred design approach, including co-design
activities to inform the development of an iPad application,
specifically tailored for this elderly user group. The design
considers the social and cultural circumstances of the
elderly migrants, as well as their specific learning needs.
Our research elicits the design requirements for an iPad
application and evaluates its adoption beyond mere
usability. O’Brien and Toms’ (2008) Proposed Model of
Engagement (PME) served as a framework throughout the
design process to assess the success of our application.
Our findings show that the developed ‘Timple’ application
constitutes an engaging technology with innovative learning
opportunities that addresses social interaction needs, and
individual interests of this minority successfully.
Congying Guan
Northumbria University,
Newcastle, Tyne and Wear, UK
congying.guan@northumbria.
ac.uk
Shengfeng Qin
Northumbria University,
Newcastle, Tyne and Wear, UK
sheng-feng.qin@northumbria.
ac.uk
Keywords: Technologies and
Design, Design Aesthetics,
Fashion Design, Design
Knowledge
Robotic Stylist- A design oriented apparel
recommendation system
This paper aims to prototype a design-oriented apparel
recommendation system based on Artificial Intelligence
technology. The Robotic Stylist recommends appropriate
clothes to match up with the wearer’s body images and
occasions according to the design features of apparel in
terms of lines, colors, patterns, prints and textures. Such a
system deals with web-based recommendation with realtime results from huge online apparel market to improve
users’ experiences while shopping online. A large design
evaluation dataset is collected from both fashion experts
and peer groups of users via crowdsourcing platform.
Artificial Neural Networks are adopted to simulate product
judgments process of human brain by training the dataset.
The optimization of predicted evaluation results from
networks is the solution of recommendations.
IASDR 2015
89
Raghavendra Reddy
Gudur
University of Canberra,
Canberra, Australia
raghavendra.gudur@canberra.
edu.au
Alethea Blackler
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Vesna Popovic
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Methodological issues with older users as research
participants
Researching with older participants presents many unique
methodological challenges. One of the reasons for this is
the greater variability in abilities among older than among
younger people. Thus, the standard practice in user
research of assuming homogeneity in a certain demographic
group may not work with older adults. Designing
experiments for users with diverse capabilities is challenging
and calls for re-examination of existing experimental design
methods. In this paper we will share our experience in
researching with people with diverse capabilities and present
its implications and possible way to address them.
Doug Mahar
University of the Sunshine
Coast, Sippy Downs,
Queensland, Australia
[email protected]
Keywords: Design Ethics,
Design Methods, Design
Research Methods, Graphic
Design, Technologies and
Design
90
IASDR 2015
Ting Han
Shanghai Jiao Tong University,
Shanghai, China
[email protected]
Zhanxun Dong
Shanghai Jiao Tong University,
Shanghai, China
[email protected]
Understanding Chinese Design: Cluster Distribution
and Affinities Research of Design Journals in Mainland
China
In this study, based on the journal co-citation data, the
researchers do the exploratory work on the network
structure of Chinese design periodicals by hierarchical
clustering and multidimensional scaling analysis, to explore
Chuncheng Zhao
Shanghai Jiao Tong
University, Shanghai, China
[email protected]
the cluster distribution of design journals in China and the
affinity relationship between each other. The study takes
Peking Chinese core journals, Chinese Science Citation
Database source journals and other core design periodicals
Keywords: Industrial Design,
Design Education
as the samples, uses the Chinese academic journals online
publishing pool (CAJD) to get the co-citation data between
each two journals, builds the co-citation matrix of Chinese
design journals and converted to the correlation matrix, and
uses the hierarchical cluster analysis and multidimensional
scaling analysis on the correlation matrix which provided by
SPSS software. Using hierarchical cluster analysis method
can build the pedigree diagram of the samples in which the
aggregation process can be seen more clearly, and thus the
entire samples can be classified. Multidimensional scaling
analysis can create multi-dimensional spatial perception
map, so as to reflect the similarities or differences of the
samples. The research methods and the visualization of
the results have important reference value for us to explore
the cluster distribution and affinity relationships of Chinese
design journals.
IASDR 2015
91
Masaki Hata
Keio University, Yokohama,
Kanagawa, Japan
[email protected]
A Design Guideline of Value Growing Artifact for
Timeaxis Design
In recent years, environmental issues due to mass disposal
Koichiro Sato
Keio University, Yokohama,
Kanagawa, Japan
[email protected]
and energy waste, and lack of spiritual richness have
become crucial. Value Growth Design, a design concept
is proposed as an effective solution to the problems. In
previous studies, 4 types of value growth were extracted
Yoshiyuki Matsuoka
Keio University, Yokohama,
Kanagawa, Japan
[email protected]
by the cluster analysis of existing value growth designs.
Furthermore, 9 factors of value growth were extracted
and verified using the mathematical quantification theory
class 2. However, the guideline has not been established.
Keywords: Design Science,
Sustainable Design, Design for
Social Sustainability, Kansei
Theory and Methodology
Thus, in this research, we establish a guideline focusing on
material properties concerning application of the guideline
to artifacts and services. Herein, as the first step to establish
the guideline, we extract the features of materials by
sensory evaluation, principal component analysis, cluster
analysis and discriminant analysis. Moreover, we discuss an
application of the Value Growth Design focusing on material
properties using the knowledge from previous research. As
a result, we establish a guideline of Value Growth Design
which shows necessary elements for value growth, factors
to realize the elements, and properties of materials needed
to be focused.
92
IASDR 2015
Naomi Hay
Griffith University, Brisbane,
Queensland, Australia
[email protected]
Socially and Environmentally Responsible Design: A
Cross Disciplinary Approach
Global communities are faced with escalating challenges of
Petra Perolini
Griffith University, Brisbane,
Queensland, Australia
[email protected]
climate change, resource depletion, increasing waste, urban
decay, population fluctuations and displacement of the
geographically, politically and economically disadvantaged.
Within this context, it is time to re-think the circumscribed
Rebekah Davis
Griffith University, Brisbane,
Queensland, Australia
[email protected]
boundaries of current design practice, re-directing the
agenda of design to explore a cross-disciplinary approach
to the increasing levels of risk in the built environment, to
ensure sustainable long-term futures.
Peter Hall
Griffith University, Brisbane,
Queensland, Australia
[email protected]
This paper will provide an account of a current initiative
in “pedagogical praxis” (Shaffer 2004) called LiveSpace, a
studio for Socially and Environmentally Responsible Design
based at Griffith University. Using as a case study a project
Keywords: Sustainable Design,
Collaborative Design, Design
Knowledge, Design Education
developed in Charleville, Western Queensland the paper
demonstrates a means of addressing expanding complex
regional issues through an authentic cross-disciplinary
approach to design education and design thinking. By
creating an “experimental learning environment” (Shaffer
2004), LiveSpace aims to prepare graduates for future
work practices, as well as establishing a framework for
inventing new participatory approaches in collaboration with
communities, local government, businesses and not for
profit groups.
IASDR 2015
93
Matthias Hillner
[email protected]
Design IPR — a blessing or a burden
This paper examines intellectual property protection options
Keywords: Intellectual
Property Rights in Design,
Design Management,
Innovation Design
available to start-ups and SMEs who are recognised as
an important source of innovation, despite their limited
resources and knowledge to select, secure and enforce their
legal rights to their innovations. This paper focuses mainly
on the comparison between patents and registered designs.
A cost-comparison helps to evaluate the effectiveness of
both measures, before assessing to what extent either of the
two measures can be deployed by design-led start-ups.
The majority of studies do not differentiate between
large corporations, SMEs and micro-scale start-ups. This
constitutes a problem. The fact that the latter have limited
access to financial resources and complementary assets
such as manufacturing facilities and distribution networks
sets them aside from established businesses.
Teece argues that IP can be utilized to compensate the
lack of complementary assets during the early phase of a
business development. But Teece discusses this matter in
conjunction with the risk of being imitated. However, the
risk of radical innovations to be imitated during the start-up
phase is small. Compared to established businesses, startups face a different set of challenges. This study will sketch
out development models and strategies, which will provide
designer-entrepreneurs with guidance in their decisionmaking.
94
IASDR 2015
Nobuyuki Hirai
University of Tsukuba, Tsukuba,
Ibaraki, Japan
[email protected]
Hiroya Igarashi
University of Tsukuba, Tsukuba,
Ibaraki, Japan
[email protected]
Keywords: Product Design,
Service Design, Wearable
Technologies
Study of sensitivity and propagation of bass sound
vibration on human torso
It is considered that vibration due to loud bass sound is
one factor of attraction in live concert. The Purpose of this
study is to obtain data of vibration sensitivity of Human
torso for making wearable device that inputs bass vibration
into human body for “Remote Live” concert. In this study,
the sensitivity of vibration of several points on human torso
were measured in 3 types of frequencies. And the range of
propagation of vibration are reported by Questionnaire. From
this experiment, it is found that 4 points have high sensitivity
and it is found that propagation of vibration tends to depend
on frequency.
IASDR 2015
95
Herm Hofmeyer
Eindhoven University of
Technology, Eindhoven, The
Netherlands
[email protected]
Juan Manuel Davila
Delgado
University of Cambridge,
Cambridge, United Kingdom
[email protected]
Keywords: Computational
Design Method, Collaborative
Design, Architectural Design,
Engineering Design
Strategies for Building Spatial and Structural Design
Generation and Optimisation
Two strategies are presented that generate an optimised
structural design by topology optimisation, which is applied
in the first strategy to specific areas in a given spatial
design and in the second strategy to the complete spatial
design. Two other strategies apply evolutionary principles
to generate optimised sets of one spatial design and one
accompanying structural design via either a co-evolutionary
method or a genetic algorithm. All four strategies are
compared using academic spatial designs, and the coevolutionary strategy is compared with a case study as
well. The efficacy of topology optimisation depends on the
load type; topology optimisation generates complete 3D
building structural designs; and modifying the spatial design
may be as effective as topology optimisation. Compared
to the co-evolutionary method, the genetic algorithm finds
more design alternatives, but converges slowly, however
outcomes of both methods are similar. The case study
shows that the co-evolutionary strategy provides useful
design alternatives, yet is not capable of addressing the level
of detail found in practice. Guidelines for the practical and
academic applications of the strategies are given.
96
IASDR 2015
Wen-Fang Hsiao
National Taiwan University
Of Science and Technology,
Taipei City, Taiwan, Taiwan
[email protected]
Shu-Shiuan Ho
National Taiwan University
of Science and Technology,
Taipei, 106, Taiwan
[email protected]
The Effects of Gamification Design on Perceived
Interactivity, Flow experiences, and Customer
Satisfaction: An investigation of mobile meal-ordering
services
In recent years, more and more companies have
increasingly invested in mobile services to foster the
customer relationship. In particular, some of them attempt
to integrate gamification design into mobile services
Tung-Jung Sung
National Taiwan University
Of Science and Technology,
Taipei City, Taiwan, Taiwan
[email protected]
Keywords: Interaction Design,
Service Design, Technologies
and Design
to enhance customer experiences and satisfaction.
Past studies advocated gamification design can create
better flow experiences, which in turn would improve
customer evaluation of mobile services. Focusing on
mobile meal-ordering services (MMOSs), this study aims
to explore gamification mechanics and examine the
effects of gamification design on perceived interactivity,
flow experiences and customer satisfaction. In doing so,
a survey was first conducted to investigate customer
experiences with MMOS. Secondly, gamification design
was subsequently tailored to the non-gamified MMOS (the
original version). Thirdly, this study collected a total of 100
valid questionnaires to uncover the difference of customer
experiences between gamified and non-gamified MMOS.
This study found that there were significant differences
between the impacts of gamified and non-gamified MMOS
on perceived interactivity, flow experiences and customer
satisfaction.
IASDR 2015
97
Yechang Hu
Transportation Design Lab,
Beijing, Beijing, China
[email protected]
Hao Yang
Transportation Design Lab,
Beijing, Beijing, China
[email protected]
Keywords: Design Research
Approaches, Design Aesthetics,
Design Tools, Automotive
Design
A study on translating data-based information to imagebased information--Take car design process as an
example
During the whole workflow of car-design, the design
department would be guided by a set of data-based
directives indicating the target market, specific demands,
and aesthetic preference. Since the information support or
marketing reports are conducted by the researchers that
from non-design background, the designers themselves
always feel confused by the data-based information. Also,
it is a significant difference between Design Research and
Marketing Research.
This study takes the research of the car styling as an
example. Since the perception process of the consumers
and the designer are not the same, the outcome of the
research are always different between marketing research
(which represents the voice of consumers) and designers.
This paper proposes several methods for translating market
research report (data-based information) to design research
report (image-based Information) to eliminate the gap and
make the design cycle runs efficiently.
98
IASDR 2015
I-Tzu Hung
National Yunlin University
of Science and Technology,
Douliou, Yunlin, Taiwan
[email protected]
Akiyo Kobayashi
Musashino Art University,
Kodaira, Tokyo, Japan
[email protected]
Chi-Shoung Tzeng
National Yunlin University
of Science and Technology,
Douliou, Yunlin, Taiwan
[email protected]
Keywords: Design and
Culture, Design History, Design
Aesthetics, Graphic Design,
Visual Communication
Research on the layout of ancient Chinese books
Scripture formats of the Jiaxing Tripitaka and ancient
books from the Wanli Reign period of the Ming Dynasty
This study focuses on 401 volumes of rare Buddhist
scriptures and 225 rare ancient books from the Wanli
reign period of the Ming Dynasty of the “Jiaxing Lengyen
Temple Ancient Book Tripitaka” Dikan edition from the
Wanli period of the Ming Dynasty to the early stage of the
Qing Dynasty listed in the category of Zi-Bu-Shi-Jia-Lei
and collected by the National Central Library and adopts a
discur-sive method based on a comparison of the relevant
literature. These volumes are analyzed based on the
scripture format of modern layout edition design as well as
actual observation, organization, recording and quantitative
statistics of character arrangement styles. This study aims
to identify regular patterns and similarities and differences of
scripture formats in block-printed Buddhist scriptures of the
Jiaxing Tripitaka and block-printed books of the Wanli reign
period based on the relation-ship between layout styles
and titles in the scripture formats. The goal is to explore the
unique features of scripture formats in ancient book editions
from a histori-cal-cultural perspective as a reference for
modern design research, creative work, and instruction.
IASDR 2015
99
Wei-Ken Hung
National United University,
Miaoli, Taiwan
[email protected]
Relationships between comprehensibility and
contradictory semantics
This study explored the relationships between
Lin-Lin Chen
National Taiwan University
of Science and Technology,
Taipei, Taiwan
[email protected]
Keywords: Design Aesthetics,
Affective Design, Designing
Pleasure, Industrial Design
comprehensibility and contradictory semantics and
examined their influence on aesthetic preference. A
previously developed four-quadrant method was adopted
to classify stimuli into four semantic categories: typical
but not unique, unique but not typical, both typical and
unique (i.e., semantic contradiction), and neither typical nor
unique (i.e., semantic vagueness). The semantic properties
of the stimuli were determined using the classification
data. Two experiments were conducted, and images of
88 diversified and 37 novel chairs were used as stimuli in
each experiment. Sixty student participants from diverse
disciplines were recruited to classify the semantic properties
of the stimuli. The degree of comprehensibility and
aesthetic preference were measured on a 9-point scale.
The experiments showed that semantic contradiction was
positively and linearly correlated with comprehensibility and
aesthetic preference, whereas semantic vagueness was
negatively and linearly correlated with comprehensibility
and aesthetic preference. Furthermore, comprehensibility
was directly positively and linearly correlated with aesthetic
preference. We hypothesize a possible covariation between
comprehensibility and contradictory semantics and that both
are determinants of aesthetic preference.
100
IASDR 2015
Krystianna Johnson
University of Minnesota, Twin
Cities, Minneapolis, Minnesota,
USA
[email protected]
Barry Kudrowitz
University of Minnesota, Twin
Cities, Minneapolis, Minnesota,
USA
[email protected]
Keywords: Design Creativity,
Product Design, Design
Education
Relationships between Physical Construction Play as
Children and Adult Creativity Scores
The purpose of this research study was to examine the
relationship between the types of play people engaged
in as children and how this correlates with their adult
creativity scores. In this study 92 college students in an
interdisciplinary creativity class were asked to list their
favorite games, toys and activities that they recalled playing
with as children. Using a classification of play types from
prior research, we assessed if fantasy play, creation play, or
challenge play was involved in each activity listed. Creation
toys included construction toys and activities such as
LEGOs®, K’NEX®, Lincoln Logs®, building blocks, and fort
building. The creativity of these participants was assessed
using the Abbreviated Torrance Test for Adults (ATTA) and
the Alternative Uses Test (AUT). It was found that creativity
scores from both of these tests increased as the number of
physical construction toys listed increased. There was no
clear relationship between fantasy play or challenge play
and any of the creativity test scores. Although a longitudinal
study would provide more accurate data on play behaviors,
the data collected through recollection appears to show a
moderate relationship between creation play as a child and
creativity scores as an adult.
IASDR 2015
101
Chajoong Kim
UNIST, Ulsan, South Korea
[email protected]
Henri Christiaans
UNIST, Ulsan, South Korea
[email protected]
Keywords: Design and
Usability, User-centred Design,
Design and Culture, Industrial
Design, Design for Wellbeing
Are Usability Problems Dependent on Product
Properties?
Nowadays a half of the reasons for returns of consumer
electronic products have little to do with technical
problems, but are based on so called ‘soft problems’,
consumer complaints that cannot be traced back to
technical problems. Nevertheless, the number of studies
investigating what made soft problems occur is scare.
Several explanations are possible for the phenomenon
that soft problems are so numerous and even increasing.
Product development teams might not take these problems
serious. However, one of the major reasons would be the
fact that the current products are continuously changing
in terms of size, function and experience. Therefore, this
paper focuses on the product properties: the question is
whether soft problems are (partly) dependent on product
properties, and if so, how product properties play a role with
soft problems. To investigate the role of product properties
in soft problems a questionnaire survey was conducted with
567 respondents. The conclusions were drawn that there
are indeed differences in type of soft problems depending
on product properties. This study can provide product
development teams with an in-depth understanding of the
influence of product properties in use problems.
102
IASDR 2015
Chorong Kim
KAIST, Daejeon, Republic of
Korea
[email protected]
Self-camera Positions to Make Myself More in Style
We attempted to find whether a camera position influences
one’s judgment of selfies and to identify the relationship
Chang-Min Kim
KAIST, Daejeon, Republic of
Korea
[email protected]
between the position and judgement in a quantitative way.
For the user test, we set the camera positions by means of
horizontal rotation angle (θ), vertical rotation angle (φ), and
distance from subject (r) independently. In order to reduce
Ki Young Nam
KAIST, Daejeon, Republic of
Korea
[email protected]
the total number of camera positions while minimizing the
loss of the information, we adopted an orthogonal design
method that resulted in 19 necessary combinations of θ, φ,
and r. 21 college students participated in the test, and each
Nooree Na
KAIST, Daejeon, Republic of
Korea
[email protected]
took self-portrait photographs from the 19 different camera
positions. They made subjective judgments on the 19
selfies with regard to the four bipolar adjective sets, such as
“Tough – Delicate”, “Lively – Calm”, “Mysterious – Familiar”,
Hyeon-Jeong Suk
KAIST, Daejeon, Republic of
Korea
[email protected]
and “Brusque – Kind”. The results showed that camera
angles in any directions influenced one’s judgments of the
subject, where the impact of vertical angles was the greatest
followed by horizontal angles. However, the distance often
Keywords: Emotional Design,
Human Factors, Design and
Culture
did not influence the judgment except for the “Lively – Calm”
style. Based on the empirical findings we propose eight
kinds of camera angles that enhance one’s desired style in
selfies.
IASDR 2015
103
Haechan Kim
KAIST, Daejeon, Republic of
Korea
[email protected]
Yong-Ki Lee
KAIST, Daejeon, Republic of
Korea
[email protected]
Minji Cho
KAIST, Daejeon, Republic of
Korea
[email protected]
SoYoung Kwon
KAIST, Daejeon, Republic of
Korea
[email protected]
Jae Myung Lee
KAIST, Daejeon, Republic of
Korea
[email protected]
Kun-pyo Lee
KAIST, Daejeon, Republic of
Korea
[email protected]
Keywords: User-centred
Design, Design for Society,
Design Research Methods,
Inclusive Design
104
IASDR 2015
How much Screen Information can you handle? Making
a Subway Ticket Machine more Accessible to the
Elderly
We explored the appropriate amount of screen information
in the case of a subway ticket machine, for making smart
public devices more accessible to older people. We
determined interface barriers in using (1) a subway map and
(2) a station overview matrix through two paper prototypes,
in order to find the appropriate amount of information for
each application, as well as to understand the relationship
between information quantity and completion time efficiency.
To ensure validity, data from older people was compared
to that of a control group of young users. As a result, we
identified how much screen information the elderly can
handle when using digital maps and matrices. We defined
an appropriate zooming range and an optimal matrix size to
be shown on the screen. This study contributes to designing
barrier-free public smart devices.
Yoshie Kiritani
Chiba University, Chiba, Chiba,
Japan
[email protected]
Yurina Komuro
Chiba University, Chiba, Chiba,
Japan
[email protected]
Akane Okazaki
Chiba University, Chiba, Chiba,
Japan
[email protected]
Ruriko Takano
SHISEIDO CO., LTD., Minatoku,
Tokyo, Japan
[email protected]
Noriko Okubo
SHISEIDO CO., LTD., Minatoku,
Tokyo, Japan
[email protected].
co.jp
Complexion affected by the colors of eye shadows
Color of the face conveys some important information about
the person and people want to produce ideal complexion.
Although professional makeup artists had proposed two
conflicting makeup methods, using similar colors to face
or the opposite colors, there was no scientific evidence
about the perceptual change of face colors by makeup. The
present study examined how eye shadows changed the
complexion by paired comparisons. Seven bright but natural
colors as eye shadows and two face colors of Japanese
women, reddish and yellowish, were prepared for the
evaluation. As a result, the complexion changed toward the
colors of eye shadow; red, orange and purple eye shadows
made the reddish face redder and yellow eye shadow
made the yellowish face yellower. The perceptually lightest
face was the face without any eye shadow. The results
exemplified an echo illusion (Morikawa, 2012, 2014) in hue.
Moreover, the results suggested two possibilities about the
judgment of complexion. Firstly, the dimension of redness
might not have the opposite side but be multidimensional in
Keywords: Colour Perception,
Human Factors, Design
and Behaviour change,
Fashion Design, Visual
Communication, Design for
Health
limited area. On the other hand the dimension of yellowness
might have opposite sides. Secondly, the reddish face might
be hardly affected by the colors except the reddish colors
than the yellowish face.
IASDR 2015
105
Yusuke Kita
Kyoto University, Kyoto, Japan
[email protected].
ac.jp
Depicting the History as Expanded Phenomena: An
Approach to Wide, Longitudinal Design Studies
Designed artifacts are exposed to phenomena such as
Kumiyo Nakakoji
Kyoto University, Kyoto, Japan
kumiyo.nakakoji@design.
kyoto-u.ac.jp
unexpected interactions with other artifacts, engagement
by unanticipated people, and unpredictable changes of
themselves and of the social contexts. To understand
such phenomena, the authors have developed a model
Teruyuki Monnai
Kyoto University, Kyoto, Japan
[email protected]
Keywords: Design Research
Approaches, Design History,
Design Activity, Design
Evaluation
for depicting such “expanded phenomena” structurally
and grasp the history as a network of selfconscious and
unselfconscious design activities. The model focuses on
variant and invariant elements in the history, and extract
each change as a C-unit, which refers to a unit of change,
where designing is viewed as causing something to
change. Each C-unit is represented by three layers, actor
or agency (A), background (B) and changed object (C).
The history is depicted as a temporal network of C-units,
named C-network, by connecting common elements
between C-units. By expanding the scope of design with
other artifacts, people, and time, we become able to
analyze design activities from a wider and more longitudinal
viewpoint than existing design studies.
106
IASDR 2015
Sachiko Kodama
The University of ElectroCommunications, Chofu,
Tokyo, Japan
[email protected]
Toshino Iguchi
Saitama University, Saitama,
Saitama, Japan
[email protected]
Keywords: Interaction Design,
Affective Design, Design
History, Design Physics,
Design Aesthetics, Design
Theory, Design Philosophy,
Craft Digital Design, Interior
Design, Product Design, Smart
Materials, Materials and Design
Ferrofluid Sculpture as Biological Aesthetics
The purpose of this study is to clarify the significant ideas
and value of the ferrofluid art created by the Japanese
media artist Sachiko Kodama from aesthetic and historical
perspectives. Spectators have been deeply interested in her
works and many designers and artists have been inspired
by Kodama’s ferrofluid art since she presented her work
“Protrude, Flow” at SIGGRAPH in 2001. Kodama’s work
can be characterized as a marriage of art and physical
phenomena through the use of magnetic fluid. As if they
were living organisms, her works take dynamic form;
this form emerges in the programmed environments and
breathing rhythms specified by the artist. In this regard,
Kodama’s ferrofluid art is exceptional among media
artworks of the early 21st century. In this paper, we discuss
approaches to biological aesthetics taken by modernists at
the beginning of the 20th century. We examine Kodama’s
project from 2000 to the present using the same approach
and clearly distinguish Kodama’s works from those by other
media artists. It can be concluded that Kodama’s emerging
ferrofluid art will assume a position in the art and design
history of the 21st century.
IASDR 2015
107
Vasilije Kokotovich
University of Technology
Sydney, Sydney, NSW, Australia
[email protected]
A Case for Reimagining Reflection-in-Action and
Co-evolution
This paper discusses core aspects of “Reflection-in-Action”
Keywords: Design Thinking,
Design Theory, Design
Methods, Design Knowledge
found in the work of Schon and others suggesting that
fundamentally an individual designer draws upon their
previous pattern of experience and knowledge responding
to complexity in a spontaneous tacit way. It is argued this
has some limitations. Moreover, it is argued the nature of
the limitations may be owed to the fact designers may
limit the field of issues and indeed the dynamic interplay
of the relationships both among and within issues and
indeed contexts. Afterward, the paper draws upon the
ideas of co-evolution found within Maher and Poon (1996)
and Dorst & Cross (2001) suggesting the way the coevolution model is often interpreted may also be somewhat
limiting, as designers appear to “Muddle Through” a design
problem co-evolving the problem and solution. Given these
limitations, a reimagining of these models is presented.
This paper supports the case that forestalling solution
development in order to focus on developing a wellconsidered and comprehensively mapped Problem space
first holds immense value for the creative design thinking
process.
108
IASDR 2015
Vasilije Kokotovich
University of Technology
Sydney, Sydney, NSW, Australia
[email protected]
Keywords: Engineering
Design, Design Thinking,
Design Knowledge, Teaching
and Learning Approaches
Are We Evolving “Strictured” Design Engineers?
This discussion paper is meant to stimulate debate
among design engineering colleagues with a view towards
reimagining how design engineering students may evolve
their experiential knowledge with respect to how product
designs [things] work, and more importantly how they may
creatively develop new product designs [things] that should
work. After introducing and framing the background of this
paper the discussion turns toward the core issues found
within the way design engineering problems are “typically”
contextualised and framed in relation to “expected”
solutions. In short the problem is the problem. This in turn
shapes the nature of how students currently practice and
hone their problem-solving skills. Subsequent discussions
turn towards both the strengths and limitations of the
experiential knowledge. It is argued that if we reimagine and
introduce new perspectives and heuristics, our future design
engineers may develop more creative and more considered
designs. While the core intent of this paper is to initiate
discussion on this, we will show an exemplar of how this has
worked in a University setting at the University of Technology
Sydney. We will contend this may also work within other
institutions as well.
IASDR 2015
109
Nathan Kotlarewski
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Christine Thong
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Blair Kuys
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Industry Feedback for Academic Product Development:
Influencing design decisions
This study highlights the influence industry feedback
gathered by interviewing industry practitioners has on
industrial design product development in academia. There
is growing importance for academic research to align with
industry for commercial and social benefit. The current
literature does not study the importance or influence industry
feedback has on design decision making for academic
product development. A case study of a research-led
industrial design practice PhD project is presented to
demonstrate the impact feedback has on design decision
making during the early stages of the product development
Keywords: Industrial Design,
Design for Social Innovation,
Design Research Methods,
Materials and Design
process. A key reason for industry feedback on product
development is to help design researchers in academia to
justify and develop appropriate and successful products
that are needed in the market. The feedback provided by
industry practitioners exposed tacit knowledge that could
not be found through secondary research thus identifying
constraints and considerations that required attention early
in the product development process.
110
IASDR 2015
Simon Kremer
Technische Universität
München, Munich, Germany
[email protected]
Andreas Hoffmann
Technische Universität
München, Munich, Germany
[email protected]
Transferring Approaches from Experience Oriented
Disciplines to User Experience Design - Literature
Based Development of an Experience Model
User Experience Design (UXD) addresses the increasing
importance of emotional aspects in user product interaction
and aims at creating holistic experiences. Within product
development UXD is a rather young discipline. But other
Udo Lindemann
Technische Universität
München, Munich, Germany
[email protected]
disciplines outside engineering design are traditionally
focused on creating experiences. We aim at transferring
knowledge from those disciplines to support the design
of fascinating User Experience (UX). We identified relevant
Keywords: Experience
Design, User-centred Design,
Emotional Design, Design
Creativity, Design Methods
experience disciplines and selected the three most
promising ones: sports, gaming and tourism. Based on
a literature review we analyzed and documented a broad
range of theoretical models that describe important factors
for the emergence of experiences in the chosen disciplines.
We joined the different approaches into one experience
model that includes all relevant factors in a systematic
structure. A checklist for all elements enriches the model
for application in product development processes. Our
approach widens the scope of experience designers and
supports product development teams by providing UX
aspects to consider as well as inspiring examples from other
experience disciplines.
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111
Pei-Hsuan Kuan
UTAS, Launceston, Tasmania,
Australia
[email protected]
I-Chen Huang
UTAS, Launceston, Tasmania,
Australia
[email protected]
Yuan Wang
UTAS, Launceston, Tasmania,
Australia
[email protected]
Mingzhao Li
UTAS, Launceston, Tasmania,
Australia
[email protected]
Efficiency Require Mobile Application
As a new graphic design style, Flat Design that expresses
information more efficiently has become more and more
popular in the field of user interface design in recent years.
Several principles of Flat Design have been proposed to
direct the processes of creating user interfaces. However,
the processes of designing a user interface following the
principles are seldom proposed.
In this paper, Flat Design is applied to the user interface
design of a travel application, named TAS MOVE, which
focuses on accessing information to users efficiently. This
article discusses about the processes of creating TAS MOVE
application, including element simplification, color setting,
Henry Been-Lirn Duh
font setting, style unification and user testing. The result
HITLab Australia, Launceston,
Tasmania, Australia
[email protected]
accomplish the tasks easily and in an intuitively manner,
Keywords: Design Ethics,
Design Methods, Design
Research Methods, Graphic
Design, Technologies and
Design
112
TAS MOVE: The Processes of Applying Flat Design in an
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based on users’ feedback illustrates that most users could
which reveals the efficiency of our design. At last, it argues
that the processes proposed in this paper are general, and
can be applied to other mobile applications that aim to
convey information efficiently.
Blair Kuys
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Elias Kyriazis
University of Wollongong,
Wollongong, NSW, Australia
[email protected]
Keywords: Practice-Based
Research, Innovation Design,
Corporation / Brand / Product
Identity, Design Case Studies,
Industrial Design
It’s all about the money: Adding value to industry
through industrial design-led innovations
There are a lot of studies describing the importance of
university-industry engagement (Shane, 2004; Friedman
and Silberman, 2003; Jensen et al., 2003; Link et al.,
2003, D’Este and Patel, 2007), however very few describe
the detailed working relationships required to satisfy
both the university and the company involved. More
importantly, there is limited work done showing the value
of such engagement from a commercial point of view. This
study provides an authoritative guide for understanding
successful engagement with industry to help manufacturers
diversify their output to increase profit margins and sustain
production in often declining industries.
This study plays particular focus to industrial designled innovations for manufacturers directly associated with
the demise of the Australian automotive sector. Researchled practice in industrial design shows the importance
of new product options for these struggling automotive
supply companies and the manner in which this is done
successfully is discussed with evidence from recent activities
completed for prominent Australian automotive suppliers.
Following this, customer engagement through sales and
marketing, the value issues, the value for customers and the
value for companies engaging with universities is described
to provide a clear method of engagement from initial
meeting through to commercially viable outcome.
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113
Bokyung Lee
KAIST, Daejeon, Republic of
Korea
[email protected]
Online User Reviews as a Design Resource
User-centered design processes are comprised of several
methods and are deployed to gain insights about user
Froukje Sleeswijk Visser
TU Delft, Delft, Netherlands
[email protected]
Daniel Pieter Saakes
KAIST, Daejeon, Republic of
Korea
[email protected]
Keywords: Design Research
Methods, User-centred Design,
Design Methods, Design
Research Approaches
needs and experiences. Many of these methodologies
require qualitative studies with small groups of users based
on set guidelines and are time and resource intensive. In
this paper, we propose a new technique, termed User
Review Analysis, which makes use of big data to uncover
user needs. The technique involves collecting and analyzing
online User Reviews on shopping sites such as Amazon.
com. The basic idea is that due to the fast and cyclic nature
of consumer product development, reviews of Today’s
products inform designers on the next product generation.
As the data is based on actual product-use experience with
similar products, the aggregated insights provide productin-use experience and brings to light several product design
aspects and complement the existing methods.
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Yeoreum Lee
KAIST, Daejeon, Republic of
Korea
[email protected]
Friends in Activity Trackers: Design Opportunities and
Mediator Issues in Health Products and Services
Other people’s reactions, including attention, affection, and
Min Gyeong Kim
KAIST, Daejeon, Republic of
Korea
[email protected]
reputation, reinforce an individual’s desirable behaviors.
Specifically, this reinforcement has shown effectiveness in
promoting health-related behavioral changes. This is social
reinforcement, and the person who provides it is a mediator.
Saeyoung Rho
KAIST, Daejeon, Republic of
Korea
[email protected]
Although products and services that promote healthrelated behavior, such as activity trackers, have increased
dramatically in the market, little attention has been given to
their social influences, such as social reinforcement from
Da-jung Kim
KAIST, Daejeon, Republic of
Korea
[email protected]
mediators. Activity trackers collect a log of daily activity
from the user and share it with other users through an
application. Naturally, users compare data and compete
through the application. Although users are connected
Youn-kyung Lim
KAIST, Daejeon, Republic of
Korea
[email protected]
through the activity trackers, the influences differ according
to the different roles of mediators. To reveal the roles and
influences of mediators when using activity trackers, we
conducted interviews with 12 participants who use activity
Keywords: Design and
Behaviour change, Usercentred Design, Interaction
Design, Design for Health
trackers to maintain their health behaviors. We found that
the participants classified mediators into several groups
according to their roles and that the participants wanted to
have different qualities in their social interaction with different
mediator types. Based on these findings, we explored
design opportunities and issues regarding the mediators in
health promotion products and services.
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115
Wei Leong Leon Loh
Design-Re-Search Lab,
Singapore, Singapore,
Singapore
[email protected]
Hwee Mui Grace Kwek
Dunman Secondary School,
Singapore, Singapore
[email protected]
Wei Leong Lee
Dunman Secondary School,
Singapore, Singapore
[email protected]
Keywords: Design Thinking,
Design Education, Teaching
and Learning Approaches
Design Thinking in Pre-Tertiary Design Education: An
Example Based on Design and Technology Study In
Singapore Secondary School
Education has a crucial role to play in the Design Singapore
Initiatives. It is hoped that design thinking as a way of life
can be infused in the pre-tertiary educational programmes.
The current study aimed to clarify the main design thinking
processes in the learning of Design and Technology in
Singapore. The study mainly examines the design journals
done by nine secondary two students during the design
coursework. The findings indicated the constant involvement
of divergent-convergent thinking processes throughout the
design coursework. But the potential limitations towards
the development of design thinking skills may lie in the
current approach towards ideation and development where
exploration of solutions hinge more on sketches rather than
a combination of sketches and prototypes.
116
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Surapong Lertsithichai
Mahidol Univeristy, Salaya,
Nakhonpathom, Thailand
[email protected]
Keywords: Technologies and
Design, Architectural Design,
Digital Design, Engineering
Design
Building Thailand’s Tallest Statues
Digital fabrication for architectural design and construction
is now commonly used in the construction of large
colossus statues in Thailand. Conventional foundry molding
techniques now incorporate CAD/CAM rapid prototyping
technologies from inception towards the completion of
statues. Amongst recently built statues, a 30-meter bronze
statue of a standing Ganesh in Chacheongsao province
was the author’s first attempt to utilize CAD/CAM and
streamline the production process. The second statue is
a bronze Buddha built to commemorate the destroyed
Bamiyan Buddha statues in Afghanistan. The 40-meter
statue called Phra Buddha Metta in Kanchanaburi province
also employed similar techniques as the Ganesh but with
thorough fabrication and construction inspection. However,
during construction of both statues, the team encountered
problems translating pixels into parts. Errors occurred during
the mold and casting process as well as on site construction
mistakes caused mismatches of the structure and surface,
misalignments, protruding structural supports, and distorted
scales. The interplay between the physical and virtual in
these projects has brought out human errors during the
fabrication and construction processes. These errors were
not easily overcome or eliminated by technology but through
a combination of careful inspection and assembly sequence
planning.
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117
Pierre Levy
Eindhoven University of
Technology, Eindhoven,
Netherlands
[email protected]
Keywords: Experience Design,
Design and Culture, Interaction
Design, Design Education
Exploring the challenge of designing rituals
Our lives are a collection of rituals. The way we wake up,
the way we leave or enter our home are two of the many
rituals each of us have constructed, and they structure
our everyday lives. However, designing rituals remains
challenging because of the nested structures of events
within a ritual (temporal complexity) and the required
consistency between the ritual and the involved artifacts. In
this first Research-through-Design iteration, we introduce
a workshop done to explore the way to design rituals from
an interaction design perspective. Our inquiry addresses
such approach and aims at proposing tools to support
the design or the evaluation of daily rituals. The workshop
was structured by a introduction session (a Japanese tea
ceremony) and two iterations leading towards the design of
a high-resolution ritual and required artifacts for welcoming
people home for Dutch students. Findings mainly pointed
out different starting points for designing rituals, suggested
the pervasive effect of engagement in rituals, and proposed
a descriptive tool to provide the designer with participants’
perspectives in and affect by the ritual.
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Weidan Li
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Anita Kocsis
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Keywords: Service Design,
Human-Centred Design,
Experience Design
Symbol and Meaning in Customer-Service Interaction: A
Symbolic Interactionist’s Lens
The interaction between humans and services has been
raised as a discourse in the service design area. Customer
experience is a pivotal indication of the emotional quality
of the interactions in a service process. However, from a
symbolic interactionist perspective, people do not behave
towards the object itself but to the meaning of the object,
and that meaning is modified through a social interaction
process. This concept has so far not been applied to
understanding customer experience in a complex service
environment.
This paper argues that the sociological theory of
symbolic interactionism has profound significance for the
study of customer-service interaction and for the design of
multi-channel services. The paper proposes a conceptual
framework of synthesizing customer-service interaction
from a symbolic interactionism perspective. Firstly it gives
a brief overview of service design and defines it in the
context of this current research. Then it introduces symbolic
interactionism as a theoretical framework and reviews
research that has applied this theory to different design
disciplines. Finally the paper discusses the importance of
viewing customers’ interaction with touchpoints through an
interactionist lens, and using that lens as an approach for
informing service design.
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119
Chi-Meng Liao
National Taiwan University
of Science and Technology,
Taipei, Taiwan
[email protected]
Wen-Chih Chang
National Taiwan University
of Science and Technology,
Taipei, Taiwan
[email protected]
Keywords: Design Activity,
Design Creativity, Industrial
Design
Music Tempo and Creativity Expressing
Many past studies have shown the effects of music
listening in many domains. This study aims to explore the
influence of music tempo on designer’s idea generation.
The experiment adopted the within-group design method,
where the subjects were asked to perform condiment
containers design by free hand sketch while listening to
fast-tempo music and slow-tempo music. The creative ideas
were evaluated for fluency, originality, flexibility, elaboration,
and feasibility by design experts. The results showed that
listening to fast-tempo music is helpful to increase more
idea sketches in addition, enhance fluency and flexibility
in creative ideas; while listening to slow-tempo music can
increase originality, elaboration and feasibility. This study
found that the arousal level elicited by music tempo might
influence the way of expressing design creativity. Keyword:
Music; Tempo; Idea generation; Arousal; Creativity.
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Peng-Jyun Liu
Asia University, Taichung,
Taiwan. National Chiao Tung
University, Hsinchu, Taiwan
[email protected]
Ming-Chuen Chuang
National Chiao Tung
University, Hsinchu, Taiwan
[email protected]
Jing-ting Lin
Industrial Design Department
of Mechanical and Electrical
Engineering, Huaqiao
University, Xiamen, Fujian,
China
[email protected]
Chien-Kuo Teng
National Chiao Tung
University, Hsinchu, Taiwan
[email protected]
Ching Yang
National Yunlin University
of Science and Technology,
Douliou, Yunlin, Taiwan
[email protected]
Keywords: Kansei Theory
and Methodology, Designing
Pleasure, Emotional Design
Summarizing the image adjectives for the construction
of the picture database for lifestyle image board
Design targets the promotion consumers’ motivation to buy
more products, whose sensual appeal has become the core
of design. This research aims to construct a lifestyle oriented
image board database on a long-term basis in order to
find out the syntaxes that correspond to different lifestyles
and different terrains of design. This research targets at the
lifestyles of three major groups of people in Taiwan: “hightech groups”, “LOHAS groups”, and “quality groups”. Using
literature review, questionnaires, and expert interviews,
the frequently used images syntaxes used in three major
dimensions: product design, designers, and lifestyle clusters
are collected and summarized into 237 items. These image
syntaxes are further categorized and selected, yielding 122
image syntaxes in six categories. At last, experts in different
areas of design are requested to pick frequently used image
syntaxes in the primary stage when designing for these three
groups in order to construct the appropriate image syntaxes
used in and their association with different areas of design
and lifestyle clusters. The results can become the foundation
of the next stage of this research in order to construct a
lifestyle oriented image board database.
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121
Michael Lo Bianco
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Sonja Pedell
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Gianni Renda
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
A person-centered approach for fall prevention:
Embodying the goals of older adults in personas
This research constructs older adult user personas as
design and communication tools to assist in the co-design
of person-centered interventions for community-based fall
prevention. Designers require innovative approaches to
represent the user goals of older adults. Compliance rates
associated with fall prevention recommendations are low.
In order to create accepted fall prevention interventions,
new ethnographic tools are required. If person-centered
fall prevention is to be successful, the co-creational design
methods underpinning it must embody the goal-driven
ideologies of person-centered thinking. A qualitative
Ajay Kapoor
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Keywords: Health Care
Design, Health Services,
Innovation and Ageing,
Healthy Ageing, Inclusive
Design
content analysis of 20 community aged care documents
was conducted. The results informed the production of a
series of user personas; two of these are presented. The
personas were created using a coding and persona design
process that embodies the co-creative values of personcenteredness with a focus on the individual goals of older
users. The personas represent the voice of older adults
and provide a means to communicate, tailor, improve the
design of fall prevention interventions and contribute to the
decision-making process. We expect that this method of
persona-construction and the resulting personas will inform
solutions that are better accepted thereby preventing falls
amongst older adults. Further evaluation is required to verify
the efficacy of this method.
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Ding-Bang Luh
National Cheng Kung
University, Tainan, Taiwan,
Republic of China
[email protected]
Chi-Hua Wu
National Cheng Kung
University, Tainan, Taiwan,
Republic of China
[email protected]
I-Hsun Ku
National Cheng Kung
University, Tainan, Taiwan,
Republic of China
[email protected]
A Wish-Guided Design process for Organizational
Success
To remain competitive in the ever-changing market
competition, companies rely on design processes to create
innovative products or services in order to keep evolving
and be adaptive. However, companies tend to fall into
the dilemma of pursuing concept ‘innovativeness’ and
‘feasibility’ due to lack of detailed steps, ‘starting point’
and effective tools of idea evaluation in current design
processes. From an organizational sustainability perspective,
a design process should take both concept innovativeness
and feasibility into account and put organization resources
into consideration to produce more valuable proposals
Ming-Hung Chen
National Cheng Kung
University, Tainan, Taiwan,
Republic of China
[email protected]
Keywords: Design Methods,
Design Values, Innovation
Design, Industrial Design
for company. This study proposes a Wish-Guided Design
process where concept innovativeness and feasibility are
mapped to every stage of idea development and evaluation.
The process provides detailed steps for companies to mirror
existing customer journey into future visions which is more
innovative. Feasible business proposals can be reached and
evaluated more objectively from provider’s and customer’s
perspectives. As a result, success potentials of products
and services could be improved. Consequently it will lead
companies to be more adaptive, increasing companies’
overall success potential.
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123
Rohan Lulham
University of Technology
Sydney, New South Wales,
Australia
[email protected]
An Affective Tool to Assist in Designing Innovations
While cognitive models of the design process have long
dominated, many design innovation approaches advocate
the importance of exploring affective concepts such as
Clementine Thurgood
University of Technology
Sydney, New South Wales,
Australia
clementine.thurgood@uts.
edu.au
Daniel Shank
University of Melbourne,
Melbourne, Victoria, Australia
[email protected]
Keywords: Design Tools,
Affective Design, Design for
Social Innovation, Innovation
Design
emotion, meaning and lived experiences in the creation of
innovations. We suggest the capacity to think abstractly – to
question, make connections and broaden understanding
based on affect and meaning – is a fundamental skill for
the abductive problem solving characteristic of expert
designers. There are, however, few tools to promote
questioning and reflection based on affect within the design
innovation process. We see a need for such tools in design
innovation workshops, particularly for non-designers who
are less experienced with this type of thinking. We prototype
a novel creativity tool for exploring affect within design
innovation processes. It utilizes Affect Control Theory’s
dictionaries of affective meanings for social events to explore
affective space. The dictionaries contain standardized
affective ratings for a range of concepts. These ratings allow
the linking of concepts that have similar affective properties.
The initial creativity tool prototype is illustrated within Dorst’s
(2015) Frame Creation design innovation method. We
envisage the tool being one tool among a range used for the
analysis of themes and the development of frames within
design innovation processes.
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Eva Lutz
University of Cincinnati,
Cincinnati, Ohio, United States
[email protected]
Keywords: Design Research
Methods, User-centred Design,
Participatory Design, Visual
Communication, Design for
Health
The Flashdraw: A Participatory Method for the Design
of Icons and Pictograms Applied to Medical Consent
Forms
Complex medical information combined with low medical
literacy rates requires a creative approach to designing
medical communication artifacts. This paper explores: how
the need for more effective medical communication can be
met by co-designed pictorial information, the current forms
of visual design research using user-generated images, and
the introduction of a new research method, the “Flashdraw”,
designed to illicit iconic images from the visual memory of
a designated user population on a global digital scale. The
Flashdraw study was conducted in three phases. Phase
one involved collecting user-generated images from a
medical text prompt and reviewing images to analyze for
key attributes. Phase two compared the results from onequestion and seven-question surveys to ensure consistency
with a one-question, or Flash, survey. In phase three, data
was collected with refined testing instruments, image
coding methods, and analysis tools created in the first two
phases. From the resulting key attribute information, icons
were designed with differing numbers of key attributes,
and preference and comprehension tests were conducted.
Preference was shown for icons including all key attributes.
These icons were tested for comprehension, and all but one
scored above the recommended ISO approval rate of 85%,
n=69.
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125
Jane Malthus
Otago Polytechnic, Dunedin,
Otago, New Zealand
[email protected]
Interplay and Inter-place: A collaborative exhibition
addressing place-based identity in fashion design
Abstract Fashion and Communication designers and
Caro McCaw
Otago Polytechnic, Dunedin,
Otago, New Zealand
[email protected]
researchers, with curatorial and display experience,
pooled expertise to design and mount a temporary and
contemporary exhibition in a very non-traditional space.
Constraints of time, distance, space, equipment and
Leyton Glen
Otago Polytechnic, Dunedin,
Otago, New Zealand
[email protected]
budget focused the team’s design process to maximize
the exhibition experience for visitors. The aim was to create
a sense of how regionally based identity can impact on
design process and outcomes. Agility and adaptability in
Margo Barton
Otago Polytechnic, Dunedin,
Otago, New Zealand
[email protected]
approaches allowed concepts of place-based identity to
be explored and celebrated, and a seductive experience
created. The exhibition layout responded to its location,
while being flexible enough to use elsewhere. Visual, spatial
Keywords: Collaborative
Design, Designing Pleasure,
Experience Design, Exhibition
Design, Fashion Design
and other sensory elements were included to ensure a
short-term pop-up exhibition was memorable. Keywords:
place-based identity, conceptual design, collaboration,
creativity, exhibiting fashion design, design practice.
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Thomas Markussen
Aarhus School of Architecture,
Aarhus, Denmark
[email protected]
On what grounds? An intra-disciplinary account of
evaluation in research through design
Research through design is a murky field and there is an
Peter Krogh
create, Aarhus, Denmark
[email protected]
Anne Louise Bang
create, Kolding, Denmark
[email protected]
Keywords: Design Theory,
Design Research Methods
increasing interest in understanding its varied practices
and methodology. In the research literature that is initially
reviewed in this paper two positions are located as the
most dominant representing opposite opinions concerning
the nature of such a methodology. One position proposes
a cross-disciplinary perspective where research through
design is based on models and standards borrowed from
natural science, social sciences, humanities and art, while
the other position claims a unique epistemology for research
through design insisting on its particularities and warning
against importing standards from these other disciplines.
In this paper we argue for taking a third position, an intradisciplinary position that appreciate how design processes
and the making of artifact can be a method of inquiry,
while at the same time insisting on using standards and
terminology that can foster a dialogue with surrounding
scientific cultures. To substantiate our claim we further
introduce five methods of evaluation in research through
design, which are derived from a close examination of a
sample of PhD theses that are claimed to be exemplary
of the field. In so doing, we aim to lay new grounds for a
methodology.
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127
Yuji Masuda
Kyoto Institute of Technology,
Kyoto City, Kyoto Prefecture,
Japan
kenngorou12292206@yahoo.
co.jp
Naoya Bessho
Kyoto Institute of Technology,
Kyoto City, Kyoto Prefecture,
Japan
[email protected]
A study of tactile feedback while operating touchscreen
devices
The use of touchscreen devices is increasing with the
proliferation of touchscreen technology. However, errors
in touchscreen operation may occur because of weak
tactile sensations. In this study, subjects are provided with
various vibrations linked with finger operation when using a
smartphone. Moreover, it is clarified whether it is possible
to give a specific image to the subjects by changing a
Masayoshi Kubo
KIT, Kyoto City, Japan
[email protected]
Keywords: Universal Design,
Emotional Design, Interaction
Design, Inclusive Design
component of the vibration. An experiment is conducted
whereby 20 elderly and 30 young (non-handicapped) people
experience eight vibration patterns per finger operation.
Then, the subjects answer nine evaluation questions. This
procedure is repeated for seven finger operations. The
vibration patterns, finger operations, and evaluation items
are selected from preliminary experiments. From the main
experiment, it is found that the two groups of subjects
visualize a specific image when they are provided with
vibrations linked with finger operation. Furthermore, a
tactile feedback reference model is developed according to
finger operation. This reference model allows more intuitive
operation regardless of age, by selecting a component of
the vibration that evokes a specific impression.
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Tim McGinley
University of South Australia,
Adelaide, Australia
[email protected]
Kei Hoshi
University of South Australia,
Adelaide, Australia
[email protected]
Lisa Iacopetta
University of South Australia,
Adelaide, Australia
[email protected]
Keywords: Design
Tools, Design Science,
Computational Design
Method, Architectural Design,
Technologies and Design
MorphoCarve: Carving morphogenetic prototypes
Design disciplines have always been interested in biological
growth as a potent metaphor for design. By interpreting
this metaphor as a process, it is possible to represent
design artefacts as the result of a series of pseudo
biological developmental stages. These stages represent a
hierarchical model of development of the resulting artefact.
This paper proposes an approach of ‘morphogenetic
prototyping’ which aims to use these stages to support a
multi-dimensional design process and design experience for
the development of ‘morphogenetic prototypes’. This new
design paradigm requires a new interface to support this
design experience. For instance, the biological development
metaphors of segmentation could be supported through a
cutting or slicing metaphor. This metaphor is defined here as
‘carving’. Furthermore it is suggested that for the metaphor
to work that this should be a tangible user interface (TUI) to
reinforce the metaphor. Therefore this paper describes the
development of a 2d mockup that will be used to establish
the requirements for a morphogenetic prototyping TUI in
future work.
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129
Axel Menning
Hasso Plattner Institut - School
of Design Thinking, Potsdam,
Brandenburg, Deutschland
[email protected]
Andrea Scheer
create, Potsdam, Germany
[email protected]
Designing as Weaving Topics: Coding Topic Threads in
Design Conversations
This paper introduces the visual coding method Topic
Markup Scheme (TMS) that represents the topical structure
of a conversation in form of topic threads. TMS works on
the level of move-to-move conversation analysis. We will
define the entity of move-topics (m-topic), discuss how
Benjamin-Heinz Meier
create, Potsdam, Germany
benjamin-heinz.meier@
student.hpi.de
they relate to each other and how their relation can be
represented in the form of topic threads. In addition, we will
introduce a software tool, developed to support the coding
process and to visualize the representation of topic threads.
Claudia Nicolai
Hasso Plattner Institut - School
of Design Thinking, Potsdam,
Brandenburg, Deutschland
[email protected]
Keywords: Design Issues,
Design Science, Design
Thinking, Design Philosophy,
Design Knowledge
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Such a representation will provide a better understanding
of how topic alignment, coherence and discontinuity in
discourse are contributing to design activities and -outcome.
We have developed this method to find evidence for our
hypothesis, which we call Topic Emergence (TE). The
basic assumption of TE is that topical structures in design
conversations are emergent.
Ioanna Michailidou
Technische Universität
München, Garching b.
München, Germany
[email protected]
Cornelia Sophie Gebauer
Technische Universität
München, Garching b.
München, Germany
nela.gebauer@googlemail.
com
The Two-Stage Storyboarding Experience Design
Method
Design practitioners and researchers acknowledge the
benefits of using graphical representations and storyboards
to communicate and elaborate designs. However, in the
context of user experience design, the communication
of intangible aspects of interaction that are crucial for
experiences is a challenge, even -or in particular- when
working with visual images. In this work, we explore
Charlotte Haid
Technische Universität
München, Garching b.
München, Germany
[email protected]
Udo Lindemann
Technische Universität
München, Garching b.
München, Germany
[email protected]
Keywords: User-centred
Design, Experience Design,
Design Methods
storyboarding in targeted experience design. Based on a
literature review and our insights from iterative application
and adjustment of the method in various projects, we
developed the two-level storyboarding method. The
introduced method makes use of analogy design and
the traditional storyboarding technique. In the first stage,
emotional aspects of interactions are captured in an
analogy. In the second stage, the design team develops the
storyboard frames that describe the intended experience
inspired by the emotional correspondences of the analogy.
The method was conceptualized for application in
collaborative workshops, in a semi-formal proceeding. The
main advantage of the two-stage storyboarding method is
that experience-related aspects remain in focus by using an
analogy, while understanding and creativity are enhanced by
sketching. In future work, we aim to fine-tune the method,
propose ways to archive storyboards and conduct a
summative evaluation of the method.
IASDR 2015
131
Deedee Min
KAIST, Daejeon, Republic of
Korea
[email protected]
A Graphical Representation of Choreography by
Adapting Shape Grammar
With an increase in the integration of research domains,
Ji-Hyun Lee
KAIST, Daejeon, Republic of
Korea
[email protected]
finding conceptual similarities between two fields
is becoming important. This paper investigates the
similarities between the concepts of choreography design
process developed by a leading postmodernist American
Keywords: Computational
Design Method, Design
Creativity, Design Research
Approaches, Cross-disciplinary
Research
choreographer, Trisha Brown for one of her dance piece,
Locus, which is based on a neutral bit of English statement.
The concept of the choreography design process is
analogized with the concept of shape grammar—a design
generation tool often used in the computational design
domain. Through literature reviews, we find that there is a
possibility of conceptual similarities. After making analogical
comparisons, the generative rules implemented by Trisha
Brown for choreography design are applied to graphical
visualization using shape grammar. Not only does this case
study graphically represent Locus but at the same time, by
bringing the two concepts together, it creates a generative
system that turns words into forms. Moreover, it provides
experimental and theoretical background for expanding
research in the field of human-space interaction and
linguistics.
132
IASDR 2015
Richie Moalosi
University of Botswana,
Gaborone, South East,
Botswana
[email protected]
Mugendi M’Rithaa
Cape Peninsula University
of Technology, Cape Town,
Western Cape, South Africa
[email protected]
Keywords: Design for
Social Inclusion, Design and
Behaviour change, Social
Design, Design for Society,
Design and Culture
Story-centred design: A catalyst for the product
development process
Storytelling has been an important cultural communication
tool connecting people together by passing traditions, moral
values and beliefs of the society from one generation to
another. It has been observed that a significant number of
designers do not typically view storytelling as a pertinent
design tool even though there are many common features
between the design process and the art of storytelling. There
is much that designers can learn from the art of storytelling,
especially in the field of experience design as designers
make a marked transition from product-centred design to
the design of quality human experiences that are culturally
sensitive. A case study was conducted with basket weavers
in Botswana to investigate how stories can be integrated in
designing products. This approach was used on account of
its proven efficacy as an empirical inquiry that investigates a
phenomenon within its real-life context. The findings indicate
that this approach can lead to the design of innovative
and culturally-oriented products that are embodied with
narratives and symbolic values. The paper concludes by
arguing that stories are great design tools of engagement
and understanding of the creative process.
IASDR 2015
133
Gowrishankar Mohan
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected].
edu.au
Alethea Blackler
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Using Conceptual Tool for Intuitive Interaction to Design
Intuitive Website for SME in India: A Case Study
Statistical reports of SMEs Internet usage from various
countries indicate a steady growth. However, deeper
investigation of SME’s e-commerce adoption and usage
reveals that a number of SMEs fail to realize the full potential
of e-commerce. Factors such as lack of tools and models
in Information Systems and Information Technology for
SMEs, and lack of technical expertise and specialized
Vesna Popovic
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Keywords: Design Case
Studies, Design Activity,
Design Tools, System Design
Approach
knowledge within and outside the SME have the most
effect. This study aims to address the two important factors
in two steps. First, introduce the conceptual tool for intuitive
interaction. Second, explain the implementation process
of the conceptual tool with the help of a case study. The
subject chosen for the case study is a real estate SME from
India. The design and development process of the website
for the real estate SME was captured in this case study and
the duration of the study was four months. Results indicated
specific benefits for web designers and SME business
owners. Results also indicated that the conceptual tool is
easy to use without the need for technical expertise and
specialized knowledge.
134
IASDR 2015
Satoru Nakano
Shibaura Institute of
Technology, minato-ku, tokyoto, Japan
[email protected]
Kazuki Kanazawa
NITORI co.,ltd, Kita-ku, Tokyo,
Japan
[email protected]
Shigeru Furuya
Shibaura Institute of
Technology, minato-ku, tokyoto, Japan
[email protected]
Ezwan Hakim
Shibaura Institute of
Technology Graduate School,
minato-ku, Toyko, Japan
[email protected]
Takuya Habuchi
Shibaura Institute of
Technology Graduate School,
Minatoku, Tokyo, Japan
[email protected]
Takashi Hashimoto
Shibaura Instite of Technology,
Minatoku, Tokyo, Japan
[email protected]
Keywords: Technologies
and Design, Design Methods,
Fashion Design, Design for
Health
Requirements for the Custom Insole of High-Heels by
the 3D Printer
3D-printer is a new manufacturing system, and is still
growing. The form of the new manufacturing of the
3D-printer connects with the concept of “Create it yourself”
in the present customization. In other words, the concept
of customization and the 3D-printer fit well. This research
treats the insole of high-heels. The purpose of this research
is to clarify the key points which should be measured, and
to propose a prototype which is the design model when the
custom insole of high-heels is made using the 3D-printer.
Firstly, the footprint of gypsum was made through an
experiment to grasp the shape of the foot when wearing
high-heels. Next is to consider the shape of the insole from
the symptom of the foot which happens when wearing
high-heels, the symptom gathered the cause and the factor
which occurs. As a result, when making a custom insole of
high-heels, it became clear that High-heels have to look for
an independent measurement point and to settle a stuff in
front of the foot by inclination in particular. We proposed a
prototype of a custom insole with two protuberance parts
to prevent the foot from slipping ahead at the end of the
high-heel.
IASDR 2015
135
Kristina Niedderer
University of Wolverhampton,
Wolverhampton, United
Kingdom
[email protected]
Robin Gutteridge
University of Wolverhampton,
Wolverhampton, United
Kingdom
[email protected]
Christopher Dennett
University of Wolverhampton,
Wolverhampton, United
Kingdom
[email protected]
Designing mindful intuitive interaction for people with
dementia in everyday social contexts
This paper presents a methodological framework for
developing intuitive interactive devices that can facilitate
mindful emotion recognition and management for people
living with dementia. Depression and other emotional issues
are common in people with early stage dementia due to the
anxiety of being diagnosed with dementia.
The aim of these devices is to facilitate the mindful control
of the wearer over their own emotions to instill feelings of
mindful self-empowerment. In order to realize such devices,
it is necessary to develop a model of interpretation for
relating physiological stimuli to emotions and to enable
Keywords: Innovation and
Ageing, Design for Social
Inclusion, Design Methods,
Wearable Technologies, Design
for Wellbeing
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IASDR 2015
their creative translation. This article establishes a mindful
co-creation framework for developing such an interpretive
model to underpin the development of the envisaged
devices.
Shino Okuda
Doshisha Women’s College
of Liberal Arts, Kyoto, Kyoto,
Japan
[email protected]
Katsunori Okajima
Yokohama National University,
Yokohama, Japan
[email protected]
Keywords: Product Design,
Colour Perception, Kansei
Theory and Methodology,
Design Evaluation
Color Design of Mug with Green Tea for Visual
Palatability
This study aims at revealing which color of mug with green
tea looks delicious. A subjective experiment was conducted
by modifying the mug color. We prepared a bottled green
tea and a brewed green tea. The original mug color was
replaced with one of fifteen target mug colors. Participants
observed the modified images presented on a calibrated
LCD monitor and evaluated predicted tastes and visual
palatability with a seven steps numerical scale. They also
evaluated the impressions of the mug with green tea using a
semantic differential method with five pairs of adjectives.
As a result, we found that the yellow-green mug makes
both the bottled green tea and the brewed green tea visually
palatable, and that the yellow and the red-yellow mug make
the bottled green tea palatable-looking. On the other hand,
the blue-green mug gives us lower visual palatability of both
the bottled green tea and the brewed green tea. In addition,
it is shown that yellow-green mugs give us natural, classical,
polite and common impressions, whereas blue-green
mugs give us artificial, modern, vulgar, unique and cheap
impressions. In conclusion, although palatable-looking
colors of mug depend on tea color, yellow-green mugs
make a green tea visually palatable.
IASDR 2015
137
Shintaro Ono
Asia Wakayama University,
Wakayama, Wakayama, Japan,
[email protected]
Analyses of the Comprehensibility and the Impressions
of Dynamic Pictograms Using Color Expressions
Pictograms are signs that communicate meanings without
Toshinobu Harada
Wakayama University,
Wakayama, Wakayama, Japan
[email protected]
the use of characters. These pictograms have attracted
attention as supportive tools of nonverbal communication,
and they have generally been painted in monochrome.
Existing studies clarified that we could discern the meanings
Keywords: Visual
Communication, Universal
Design, Colour Perception,
Information Design
of pictograms by using color expressions. Thus, the
purpose of our study was to analyze the comprehensibility
of dynamic pictograms using color expressions. Dynamic
pictograms are pictograms using animation expressions.
It is thought that dynamic pictograms can communicate
complicated meaning which static pictograms cannot
communicate. Specifically, first, we clarified the typical
color of each form element that constituted them and the
coloration patterns when colorizing through an experiment
using 20 pictograms that communicated verbal meanings.
Next, we created dynamic color pictograms, dynamic
monochrome pictograms, and static color pictograms
of ten typical verbs based on the results of the analysis.
Moreover, we compared the pictograms through analyses of
the comprehensibility and impressions, and we determined
the features of the comprehensibility of the pictograms.
The results were that the “comprehensibility” and the
“attractiveness” were increased by colorizing pictograms
and that the “familiarity” and the “visibility” were increased by
moving pictograms.
138
IASDR 2015
Lindy Osborne
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Glenda Amayo Caldwell
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Keywords: Design Education,
Human Needs, Design for
Social Innovation, Architectural
Design
Bouncing Back: Students learning through real-world
experiences
The Bouncing Back research study, which began after
the Queensland flooding in January 2011, has organically
expanded through a number of architectural student design
projects and exhibitions, which have sought to respond
to catastrophic flooding events. In September 2011, 10
Queensland University of Technology architecture students
travelled to Sydney to help construct a 1:1 true-to-life
scale shelter, for the Emergency Shelter Exhibition at
Customs House in Circular Quay. During the construction
of the shelter, data were collected in situ, through dynamic
interviews with the students. Using a grounded theory
methodology, data were coded and then thematically
analysed, to reveal three influential factors that positively
impacted the students’ learning in this informal context.
These were the student experience, the process of learning
through physical making/fabrication, and development of
empathy with the community. Analysis of these three factors
demonstrated how this informal situated learning activity
promoted vitally important learning in a real-world context,
which is difficult to replicate in a physical on-campus
environment.
IASDR 2015
139
Yoonyee Pahk
UNIST, Ulsan, Republic of
Korea
[email protected]
Knowledge of Use and Acceptability of Typological
Innovation: A comparative study
Compared to incremental innovation, radical innovation has
James Self
UNIST, Ulsan, Republic of
Korea
[email protected]
a higher risk of failure and loss in the market. Within radical
innovation, typological product innovation, which deviates
from the product’s formal archetype, can carry significant
risks in terms of product acceptability. This is because
Joon Sang Baek
UNIST, Ulsan, Republic of
Korea
[email protected]
typological product innovations have the potential to trigger
a strong, immediate emotional response. The current study
examines the relationship between knowledge of product
use and the acceptability of novel typological product
Keywords: Innovation Design,
Affective Design, Design
Values, Design Aesthetics,
Product Design
innovations. Card-sorting and open interview questions were
employed as means to gather response data related to the
acceptability of ten example typological product innovations.
A qualitative content analysis identified themes and ideas
within responses which were then used as the categories
of a coding frame. Frequencies of encoding and qualitative
analysis of responses revealed a relationship between
knowledge of use and acceptability of typological product
innovations. Results indicated the increased influence
of functional product aspects upon acceptability once
knowledge of use was provided. In contrast, formal aspects
are dominant in determining acceptability when knowledge
of function and use is unknown or unclear. Implications for
the design of typological product innovations are discussed.
140
IASDR 2015
Leonardo Parra-Agudelo
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Keywords: Design for Social
Innovation, Social Design,
Design Methods, Collaborative
Design
Envisaging Change: Supporting Grassroots Efforts in
Colombia with Agonistic Design Processes
Design has become increasingly engaged with bringing
about social change. Shifting domains and perspectives
to conflict stricken contexts yield opportunities to explore
emerging forms of design that enable the expression and
articulation of difference in productive ways, which can
contribute positively to efforts related to civic issues and
struggles in urban settings from developing countries.
We explore the recently developed notion of Adversarial
Design to support the integration of diverging perspectives
and grassroots voices in the design process. This paper
presents the findings and design insights from our study
with two grassroots organisations in Bogota, Colombia. We
present three themes that expose ways in which conflict
motivates bringing about change, the importance of the
social and physical features of the urban landscape, and the
way in which social change acts as catalyst for acquiring
new knowledge. To finalise, we discuss two design areas
and how design could be used to integrate dissimilar
worldviews.
IASDR 2015
141
Sonja Pedell
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Kathy Constantin
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Joel D’Rosario
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Humanoid Robots and Older People with Dementia:
Designing Interactions for Engagement in a Group
Setting
This multidisciplinary research investigates the integration
of humanoid robots into activity group settings of older
adults with dementia. We specifically chose their mobility
program. A mixed method approach, consisting of
interviews, observations and video analysis was applied to
evaluate the level of engagement during different forms of
physical exercises and interaction. Success was gauged
using O’Brien and Toms’ (2008) framework on technology
engagement. Results show that the robots are well suited
in group settings, rather than one-on-one interactions,
Stu Favilla
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Keywords: Innovation and
Ageing, Interaction Design,
Cross-disciplinary Research,
Design for Wellbeing
to motivate and to complement the staff instructor and
become a temporary meaningful asset to the group.
Engagement was observable when the older adults were
able to relate to the robot in what they were doing. They
connected emotionally and displayed more interactions
among each other when the robot was showing human
traits such as sneezing, happiness or failure. Our results
show that the integration of robots is promising as long as
interactions are carefully planned, designed and matched to
familiar settings. Robots used in dementia groups are more
suitable to be deployed for short spurts of interaction and
entertainment than long-term engagement. We conclude
with recommendations for the use of humanoid robots in
social group settings for elderly care.
142
IASDR 2015
Sonja Pedell
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Gretchen Dobson
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Emily Flanagan
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Emily Wapling
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Andrew Robertson
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Theresa Allen
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Keywords: Inclusive Design,
User-centred Design, Design
Aesthetics, Innovation and
Ageing
Stigma and Ageing: Designing an interactive platform
for empowering older users through aesthetics
This research focuses on the importance of aesthetics for
inclusive design. We examine fundamentals of graphic
design and universal design principles in producing ICT for
older adults. This paper discusses how many technologies
developed specifically for older adults can induce effects of
stigma focusing on ‘declining health’ and assumptions about
inability to use technology. In contrast, we aim to provide an
inclusive application that does not homogenise older adults
by focusing on age, but concentrates on individual interests
and abilities provided in an aesthetically pleasing format. An
empirical study was conducted applying an iterative usercentred design approach. The data collection consisted of
semi-structured interviews and a user-based evaluation.
The results on aesthetic preferences and interests from
old adult users, with regards to a number of websites and
a prototype, guided the development of a design for a
communication platform. Our study provides evidence that
older adult users of technology are capable and motivated
to use ICT when it increases skill acquisition and confidence
and enables ongoing self-improvement and communication
regardless of previous technology experience. The paper
proposes an approach based on design aesthetics and
universal design principles in producing ICT for older adults
IASDR 2015
143
Suat Hoon Pee
University of Technology,
Sydney, Sydney, New South
Wales, Australia
[email protected]
Kees Dorst
University of Technology
Sydney, Sydney , NSW,
Australia
[email protected]
Mieke van der BijlBrouwer
University of Technology
Sydney, Sydney , NSW,
Australia
mieke.vanderbijl-brouwer@uts.
edu.au
Keywords: Design Thinking,
Design Theory
Understanding Problem Framing through research into
Metaphors
In problem framing, designers produce frames, or a new
perspective on a situation, that help to create a novel
standpoint from which a problem situation may be tackled.
Recently, there is an increase in the popularity of design
as a problem solving and innovation approach outside of
the traditional design field. This leads to new demands for
explicit frame creation instructions and tools. However,
most researchers studied the use of frames and processes
around problem frames but not where frames come from.
So, there is a need for a better understanding of problem
framing. In this paper we propose the study of metaphor
as a way to improve our understanding of problem framing.
This approach opens up the rich knowledge base of
metaphor research to help illuminate the ‘mysterious’
problem framing process. Base on this initial study of
selected metaphor theories; we have developed a typology
of metaphors that illuminates how metaphorical problem
frames are created.
144
IASDR 2015
Jami Peets
University of Cincinnati,
Cincinnati, Ohio, United States
[email protected]
A Proposed Model for Successful Design Research
Planning
This research investigates design research planning for
Paul M. Zender
University of Cincinnati,
Cincinnati, Ohio, United States
[email protected]
product design through researching design literature and
interviewing current industry practitioners in medical device
design. Research findings are illustrated through a proposed
conceptual model for successful design research planning.
Mary Beth Privitera
University of Cincinnati,
Cincinnati, Ohio, United States
[email protected]
This paper also provides a discussion of current industry
challenges and mitigations.
Design research planning is any activity preparatory
to design research, such as making a research plan,
Keywords: Design Research
Approaches, Design Activity,
Product Design, Medical
Design
conducting stakeholder interviews, and recruiting.
References in design regarding design research planning
for product design are dispersed and not easily accessible.
Methods for this study include literature review (from sources
in design, biomedicine, business and the social sciences),
interviews with industry practitioners (12), and surveys (5).
Findings from this research indicate that the main items
of a research plan consist of: objectives/goals, methodology,
stakeholder involvement, budget and timelines, deliverables,
and other items. Background research is conducted before,
during, or after the plan is created. Fieldwork is driven by the
research plan, and the data is analyzed and translated into
design insights, which provide actionable design direction.
Design insights are documented and communicated
through appropriate media and should reflect the objectives
in the research plan.
IASDR 2015
145
Danielle Pichlis
Aalto University, Espoo, Finland
[email protected]
Mikko Raatikainen
Aalto University, Espoo, Finland
[email protected]
Sofia Pusa
Aalto University, Espoo, Finland
[email protected]
Experiences with Service Design Tools for Visualising
and Prototyping
Service design is a means for creating new, or improving
existing services by thoroughly understanding the problem
space, and developing creative solutions. Though the
literature describes a service design process and an
accompanying set of tools to use in practice, the link
between the two is not well defined. This paper examines
a multidisciplinary service design project that developed
Heidi Uppa
Aalto University, Espoo, Finland
[email protected]
a solution for communicating the sustainability of meals.
Adopting a design science approach, the usage of 14
service design tools are examined in terms of how the
tools visualised and prototyped the service concept, as
Marja Seliger
Aalto University, Espoo, Finland
[email protected]
Keywords: Service Design,
Design Case Studies, Design
Methods, Design Tools
well as how the design process and sequence of these
tools enabled the development of the service concept.
Several frameworks are utilised in the analysis, and result
in the recommendation of two strategies for the effective
use of service design tools: 1) continuously and explicitly
communicating the design process using the innovation
model, and 2) utilising low-fidelity experiments to test
assumptions. In particular, the study highlights the beneficial
characteristics of some key service design tools: customer
journey maps for their versatility and consideration of the
customer’s entire experience, videos for their storytelling
value and ease to produce, and paper prototypes for the
creativity they enable.
146
IASDR 2015
Nel Pilgrim-Rukavina
University of Minnesota-Twin
Cities, Minneapolis, Minnesota,
United States
[email protected]
Barry Kudrowitz
University of Minnesota-Twin
Cities, Minneapolis, Minnesota,
United States
[email protected]
Keywords: Design Methods,
Design Creativity, Design
Theory
Exploring the effects of warm-up games, criticism and
group discussion on brainstorming productivity
There is some controversy on the best practices for
early stage idea generation, specifically the process of
brainstorming. In this research, we examine the effect of
warm-up activities and critique on the quantity of ideas
produced during a product design brainstorming session.
This study involved 91 participants divided into 12 teams.
Participants were of different majors all addressing the
same prompt. Teams were assigned one of four treatments
involving warm-up activities vs. no warm-up and critiquing
vs. deferring judgment. This study found that participants on
teams that engaged in an improvisational warm-up activity
generated a significantly higher quantity of ideas (mean of
21.3 ideas) than individuals on teams that spent the same
amount of time relaxing outside before the session (mean of
18.6 ideas). Data showed that encouraging criticism during
the session did not have a statistically significant effect on
quantity of ideas when compared to the traditional method
of deferring judgment. Productivity over time and the effect
of group vs. nominal brainstorming were also included in the
study. Productivity decreased during the 20-minute group
brainstorming session but increased when participants
brainstormed nominally in the last 10 minutes.
IASDR 2015
147
Ruben Post
Delft University of Technology,
Delft, Netherlands
[email protected]
Odette da Silva
Delft University of Technology,
Delft, Netherlands
[email protected]
Paul Hekkert
Delft University of Technology,
Delft, Netherlands
[email protected]
Keywords: Design Aesthetics,
Designing Pleasure, Product
Design, Service Design
The Beauty in Product-Service Systems
Aesthetic appreciation affects the success of products in
a number of areas, such as user satisfaction and usability.
Hence, designers apply aesthetic principles to create
more successful products. However, it is still unclear how
such principles apply to the services and systems that
products are often part of. In this paper, we explore how two
aesthetic principles, which are known to influence product
aesthetics, can be extended to product-service systems.
These principles are Unity-in-Variety and Maximum-Effectfor-Minimum-Means. According to the former principle,
aesthetic pleasure can be attained from perceiving as much
variety as possible within a unified whole; according to the
latter, it can be attained from perceiving efficiency. With
the qualitative study here presented, we showed how the
principles could also describe product-service systems in
terms of their sensory properties, underlying mechanism
and human interaction. We thereby offer a basis to further
investigate and enhance the aesthetics of product-service
systems.
148
IASDR 2015
Dilusha Rajapakse
Nottingham Trent University,
Nottingham, United Kingdom
dilusha.dezoysarajapakse
[email protected]
Amanda Briggs-Goode
Nottingham Trent University,
Nottingham, United Kingdom
amanda.briggs-goode@ntu.
ac.uk
Electronically controllable colour changing textile design
Photochromic materials have often been categorised as a
smart material as they could sense and change colour with
reversibility from colourless to coloured once exposed to
ultraviolet radiation. The aim of this ongoing research is to
exploit the design potential of commercially available water
based photochromic inks when applied onto textiles using
a screen printing method. This research paper highlights
Tilak Dias
the experimental design research conducted in order to
Nottingham Trent University,
Nottingham, United Kingdom
[email protected]
an electronic activation method which could be used to
Keywords: Smart Materials,
Innovation Design, Textile
Design, Materials and Design,
Technologies and Design
design multi-colour change textile patterns and discusses
activate dynamic photochromic colours. The results highlight
the complex colour changing effects of photochromic inks
and outline new variables which could be used to control the
kinetic behaviour of photochromic prints.
IASDR 2015
149
Tania Rodriguez
Aalto University, Helsinki,
Helsinki, Finland
[email protected]
Fostering social inclusion through Second Language
learning: Designing the Finnish case
A deeper understanding of cultural knowledge and the
Young-ae Hahn
Yonsei University, Seoul, Seoul,
Korea, Republic of
[email protected]
learner agency are crucial for mid-level second language
(L2) learners, to better their social and job competency,
with continuing and independent study beyond the basic
training. In Finland, however, such an advanced level of
Keywords: Social Design,
Design for Society, Design
and Culture, Participatory
Design, Graphic Design, Visual
Communication, Crossdisciplinary Research, Teaching
and Learning Approaches
language training and supports are not provided, and many
learners are stuck in the plateau stage. This paper integrates
the authors’ findings from the literature review, a student
workshop, and an expert (teacher) panel, to identify the
mid-level Finnish learners’ areas of weaknesses and their
overcoming strategies. To resolve their unmet needs, the
authors propose a set of L2 learning principles based on
van Lier’s ecological approach, and recommended features
for future learning systems. Following the principles, a
system is envisioned to provide activity-based curricula
with personalized, multi-sensory materials and collaborative
activities. The four learning modules (observation, writing,
speech-interaction, and reading) and a vocabulary-phrase
bank support posting and sharing data from the real world
semiosphere, to facilitate interactions between learners,
teachers and Finnish citizens.
150
IASDR 2015
Kazuko Sakamoto
Kyoto Institute of Technology,
Kyoto, Japan
[email protected]
The Effect of Color and Form of Sweets on Taste
Japanese sweets are one of the important elements of the
Keywords: Design and Culture,
Affective Design, Comparative
Study
Chur Japan strategy. In this research, we investigated what
kind of sweets are liked by the Chinese tourist. What is
generally eaten is influenced by culture, a sense of values,
and business practice. Therefore, what was adapted there
is sold. However, when traveling, what its country does not
have is called for. Then, how far should we take in Chinese
people’s taste in a design? This time, the design attribute
(a color and a form) which leads to sweets “being delicious”
was clarified by rough aggregate theory. As a result, the
difference in the taste of Chinese people and Japanese
people became clear. With for instance, the respondents
showed the same trend as Japanese in that they highly
evaluated cheese cakes and rectangular short cakes, but
the cakes that they significantly evaluated as “deliciouslooking” were decorated ones over simple ones. Some
subjects were also left behind simultaneously. Given that the
survey utilized photos, it was difficult to convey luster or feel
of material, so it is necessary to explore how to fill the gap
between perception and actual purchase or taste.
IASDR 2015
151
James Self
(UNIST) Ulsan Institute of
Science & Technology, Ulsan,
Republic of Korea
[email protected]
Keywords: Design Activity,
Design Thinking, Industrial
Design, Design Expertise
Conceptual Design Ideation: The Influence of Sketch
Ability
We examine the role of sketching in conceptual design
ideation through a comparative analysis a novice designer
and a non-designer’s work in response to a typically
ill-defined design problem. Results show the designer’s
conceptual activity as characterised by significantly
increased appositional reasoning; reasoning between design
problem and solution ideation. In contrast, the activity of
the non-design participant indicated significantly increased
reasoning towards problem definition, with little evidence
of solution ideation. Our findings indicate an ability to
sketch as probable cause for both the novice designer’s
increased solution-focused activity and iteration between
problem definition and solution ideation. Implications for
sketching’s potential as catalyst for abductive reasoning and
appositional bridge-building between problem definition and
solution ideation are briefly discussed.
152
IASDR 2015
Yipei Shen
Tsinghua University, Beijing,
China
[email protected]
Yue Peng
Chengdu University of
Technology, Chengdu, China
[email protected]
Design Trend and Strategy of Desktop 3D Printer
The era of affordable 3D printing is clearly approaching.
The historical patterns of growth in 3D printing are strikingly
similar to those associated with the growth of home
computing in the late 1970’s. One of the prominent areas
of increased needs in 3D printing is in the realm of desktop
3D printer as a consumer product. Until now, research has
Lei Guo
merely focused on the design trend in desktop 3D printer. In
Tsinghua University, Beijing,
China
[email protected]
form factors of 3D printer, as well as the form, color, material
Keywords: Product Design,
Corporation / Brand / Product
Identity, Materials and Design
this paper, we analyses the trend of consumer product, the
and finish status and trend of 3D printer. Finally, based on
our research, we give strategy suggestions to 3D printer
design in the future.
IASDR 2015
153
Yipei Shen
Tsinghua University, Beijing,
China
[email protected]
Xing Zhou
Beijing Technology and
Business University, Beijing,
China
[email protected]
Jun Cai
Design Management Research
Lab, Tsinghua University,
Beijing, China
[email protected]
Keywords: Design
Management, Design Case
Studies, Service Design,
Practice-Based Research
Bridging the Gap Between Customer Value and
Corporate Value Through Value Integrated Service
Design
With the shift from manufacturing economy to service
economy, user experience and service design are being
increasingly noticed and appreciated. As a design process
proposed from the perspective of the user, the UserCentered Design (UCD) is widely implemented in design
practice. However, the typical UCD method is insufficient
to involve all the stakeholders while service design is a
holistic system design with many touch points concerned
with different stakeholders. In consequence, service design
practice calls for a better design solution. Therefore we
introduce Value Integrated Service Design (VISD), a design
pattern which can take into account different stakeholders’
pains and needs. The goals of VISD pattern are to involve
corporate value, integrate customer value and corporate
value, create progressive value increase by spontaneous
value interaction. We describe the process of implementing
this design pattern by conducting user research and codesign in a case study, and we use service design and
mobile App design to make the service design concept
sensible and tangible. We discuss how we realize the value
identification, integration and interaction in implementing the
VISD pattern and co-design.
154
IASDR 2015
KyoungHee Son
KAIST, Daejeon, Republic of
Korea
[email protected]
Collaborative Storytelling for Sharing Digital Photos in
Offline Communities
With the emergence of smart devices, taking photos in
Dahye Kim
KAIST, Daejeon, Republic of
Korea
[email protected]
offline communities has become part of everyday life.
However, photo sharing demands additional effort and
is generally performed only by highly motivated people.
We suggest storytelling as a way to trigger and sustain
Hosun Jun
KAIST, Daejeon, Republic of
Korea
[email protected]
photo sharing within an offline community. In this project,
two observational pilot studies envision how storytelling
empowers community members to share their digital
photos. In the first study, we observed that creating a story
Shin Kim
KAIST, Daejeon, Republic of
Korea
[email protected]
Seok-Hyung Bae
KAIST, Daejeon, Republic of
Korea
[email protected]
Keywords: User-centred
Design, Human-Centred
Design
on a large photo wall drew the attention of a community and
that some members actively participated by adding more
photos and narratives. We then interviewed both active and
passive members and concluded that scaffolding storytelling
tasks would help more people to participate. In the second
study, we conducted a group workshop on utilizing a
4-frame cartoon format when creating stories with digital
photos. Using the format, participants easily learned what
to do and collaborated with each other to complete a series
of stories. Based on the studies, we conclude with design
implications for implementing a system for sharing digital
photos via storytelling.
IASDR 2015
155
Ricardo Sosa
Auckland University of
Technology, Auckland, New
Zealand
[email protected]
Andy Connor
Auckland University of
Technology, Auckland, New
Zealand
[email protected]
Keywords: Design Creativity,
Design Theory, Computational
Design Method, Collaborative
Design
156
IASDR 2015
A computational intuition pump to examine group
creativity: building on the ideas of others
This paper presents a computational approach to modelling
group creativity. It presents an analysis of two studies of
group creativity selected from different research cultures
and identifies a common theme (“idea build-up”) that is then
used in the formalisation of an agent-based model used to
support reasoning about the complex dynamics of building
on the ideas of others. The main observations of this model
are centred on the effects of group formation in defining the
interplay between idea-giving and idea-taking.
Ricardo Sosa
Auckland University of
Technology, Auckland, New
Zealand
[email protected]
Andy Connor
Auckland University of
Technology, Auckland, New
Zealand
[email protected]
Keywords: Design Education,
Cross-disciplinary Research,
Teaching and Learning
Approaches
!orthodoxies in multidisciplinary design-oriented degree
programmes
In recent years there has been a rapid expansion of
multidisciplinary degree programmes offered by Universities
around the globe, with many being classified as design
orientated or using the title Creative Technologies. This
paper investigates one such degree programme and
compares it to other discipline based programmes with
which it overlaps. To obtain an understanding of the
programmes, each is mapped in to Fink’s Taxonomy of
Significant Learning so that a comparison of the nature
of the programmes can be made independently from the
content. This analysis suggests that the multidisciplinary
programme is in many ways an orthodox recombination of
disciplinary approaches that potentially produces challenges
in organising and structuring content so as to provide depth
as well as breadth of coverage. This paper concludes with
some open questions regarding curriculum development of
design orientated, multidisciplinary degrees.
IASDR 2015
157
Chih-Sheng Su
Shih-Chien University, Taipei
City, Taipei City, Taiwan
[email protected]
Materializing Sound: A Self-Inspired Interaction Design
Method
This paper aims at introducing an alternative interaction
Rung-Huei Liang
National Taiwan University
of Science and Technology,
Taipei City, Taiwan
[email protected]
Keywords: Design Education,
Experience Design, Design
Creativity, Interaction Design,
Materials and Design
design method. It is referred to as self-inspired interaction
design, and it uses a designer’s personal knowledge as a
design resource. This study will present a design practice
to illuminate how a self-exploration process can inspire a
creative interaction design. Subsequently, it will demonstrate
“Materializing Sound”, a self-inspired design method that
uses a designer’s personal knowledge as inner motivation
to elicit a self design manifesto and to open more design
possibilities by producing a sound instrument. We assume
that this design method will help designers understand
themselves better. After digging themselves deeper, the
designers reveal their personal knowledge through design
practices and then transform the knowledge into discourses
and become design resources. These resources can be
the foundation of their design. In contrast to user-centered
design (UCD) design method in typical human-computer
interaction (HCI) point of view, “Materializing Sound” can
externalize a designer’s personal knowledge and transform
an abstract concept into a concrete artifact. In the end,
we present discussion and reflection from both course
instructors and students as future design references.
158
IASDR 2015
Wooyoung Sung
Arizona State University ,
Tempe , Arizona, United States
[email protected]
Teaching Design Research: Proposing the Benefits of
Theme Based Topics for the Future of Design Education
This paper examines the current design research methods
Jacques Giard
Arizona State University ,
Tempe , Arizona, United States
[email protected]
taught in leading design schools in the U.S. It explores
the design pedagogy that can effectively address the
disconnect that exists between the teaching of design
research in academia and the application of design
John Takamura
Arizona State University ,
Tempe , Arizona, United States
[email protected]
research in practices. Swann (1986) states the current art
and design courses based on setting design problems
followed by group ‘crit’ method is not responding to
the challenge of today’s university education. Moreover,
Keywords: Design Research
Teaching, Design Research,
Methods, Industrial Design,
Practice-Based Research
Kiernan & Ledwith (2014) state that there is not much
connection between design practice and design education
(Gajendar 2003; Kiernan& Ledwith, 2014; Roald, 2006).
Although the connection between industry and academia
is increasing, there are not many studies of publication
that show otherwise. The researchers queried two groups
of designers: faculty members of industrial design and
design practitioners. Ten faculty members and practitioners
were asked ‘What is an effective method for teaching
design research and how can it be applied to practice?’ In
parallel, thirty practitioners were surveyed to understand the
application and decision making of design research. This
paper suggest pedagogical changes that can incorporate
research findings that will lead to appropriate application to
practice.
IASDR 2015
159
Levi Swann
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Vesna Popovic
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Helen Thompson
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Relationships between User Experience and
Intuitiveness of Visual and Physical Interactions
This paper investigates the effects of experience on the
intuitiveness of physical and visual interactions performed
by airport security screeners. Using portable eye tracking
glasses, 40 security screeners were observed in the field
as they performed search, examination and interface
interactions during airport security x-ray screening. Data
from semi structured interviews was used to further explore
the nature of visual and physical interactions.
Results show there are positive relationships between
experience and the intuitiveness of visual and physical
interactions performed by security screeners. As experience
Alethea Blackler
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Ben Kraal
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Keywords: Design and
Usability, Human-Centred
Design, Interaction Design
160
IASDR 2015
is gained, security screeners are found to perform search,
examination and interface interactions more intuitively. In
addition to experience, results suggest that intuitiveness is
affected by the nature and modality of activities performed.
This inference was made based on the dominant processing
styles associated with search and examination activities.
The paper concludes by discussing the implications
that this research has for the design of visual and physical
interfaces. We recommend designing interfaces that build
on users’ already established intuitive processes, and
that reduce the cognitive load incurred during transitions
between visual and physical interactions.
Thorbjörn Swenber
Dalarna University, Falun,
Sweden
[email protected]
Film and TV Industry Responses to Research Results in
a Workshop Setting
Immediate return of results to the Swedish film and TV
Per Erik Eriksson
Dalarna University, Falun,
Sweden
[email protected]
industry from researchers conducting research within the
field is rather unusual. As a design research approach we,
as researchers, arranged workshops in order to disseminate
our results beyond the industry segments represented by
Keywords: Design Research
Methods, Collaborative Design,
Technologies and Design,
Practice-Based Research
our informants. Earlier results revealed that the transition
from recording on celluloid with analogue film cameras to
using high definition video cameras presented new cruxes
for the film and TV industries, regarding configuration
of video codecs and file formats for efficient workflows
(Eriksson & Swenberg, 2012). Industry and educators were
invited to public workshops, where these results were
presented along with expert solutions to the problems.
Questionnaires were distributed among participants.
Seminars and panel discussions, with question and
answer sessions for participants were video-recorded. The
responses show an urgent need for discussion regarding
the situation of digital cruxes within the film and TV industry.
The Q & A sessions confirmed the widespread need for
understanding the problems that had emerged. Many
industrial representatives expressed their appreciation for
the opportunity to understand the nature of problems, how
widespread they were, how to address them, and how to fill
some of the most critical prevalent knowledge gaps.
IASDR 2015
161
Ryuji Takaki
Tokyo University of Agriculture
and Technology, Yuigahama
2-23-12, Kamakura , Kanagawa
248-0014, Japan
[email protected]
Katsuya Ouchi
Kobe Design University, Kobe
651-2196, Japan
[email protected]
Shinji Mizuno
Aichi Institute of Technology,
Toyoda 470-0392, Japan
[email protected]
Keywords: Design Education,
Design Science, Design
Philosophy, Design Research
Methods, Cross-disciplinary
Research
Promotion of Scientific Activities of Design Students
A new educational system for students of art and design
developed by the present authors is presented, which is
based on scientific activities of students. Here, the term
“scientific activity” includes the following two processes;
first, to practice scientific workshops arranged by teachers
or to make voluntary researches on natural phenomena, and
secondly to apply their results to creations of art and design.
This project is motivated by a finding by the present authors
that the many of design students are interested in this
scientific activity. As a recent tendency some students want
to make scientific researches by themselves as extensions
of the workshops in the class or as voluntary researches on
new topics. It is a preferable tendency, but not all of their
scientific researches are connected to the creative process.
In this paper some of students’ results based on voluntary
activities are introduced, and a discussion is given on a
strategy to promote this recent tendency.
162
IASDR 2015
Ryoichi Tamura
Kyushu University, Fukuoka,
Japan
[email protected]
Santosh Basapur
Illinois Institute of Technology,
Chicago, Illinois, United States
[email protected]
Fundamental research on university students’
awareness and behavior related to energy conservation
- Towards the creation of services that utilize HEMS
We targeted university students as near-future consumers
to investigate their awareness regarding energy savings
and the power-saving behaviors they engage in their
daily lives. This allowed grasping their current status and
Shigeru Furuya
Shibaura Institute of
Technology, Tokyo, Japan
[email protected]
suggested services utilizing a HEMS that will lead to
power-saving behaviors. We found no regional differences
among Japanese university students with regards to
power-saving intention or power-saving implementation
Yasushi Togo
Kyushu University, Fukuoka,
Japan
[email protected]
intention, but found international differences with exchange
and U.S. students. By examining Japanese students living
alone in terms of the state of 5 clusters of power-saving
implementation intention and comparing the extent of
Keywords: Service Design,
Design for Social Sustainability,
Experience Design, Design and
Behaviour change
engagement in power-saving behaviors, we found that
power-saving behavior was reduced for actions that were
troublesome to implement or for which it was difficult to see
power-saving effects. This implies that services utilizing a
HEMS to increase implementation of such behaviors should
consider accommodation of the sense of cost, sense of
scope, and sense of execution ability factors extracted for
power-saving implementation intention.
IASDR 2015
163
Hao Tan
School of Design, Hunan
University, Changsha, Hunan,
China
[email protected]
Wei Li
School of Design, Hunan
University, Changsha, Hunan,
China
[email protected]
Jianghong Zhao
School of Design, Hunan
University, Changsha, Hunan,
China
[email protected]
Sisi Guo
School of Design, Hunan
University, Changsha, Hunan,
China
[email protected]
Weixin Sun
School of Design, Hunan
University, Changsha, Hunan,
China
[email protected]
Wenlin Yang
School of Design, Hunan
University, Changsha, Hunan,
China
[email protected]
Keywords: Interaction
Design, User-centred Design,
Experience Design, Design
Aesthetics
164
IASDR 2015
Understanding the Image Schema of Gesture interaction
in An Aesthetic way: A Case Study on Music Player
The purpose of this research is tantamount to explore the
meanings of functions in spatial gesture design. In our
experiment, the dancers were asked to demonstrated 6
functions of music player with their own understanding and
experienc. After the dancers’ improvisation, movement
analysis methods and subjective descriptions of their
movements were collected. Then, the motion trajectories
of each dancer’s movements were visualized and the key
words were abstracted from the subjective descriptions.
Finally, we built a framework of function-based image
schema based on the theories and experiment, which
provides a valuable guidance for gesture design.With this
analysis method, it is possible for the designers to research
the function-based image schema with user-centered
view. Furthermore, based on the framework, designer can
understand how people experiencing, comprehending
functions directly and build a multi-channel interaction
environment for better gesture control experience.
Hao Tan
School of Design, Hunan
University, Changsha, Hunan,
China
[email protected]
Jiahao Sun
School of Design, Hunan
University, Changsha, Hunan,
China
[email protected]
Jianghong Zhao
School of Design, Hunan
University, Changsha, Hunan,
China
[email protected]
Xuyi Wei
School of Design, Hunan
University, Changsha, Hunan,
China
[email protected]
Jing Zhang
School of Design, Hunan
University, Changsha, Hunan,
China
[email protected]
Keywords: Comparative
Study, User-centred
Design, Experience Design,
Automotive Design
Understanding Chinese Design: Cluster Distribution
and Affinities Research of Design Journals in Mainland
China & Differences between the User Experience in
Automatic and Driverless Cars
Previous research on how individuals feel about autonomous
vehicles, both in terms of user experience (UX) and degree
of acceptance, has shown that they are influenced by age,
gender and whether or not they already have experience
with advanced driver assistance systems (ADAS). What
these studies have neglected, however, is how UX and
degree of ADAS acceptance vary according to level of
vehicle autonomy and specific driving task. The NHTSA
identifies five levels of vehicle autonomy, from no-automation
to full self-driving automation. This study investigates
differences between UX in automatic and driverless vehicles.
A driving simulation system was used to explore UX of
primary driving tasks and secondary in-vehicle tasks.
Eighteen participants provided verbal reports of UX, which
were recorded in-experiment according to think-aloud
protocol. Information regarding UX was interpreted and
coded using semantic analysis. Quantitative analysis of the
coded material yielded average evaluation scores for vehicle
performance during primary and secondary tasks. Results
revealed that UX of primary tasks is better in automatic
cars but that UX of secondary tasks is better in driverless
cars, indicating that although drivers feel more comfortable
performing primary driving tasks themselves, driverless cars
provide them with a better experience when performing
secondary tasks.
IASDR 2015
165
Hsien-Hui Tang
NTUST, Taipei, Taiwan
[email protected]
Chi Chu
NTUST, Taipei, Taiwan
[email protected]
The influences of Design Thinking Projects on
designers’ abilities and the innovation capabilities within
the industries
In today’s fast-paced, growing economy, innovative
capacity has become a crucial skill. By using a ‘top down’
or ‘systematic’ approach and by generating, analyzing,
Keywords: Design Education,
Human-Centred Design,
Design Thinking, Collaborative
Design
and evaluating diverse solutions, designers are more
likely to approach problems with more creative views or
with approaches capable of gradually improving existing
solutions, and benefitting society and enterprises. The
purpose of this study is to understand the influences
of design thinking projects on the design abilities and
innovation capabilities of novice designers when practiced
in the industry. The study focused on the advantages and
disadvantages of design thinking, including multidisciplinary
collaboration (MDC), prototyping (PT), and user-centered
design (UCD) in design education, and explored the
influences of these concepts on the career development
of novice designers. The objectives were as follows: (1)
Execute design thinking projects (DTPs), with an emphasis
on practical innovation processes using MDC, PT, and UCD;
(2) observe the design processes and propose qualitative
results; (3) conduct interviews and analyze the influences
of DTP on the abilities of novice designers in terms of
both individual and career development; and (4) propose
suggestions and guidelines for adapting DTPs to design
pedagogy and industry training.
166
IASDR 2015
Mia A. Tedjosaputro
University of Nottingham
Ningbo China, Ningbo,
Zhejiang Province, China
mia-ardiati.tedjosaputro@
nottingham.edu.cn
Patrick Pradel
University of Nottingham
Ningbo China, Ningbo,
Zhejiang Province, China
patrick.pradel@nottingham.
edu.cn
Contribution of smartpens to design studies in
capturing design process
The paper focuses on technical and methodological aspects
of using smartpens to capture sketching activities in the
idea generation stage. Aiming to consider a more effective
way to capture designers’ decisions, moves, verbal and
non-verbal cues; the paper attempts to provide a critical
appraisal of how smartpen-based recording system
are able to improve small-scale observational studies’
rigorousness and increases richness of data. Comparison
Chantelle Niblock
University of Nottingham,
Nottingham, Nottinghamshire,
United Kingdom
chantelle.niblock@nottingham.
ac.uk
Keywords: Design Research
Methods, Design Thinking,
Design Methods, Design
Research Approaches
of conventional pen-and-video and smartpen devices are
illustrated, by conducting two think-aloud design sessions
using both mechanisms. Advantages and disadvantages
will be analysed to provide balance views of the two
tools. In general, both are able to capture sequences of
thoughts, including moving through one page to another.
Preliminary findings show that smartpens are somewhat
superior in terms of: obtaining unobstructed views of the
sketching process as result of participants’ hand/shadow
or glare, pencast (replayed video) aids exploration of design
strategies investigation, auto-synchronised thinking aloud
(verbal) and sketching (actions) foster the effectiveness of
study, minimal use of a single recording device and also
possibly promote exploration in shading, textual aids,
contextual aids and other cues of sketches. However,
pen-and-video tools are more efficient at capturing hand
gestures. Some recommendations for future studies are also
suggested.
IASDR 2015
167
Carlos Teixeira
Parsons The New School for
Design, New York, New York,
United States
[email protected]
Prescriptive Protocols: a research methodology for
understanding the role of dynamic capabilities in design
thinking
Design Thinking has expanded its domain of action
Keywords: Design Research
Approaches, Design Thinking,
Design Expertise, PracticeBased Research
from focusing on designing products, to structuring the
organizational processes through which the specification
of products are defined, widening the set of capabilities
necessary to do design thinking. However, planning,
producing and facilitating effective design thinking in
organizations is a very complex task, because it requires
appropriate resource allocation strategies to make effective
use of individuals experiences, know-how and expertise.
While much is already know about design thinking as the
competence through which designers frame and reframe
problems and solutions, little is know about design thinking
as an organizational competence. Therefore, there is
a pressing need to study the capabilities and resource
allocation structures through which organizations would
become competent in doing design thinking. In this study
we propose prescriptive protocols as a research approach
that combines taxonomy, Randomized Controlled Trials,
scorecard and statistical analysis for understanding how
organizations could allocate resources to shape the design
thinking process. Therefore, the goal of this study is to
develop, test and model a research methodology that would
enable the uncovering of the patterns and rules that regulate
effective use of resources to shape design thinking as an
organizational competence.
168
IASDR 2015
Yasemin Tekmen-Araci
Swinburne University of
Technology, Melbourne, VIC,
Australia
[email protected]
Apprehending the barriers/blockers or promoters for
increasing creativity in engineering education
Although several attempts have been made to make
Blair Kuys
Swinburne University of
Technology, Melbourne,
Victoria, Australia
[email protected]
Keywords: Design Creativity,
Design Education, Teaching
and Learning Approaches,
Engineering Design
creativity a part of engineering education, little research
exists that explores the ways of embedding creativity in
engineering curriculum with a holistic perspective. There
have been no earlier studies in an engineering context
that identify and describe creativity issues in the learning
and teaching environment, to develop and implement an
intervention with action research. This study forms a core
component of a doctoral thesis that has been conducted
to understand the importance of embedding creativity in
engineering education. The issues highlighted in this study
will be used to conduct action research in Mechanical
Engineering (ME) design subjects leveraging the findings in
Product Design Engineering (PDE) education. The collected
data through observations, surveys and interviews have
been categorised in seven broad themes used to help other
researchers apprehend the barriers/blockers or promoters
for increasing creativity in engineering education.
IASDR 2015
169
Paul Thibaudeau
Carleton University, Ottawa,
Ontario, Canada
intermeshenterprises@gmail.
com
Lois Frankel
Carleton University, Ottawa,
Ontario, Canada
[email protected]
Keywords: Design Education,
Design Thinking, Co-designing,
Teaching and Learning
Approaches
170
IASDR 2015
A Framework for Merging Design Thinking and
Traditional Aboriginal Knowledge
Approaches to teaching First Nations children in the
classroom currently use traditional knowledge instruction
involving hands on teaching and learning. These approaches
are compatible with design education pedagogy that
emphasizes project-based thinking and active prototyping.
Through a review of the literature, this paper provides a
framework that explores how tying these types of learning
together may benefit both Aboriginal and non-Aboriginal
learners.
Douglas Tomkin
University of Technology
Sydney UTS, Sydney NSW,
Australia
[email protected]
Keywords: Design Thinking,
Design for Special Needs,
Design for Social Innovation,
Design Case Studies
Design crime and social disadvantage
A methodical approach to understanding how designers
design began in earnest in the 1960’s. Chris Jones, L.
Bruce Archer and others applied scientific principles to
the design process resulting in a coherent linear approach
to creating new products. More recently these and other
methods employed by designers in problem solving have
been termed “design thinking” and appropriated elsewhere,
in particular in the business and financial sectors. This paper
demonstrates that complex social problems can also benefit
from a design thinking approach. Since 2009 the Designing
Out Crime Research Centre (DOC) has utilised a new design
thinking method to resolve issues varying in context from
struggling communities with high crime rates to alcohol
related violence in the night time economy. The method has
been utilised and refined in 100+ projects over a five-year
period. The paper explains the new process in the context
of two very different projects. The first is improving the
writing and numeracy skills of high security prisoners and
the second enhancing pedestrian safety in a disadvantaged,
crime prone community. Evaluation of the new method has
been principally through client and stakeholder feedback,
which has been positive. A number of long-term appraisal
studies are in progress.
IASDR 2015
171
Hung-Cheng Tsai
National Kaohsiung First
University of Science and
Technology, Kaohsiung,
Kaohsiung, Taiwan
[email protected]
Ting-Ting Wu
National Kaohsiung First
University of Science and
Technology, Kaohsiung,
Kaohsiung, Taiwan
[email protected]
Wei-Rong Tseng
WuFeng University of
Technology, Chiayi, Chiayi,
Taiwan
[email protected]
Keywords: Practice-Based
Research, Emotional Design,
Experience Design, Design and
Culture, Design Case Studies,
Collaborative Design
172
IASDR 2015
Design and Culture, Affective Design, Emotional Design
Industrial Design, Product Design
This study aims to explore the application of Activity Theory
(AT) on product design, and also investigates the interaction
between users and tools. The activity investigated in this
study is a traditional worship in the Taiwanese Taoist temple.
The worship activity shows lots of cultural features of
Taiwan, and these features merged in Taiwanese life. This
study takes the worship activity as the object by observing
and interviewing the actors in worship activity. AT was
proposed by Mawanza (2001) to analyze the relationship
between User-Tool-Objective, and used to investigate the
role of activity components and to explore the cultural
features in a worship activity. This study proposed a cultural
product design process and showed the result of AT
analysis. The process could direct designers to practice
culture-based product design, and assist them in producing
conceptual products with specific cultural features.
Wenn-Chieh Tsai
National Taiwan University,
Taipei City, Taiwan
[email protected]
CrescendoMessage: Interacting with Slow Messaging
Messaging in human communication is not only a carrier
of the sender’s intention but also interplay between
Amy Yo Sue Chen
National Taiwan University
of Science and Technology,
Taipei City, Taiwan
[email protected]
Sheng-Yang Hsu
National Taiwan University
of Science and Technology,
Taipei city, Taiwan
[email protected]
Rung-Huei Liang
National Taiwan University
of Science and Technology,
Taipei city, Taiwan
[email protected]
anticipations on both sides if we see it as an experiencecentered design issue. With the power of digital technology
in designing temporal forms of messages, new and
fascinating applications other than instant communication
have been recently proposed. In contrast to using only
delayed expression for slowness, this paper introduces a
crescendo expression of slowness that might be thought
of as a temporally gradational exposure of a message
over a period of time. The CrescendoMessage, an
interactive prototype built on an existing social medium,
was implemented and a user study was conducted
for investigating the felt experiences with crescendo
expression on digital photos in young adults’ daily
messaging practices. The results demonstrate that (1)
Keywords: Experience Design,
Information Design, Interaction
Design
crescendo expression matters, (2) crescendo reminiscence
accumulates with enriched experiences, and (3) crescendo
messages encourage curiosity-driven understanding.
With these findings and insights behind, we frame
crescendo messaging experience as a way of evoking
anticipation, which is an actively sense-making process in
a dialog provoked by perceived information drawbacks of
interchanged messages.
IASDR 2015
173
Kevin Tseng
Chang Gung University,
Taoyuan, Taiwan
[email protected]
A Web-based Chinese Chess System for the Elderly
This study aims to design and develop a system for the
elderly to achieve successful ageing. Many research
Tsai-Hsuan Tsai
Chang Gung University,
Taoyuan, Taiwan
[email protected]
studies related to ageing focus on the need for increased
physiological assistance and neglect psychological care
and social interactions for the elderly. However, these are
critical to successful ageing. In this study, a Chinese chess
Hsien-Tsung Chang
Chang Gung University,
Taoyuan, Taiwan
[email protected]
system is proposed. The system is dependent upon the
IPDD design model, which helps develop new products at
the early stage. The developed system provides a platform
to increase social engagement and mental exercise for the
Keywords: Healthy Ageing,
Interaction Design, Product
Design, Design for Health,
Innovation and Ageing
174
IASDR 2015
elderly and was validated by a survey. The result shows that
the elderly could use the system to improve their likelihood
of successful ageing.
Yuan-Chi Tseng
Industrial Design, National
Cheng Kung University, Tainan,
Taiwan
[email protected]
Juo-Hsuan Liu
National Cheng Kung
University, Tainan, Taiwan
[email protected]
Keywords: Affective Design,
Design Science, Design
Aesthetics, Design Evaluation,
Product Design, PracticeBased Research
The Impact of Perceived Curvature of Structure Frame
on Female Perception of Preference, Usability, and
Aesthetics
Studies have shown that human have a preference for
objects that have curved contours and this contour bias
is associated with the activation of amygdala, the brain
area responsible for fear processing. This bias has been
developed into a universal design guideline. However, it is
still unclear whether there is a curved contour bias when
people see a more complex artifacts that have many parts,
such as frame structures. Female bicycles often have
more curved tubes in their frame structures. The relation
between curved contour bias and the perceived usability
and aesthetics is also unknown. We aims to investigate how
the configuration of curved lines affects female perception of
curvature, usability, aesthetics and preference. The results
of two surveys showed that female preference for a bicycle
is correlated with its perceived curvature, aesthetics, and
usability. Curves are generally felt to be more emotional and
beautiful than angular bicycles for females. Lines’ curvature
positively correlated to the preference, but only when they
are simply configured. The design guidelines of the simplicity
of curvature frame structures include (1) using two or fewer
curves; (2) curves are not crossed over each other; and (3)
using plan, but not S-shaped curves.
IASDR 2015
175
Ayaka Tsuchiya
Shibaura Institute of
Technology, Minatoku, Tokyo,
Japan
[email protected]
Masaru Tatekawa
Shibaura Institute of
Technology, Minatoku, Tokyo,
Japan
[email protected]
Takeshi Sasaki
Shibaura Institute of
Technology, Minatoku, Tokyo,
Japan
[email protected]
Keywords: Technologies
and Design, System Design
Approach
Design and Development of Expression Components for
Media Art using RT Middleware
In this paper, we present a design and development of
expression components for media art to support media
art production on RT (Robot Technology) Middleware.
Media art is created with media technology as typified
by a computer technology and it can be said that the
representation of media art is extended by fusing art and
various technologies. However, this means that media artists
need to have a profound knowledge of the technology to
create artwork, and the barrier to entry is high especially
for beginner artists. In response to this situation, we
consider a method to support beginners to produce media
art using RT Middleware which is a software platform for
constructing robot systems. RT Middleware allows us
to reuse existing technology and combine technologies
based on different languages and environments. This paper
focuses on components that are specific to media art
expression components. These expression components are
modularized algorithm of the media art behavior, and the
parameters are changed by graphical user interface to avoid
complicated programming. To decide the interface design
of them, we discuss with students who are interested in
design. The proposed approach is validated through the
development of components and artwork based on the
design.
176
IASDR 2015
Katie Unrath
CoGrowLab, Long Beach,
California, USA
[email protected]
Low Fidelity Prototypes as Communication Tools for
Interior Design: A Co-design Case Study
Space plans are commonly developed through the early
Annika
Nordlund-Swenson
CoGrowLab, Long Beach,
California, USA
[email protected]
Keywords: Co-designing,
Design Case Studies, Design
Research Methods, Interior
Design, Practice-Based
Research
interior design phases called programming, preliminary
diagramming/space planning, and schematic design.
Research and design methods used in these phases are
typically led by designers with client leadership and often
consist of two components: (1) information collection
via interview, survey, and observation; and (2) synthesis
of findings, design ideation, evaluation, feedback, and
revisions. Communication gaps can occur during this
iterative process between the designer and client due
to limitations imposed by verbal discussion of threedimensional concepts. This study investigated an alternative
method of obtaining client information, which included
generative model prototyping with end users. This co-design
activity prompted participants to provide rich descriptions of
their shared values, needs, and desires. These descriptions
included preferences for use and experience in the new
environment. Ultimately, the activity may have elicited
previously impossible discussions, as the model artifacts
and their descriptions enabled the designer to better
understand requirements and to arrive at an optimal space
layout in an expedited fashion. This case study validates
the use of low fidelity participatory prototyping methods in
practice and proposes considerations for future studies.
IASDR 2015
177
Mieke van der
Bijl-Brouwer
University of Technology
Sydney, Sydney, NSW, Australia
mieke.vanderbijl-brouwer@uts.
edu.au
Lucy Kaldor
University of Technology
Sydney, Sydney, NSW, Australia
[email protected]
Rodger Watson
University of Technology
Sydney, Sydney, NSW, Australia
[email protected]
Véronique Hillen
Paris Est d.school, Paris, France
[email protected]
Keywords: Design for Social
Innovation, Innovation Design,
Design Thinking, Design
Education
Supporting the Emerging Practice of Public Sector
Design Innovation
Design is gaining popularity as an innovation approach in
the public sector to address complex societal problems.
Although some promising results have been achieved,
public design innovation has also been critiqued in different
ways. The application of design thinking in the public
sector has often led to public servants not taking on the
full potential of design as an innovation approach. At the
same time, designers have often ignored the particular
characteristics of the public sector context in their social
designs, which has often failed to lead to long-lasting social
innovations. In this paper we argue that part of the critique is
caused by a lack of a clear vision on what the new practice
should or could look like and how it could be developed.
Based on indicators of the emerging practice, we describe
a new type of public sector design innovation expertise.
Furthermore we propose different ways forward to develop
design innovation capability in the public sector through
educational programs and mutual learning across designers,
public servants, and public design innovators. We conclude
with setting a research agenda for studying the emerging
public sector design innovation practice and developing
capability-building programs to support the development of
the practice.
178
IASDR 2015
Soumitri Varadarajan
RMIT University, Melbourne,
Australia
soumitri.varadarajan@rmit.
edu.au
Georgia McCorkill
RMIT University, Melbourne,
Australia
[email protected]
Juliette Anich
RMIT University, Melbourne,
Australia
[email protected]
Charlotte Hannah
Independent Designer-Social
Entrepreneur, Melbourne,
Australia
[email protected]
Kate Luckins
Independent Designer-Social
Entrepreneur, Melbourne,
Australia
[email protected].
au
Keywords: Sustainable Design,
Fashion Design, Service
Design, Cross-disciplinary
Research, Practice-Based
Research
Community Enabled Fashion PSS
As consumer habits evolve in response to global events,
alternative means of consuming fashion have begun to
be established. This movement away from customary
wholesale-retail models within the fashion industry has
opened up possibilities of alternative design solutions for
engaging with the market. Practices such as sharing and
co-owning of garments are examples of Product Service
Systems [PSS] that are now viable alternatives to consuming
garments brand new. The emergence of these alternatives
has in turn opened up the possibilities for the kinds of
design projects that can be proposed and constructed
within academia. In this article we describe three PSS
projects through case studies and undertake a reflection
of the key network conditions that enabled the realization
of these projects in the public sphere. Themes that are
common to these projects are; university campuses act
as protected spaces to incubate radical innovations, cross
disciplinary collaborations within the university play a key
role in the development of the projects, and the projects
use an urban social ecosystem to prototype the solution.
As a result, the overarching role of the community has
been identified as the key driver for these projects and is
bracketed as a crucial factor in PSS endeavors.
IASDR 2015
179
Alejandra Vilaplana
University of Tsukuba, Tsukuba,
Ibaraki, Japan
[email protected]
Sittiphan Jiyavorananda
Think outside the cube: a multi-sensory workshop on
design for future mobility
As a joint collaboration, the University of Tsukuba, the Ecole
University of Tsukuba, Tsukuba,
Ibaraki, Japan
[email protected]
Nationale Supérieure d’Arts et Métiers (ENSAM), with the
Jean-François Omhover
design for future mobility, held in Paris for four days, with
LCPI Arts & Métiers Paris Tech,
Paris, France
jean-franchis.ohmover@
ensam.eu
Carole Bouchard
University of Tsukuba, Tsukuba,
Ibaraki, Japan
[email protected]
Daniel Esquivel
Kansei Design Department
Toyota Motor Europe TME,
Zaventem, Belgium
[email protected]
Toshimasa Yamanaka
University of Tsukuba, Tsukuba,
Ibaraki, Japan
[email protected]
Keywords: Design Tools,
Design Creativity, Design Case
Studies, Automotive Design
support of the Kansei Design department in Toyota Motor
Europe (TME) carried out an international workshop on
the participation of students from Japan and France with
Design and Industrial Engineering backgrounds. The goal
was to generate innovative designs for future mobility, from
a semantic and sensory approach, focused on shape,
color, texture and sound. This paper covers the process
and outcome of three steps: Warm-up, Inspiration and
Concepts Generation. The first day consisted of a warmup session focused on the representation of semantics
through sketching, based on the image of a cube and
the ways it could be altered to express semantics. On the
following day, students were divided into two groups, shape
and ambience, working on the retrieval of inspiration and
creation of sensory maps. On the third day participants
generated, based on the maps, design concepts for
prototyping. The added value of the workshop was not only
the outcome but also the conceptualization of a design tool
that can be replicable across design disciplines to achieve
more creative solutions.
180
IASDR 2015
Yuan Wang
HITLab AU, C/- School
of Engineering and ICT,
Launceston, Tasmania,
Australia
[email protected]
Mandi Jieying Lee
National University of
Singapore, Singapore,
Singapore
[email protected]
A Proposed Framework for AR UX Design: Applying
AEIOU to Handheld Augmented Reality Browser
With maturing technologies and availability of the sensorenriched device, the driving force behind handheld
augmented reality (HAR) technology is leaning towards
the experience this technology can bring to the fore,
especially when it is becoming commercially available.
Though attention is gathered on design conventions for
this technology, the user experience is a broader focus.
Henry Been-Lirn Duh
HITLab Australia, Launceston,
Tasmania, Australia
[email protected]
Patterns, guidelines and other usability considerations,
in contrast, are building modules of the user experience.
To bring in the next level of experience after functional
needs and usability, designers can work by articulating the
Keywords: Wearable
Technologies, Environmental
Design, Design, Research
Methods, Interaction Design
new perspective. In this paper, we will introduce design
exploration constructs inspired from a method that is
commonly used in the field of industrial design to structure
the observation for analysis and used to broaden the
perspective of the designers’ view frame. The purpose of
proposing this framework is to provide a window to an
encompassing user experience and not only to look at
the explicit needs or the existing design conventions. The
advantage of having such platform provides a common
ground for different stakeholders to discuss and contribute
to the development of HAR application. The use of these
constructs in the framework is discussed in relation to AR
browser.
IASDR 2015
181
Tim Williams
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Keywords: Design Evaluation,
Innovation Design, Design
Tools, Industrial Design
Using the evolution of consumer products to inform
design
The development of a new consumer product and its
release to market is typically an expensive and risky
process. It is estimated that up to 80% of all new products
fail in the marketplace (Savoia, 2014). The consequences of
failure can be ruinous for a manufacturer both financially and
in terms of brand reputation. So even small improvements in
success prediction have the potential to save money, effort
and brand reputation. This paper proposes an approach
where the history and evolution of a product is mapped and
analyzed. The results of the analysis can then be used to
inform design decisions. This paper will also demonstrate
the similarities between biological evolution and the evolution
of consumer products. Using the existing structure and
terminology of biological evolution allows us to focus on the
aspects of innovations that have led to success and those
that have led to failure. This paper uses the case study of
the wristwatch and its development over 100 years. The
analysis of this leads to recommendations for contemporary
“smartwatches.”
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IASDR 2015
Dedy Wiredja
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Vesna Popovic
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Alethea Blackler
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected]
Questionnaire Design for Airport Passenger Experience
Survey
Assessing airport service performance requires
understanding of a complete set of passenger experiences
covering all activities from departures to arrivals. Weightbased indicator models allow passengers to express their
priority on certain evaluation criteria (airport domains) and
their service attributes over the others. The application
of multilevel regression analysis in questionnaire design
is expected to overcome limitations of traditional
questionnaires, which require application of all indicators
with equal weight. The development of Taxonomy of
Passenger Activities (TOPA), which captures all passenger
processing and discretionary activities, has provided a
Keywords: Experience Design,
Design Research Methods,
Service Design
novel perspective in understanding passenger experience in
various airport domains. Based on further literature reviews
on various service attributes at airport passenger terminals,
this paper constitutes questionnaire design to employ a
weighting method for all activities from the time passengers
enter an airport domain at the departure terminal until
leaving the arrival terminal (i.e. seven airport domains for
departure, four airport domains during transit, and seven
airport domains for arrival). The procedure of multilevel
regression analysis is aimed not only at identifying the
ranking of each evaluation criterion from the most important
to the least important but also to explain the relationship
between service attributes in each airport domain and
overall service performance.
IASDR 2015
183
Bing-Hsuan Wu
Tung-Hai University, Taichung,
Taiwan
[email protected]
Integrated DSM and ISM in Modular Design for Product
Development
Modularity is a strategy that uses the interchangeability of
Chung-Chuan Wang
Chung-Chou University of
Science and Technology,
Chung-Hwa, Taiwan
[email protected]
Teng-Ruey Chang
Nan-Kai University of
Technology, Nan-Tou, Taiwan
[email protected]
Ching-Fu Chen
Tung-Hai University, Taichung,
Taiwan
[email protected]
Chung-Shing Wang
Tung-Hai University, Taichung,
Taiwan
[email protected]
Keywords: Design Methods,
Design Research Methods,
Product Design, System
Design Approach
the common parts of a product to create variations. The
relationship among the components of a product has a
huge effect on product development. The product modular
configuration contributes to the dependence of parts in a
product, and to the distribution of clustering for a suitable
process. This research uses a Design Structure Matrix
(DSM) to reveal the dependence of component parts. The
Interpretive Structure Matrix (ISM) is used to convert the
original matrix into a reachable matrix by Boolean operation
for modularity. For higher values of the sum of rows and
columns in ISM, the components are with more dependent
features. For higher values of the difference in rows and
columns, the components own stronger dominant property
to others. The visualized diagram of components interaction
and the influence among components can be realized. A
fitness bike is used as the case study. The conclusions of
this study are as follows: 1.The complex interaction of parts
can be shown through the DSM method. 2.The hierarchical
clustering by the ISM method can demonstrate product
modularity. 3. A fitness bike is as the implementation for
proving the modular configuration.
184
IASDR 2015
Fong-Gong Wu
National Cheng Kung
University, Tainan, Taiwan
[email protected]
Effect of Chromatic Adaptation to Primary Screen Lights
on Visual Performance
Due to the wide use of screen color lights today, we have
Yi-Chun Chou
National Cheng Kung
University, Tainan, Taiwan
[email protected]
focused our study on the chromatic adaptation to colored
lights. The aim of our study is to understand the effect of
chromatic adaptation to screen colored lights on visual
performance. Pilot testing includes Landolt-C ring size
Chao-Yuan Tseng
National Cheng Kung
University, Tainan, Taiwan
[email protected]
limitation value and Landolt-C ring screen color sample
selection as the basis of experiment design. The main
experiment uses three independent variables, screen color,
Landolt-C ring color, and time to find reaction time after
Keywords: Colour Perception,
Information Design, Visual
Communication
chromatic adaptation. Experiment results show a significant
difference between the reaction performances of the five
screen colored lights after chromatic adaptation. Integrating
the observations of the first and the second time points,
the reaction time of black and white screen colored lights
were longer, and the reaction time of the three primary
colors were shorter. Based solely on the difference between
the first and second time point after chromatic adaptation,
it is clear that the reaction time at the first time point is
significantly longer than the second time point. In addition, at
the second time point, the reaction time difference between
the black and white screens and the primary colored
screens becomes extremely small.
IASDR 2015
185
Hsien-Jung Wu
National Taichung University
of Science & Technology,
Taichung, Taiwan
[email protected]
Yi-Ling Chen
National Taichung University
of Science & Technology,
Taichung, Taiwan
[email protected]
Shao-Ching Cheng
National Taichung University
of Science & Technology,
Taichung, Taiwan
[email protected].
tw
Ching-Yi Hsu
National Taichung University
of Science & Technology,
Taichung, Taiwan
[email protected]
Keywords: Design Methods,
Human Needs, Design Case
Studies, Product Design
Using Delayed Differentiation to Improve User Emotional
Response
Most product design and development emphasize on
functional concern due to unceasing technology evolution.
Designers may disagree with this trend and therefore
promote different design perspectives instead, such
as emotional design, Kansei engineering, and healing
product design which all focus on user emotion. These
indeed raise attention on user requirement in terms of their
visceral feeling, recognition, and experience for product
design. However, a systematic approach to differentiate
products designed by above methods is hardly discussed in
previous researches. User emotional response to products
is gradually changed through the way and the time user
had connected with products. It is then possible to reach
product differentiation should the designer take account of
user emotion involved in various time frames. By enhancing
user emotional identification, social experience, and even
altruistic concern, the interaction between users and
products will vary in product usage that generates the effect
of delayed differentiation. This research uses the concept
of user successive design (USD) to improve user emotional
response to products through delayed differentiation
approach. An inclusive design process is integrated with
different time frames where users interact with products and
create further emotion. A sample design case demonstrates
the procedure of delayed differentiation.
186
IASDR 2015
Jiayu Wu
United Design Center,
Tsinghua x-lab, Beijing, China
[email protected]
Design Driven User Study Workshop for Chinese
Startup Innovation
The paper illustrates a serial user study workshop designed
Yipei Shen
Tsinghua University, Beijing,
China
[email protected]
for startups seeking disruptive innovation based on the
lean process from the perspective of user-centered design
approach. In the Chinese market, business process moves
fast. Making sure the product is targeting the right marketing
Zhiyong Fu
Tsinghua University, Beijing,
China
[email protected]
segment is the key to business success. Innovation has
to be created on the true needs of the accurate end
users. User-centered design approaches have the natural
advantage to forge innovation by defining the problems of
Keywords: User-centred
Design, Design Thinking,
Product Design, Teaching and
Learning Approaches
the existing products for the users and creating the solution
that meets their potential demands. This capability is
perfectly suitable for the early stage of the startup innovation
especially in the customer identification, market positioning,
and business model generation. Performing a good user
study ensures the product is aimed at users’ needs, which
guarantees the product is already well-positioned in the
market while it’s born. We consider two questions that
ultimately influence the nurturing process in the incubator
about how design thinking can intervene to create radical
innovation in startup teams: how could the teams realize the
design driven user study is critical important to the startup
business? How can the startup incorporate the design
thinking mindset in the business innovation?
IASDR 2015
187
Pei-ying Wu
Fu Jen Catholic University,
New Taipei City, Taiwan
[email protected]
Interplay of literature and visual art: decoding Vorticist
play through visuality
Enemy of the Stars, written by Vorticist artist Wyndham
Keywords: Cross-disciplinary
Research, Design and Culture,
Practice-Based Research
Lewis in 1914, appeared as a piece of written text in BLAST,
was considered by the Vorticists as visual imagery. Although
many critics and theatre practitioners considered it as an
un-readable and un-performable play, this study argues that
by applying a simple technique could help readers transform
“un-readable” text into images in their minds, that is to read
text as if viewing visual compositions on canvas, which
made the play could be seen as a sequence of images
entwined with much more apparently conventional dialogue.
As it is argued here, the challenge lies in Wyndham Lewis’s
experimental expression of visualities in the conventional
textually dominated field of play scripts. By applying a
Chinese poetry-reading method and utilising the perspective
approach to viewing paintings, a pictographic way of
comprehending the written text is offered. Such an analytical
approach helps to capture the spirit of the scenes of the
play and informs its visual representation—a text-into-image
issue.
188
IASDR 2015
Yiying Wu
Aalto University, Helsinki,
Finland
[email protected]
Ilpo Koskinen
School of Design, the HK
Polytechnic University, Hong
Kong
[email protected]
Plant Hotel: Service as a relational agent
This paper presents a service-based design intervention
called Plant Hotel, a public site where people can check
in their plants while travelling, and passers-by can water
and care for the plants. We are not intending to develop or
test a solution to some daily problem but rather to create
a collective platform to encourage the emergence of new
social relations between these participants, with the plants
Jack Whalen
Aalto University, Helsinki,
Helsinki, Finland
[email protected]
as both the medium and inspiration. Our work on Plant
Hotel is influenced by the practices of art, particularly the
work of the Situationists and also ‘Relational Aesthetics’.
These art practices suggest an alternative to now-standard
Jung-Joo Lee
National University of
Singapore, Singapore,
Singapore
[email protected]
Keywords: Service Design,
Design for Social Sustainability,
Design Activism, Social Design,
Design for Social Innovation
service design strategy grounded in User-Centred Design
and commercial contexts. From the experience of Plant
Hotel, service can serve as discursive and relational agents,
with the rules that challenge daily normative orders and
suggest new possibilities for human interaction. It is through
the means of provoking reflection amongst participants and
providing a dialogic environment for negotiating different
ways of understanding and interacting with the service and,
especially, discovering its value for them.
IASDR 2015
189
Qifeng Yan
Aalto University/Hunan
University, Helsinki/Shenzhen,
Finland
[email protected]
Keywords: Interaction Design,
Design for Special Needs,
Design for Society, Materials
and Design, Practice-Based
Research
190
IASDR 2015
Exploring an Interactive System for Tibetan Buddhism
Masters and Adherents
This paper describes how a hardware-software integrated
system for facilitating communication between Tibetan
Buddha masters and adherents is researched, designed,
developed and tested. The conclusions and lessons learnt
might be helpful for developing similar religion related
interactive systems and services using modern ICTs.
Ching-Hu Yang
Tung-Hai University, Taichung,
Taiwan
[email protected]
Chung-Chuan Wang
Chung-Chou University of
Science and Technology,
Chung-Hwa, Taiwan
[email protected]
Reverse Engineering and Neural Network for Shoe Last
Design with Diabetes
This research addresses design of shoe lasts to aid in
the management of a diabetic foot. Reverse engineering
(RE) was utilized to compare the outside dimensional
data of shoe lasts customized for a diabetic foot. This
approach allows for construction of a shoe last with the
Teng-Ruey Chang
Nan-Kai University of
Technology, Nan-Tou, Taiwan
[email protected]
most appropriate fit. A slicing algorithm was developed
that addresses the biomechanics of a diabetic foot. The
characteristic girths of shoe lasts and individual foot
shapes were calculated. An artificial neural self-organizing
Ching-Fu Chen
Tung-Hai University, Taichung,
Taiwan
[email protected]
map (SOM) network was automated to classify a large
number of shoe lasts in order to reduce the range of
optimal sizes. A patient’s foot shape was then entered into
a system to match it with a suitable shoe last. Lastly, the
Chung-Shing Wang
Tung-Hai University, Taichung,
Taiwan
[email protected]
most appropriate fitting shoe last was determined. The
classification of characteristic shoe lasts girth sizes and
figure data in this study allow for actual manufacture of
customized shoes. Through this system, shoes that are
Keywords: Design for Health,
Bio Design, Technologies and
Design, Health Services
appropriate for patients with mild diabetes can be accurately
and rapidly manufactured with customization at reduced
production costs.
IASDR 2015
191
Jana Yang
Queensland University
of Technology, Brisbane,
Queensland, Australia
[email protected].
edu.au
Keywords: User-centred
Design, Design for Social
Sustainability, Experience
Design, Design for Social
Innovation, Design and Culture
Dining Experience in Elsewhere
Globalisation leads people getting a chance to move
to a different place, to dine in a different context and to
experience a different lifestyle. This paper evaluates the
designs which offer dining experience in elsewhere, a
changed context. A logical narrative review of literature
has been conducted to clarify the patterns that restaurant
practitioners, designers and social science researchers used
for developing dining experience in elsewhere. The paper
defines two hourglass balance pattern via food between
diner and dining experience providers, as well as a set of
interactive strategies in dining experience design. The former
can be regarded as an example of the latter pattern. The
findings indicate an empathetic setting design framework
is needed in future research. This is the first paper that
examines the dining experience in light of the atmosphere
caused by people’s physical and psychological mobility
flow in modern society. The findings provide an access
to establish dining experience design framework in future
research, that is, achieve various levels of diners’ needs in
dining setting design by distributing the multisensory effects
to activate diners’ involvement in the dining experience.
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IASDR 2015
Qian Yang
Carnegie Mellon University,
Pittsburgh, Pennsylvania,
United States
[email protected]
John Zimmerman
Carnegie Mellon University,
Pittsburgh, PA, USA
[email protected]
Aaron Steinfeld
Carnegie Mellon University,
Pittsburgh, PA, USA
[email protected]
Keywords: Technologies
and Design, Design Research
Approaches, Interaction
Design, Medical Design
Review of Medical Decision Support Tools: Emerging
Opportunity for Interaction Design
Over the last two decades great advances have been made
in medical decision support tools (DSTs). Interestingly, as
these systems move out of labs and into clinical practice,
many fail due to a lack of interaction design and the
considerations for a user’s context that this discipline brings.
Today design researchers and practitioners are beginning
to be asked to collaborate on the design of these intelligent
tools; however, few design patterns or design research
exists to guide this work. To better understand the state of
the art we conducted literature review. Our review of both
technical and healthcare research documents the goals,
forms, and audiences of these systems. These can function
as starting places for design. We further identified two major
opportunities for design research to impact this emerging
area: 1) There is a great need for human-centered design
research on the decision-making contexts. 2) There is a
great need for research that envisions new roles for DSTs
that enhance both clinician work practice and clinicianpatient relationships. We strongly encourage interaction
design practitioners and researchers to get involved in the
design of these systems that promise to improve healthcare.
IASDR 2015
193
Dan Yao
Jiangnan University, Wuxi,
Jiangsu, China
[email protected]
Research on Huzhou’s Peeker in Qing Dynasty--- Social
Identity of Writing Brush Peddler
Peeker (vulgarly referred to as Moving Brush Pack) was
Ping Gu
Visual Culture Research Center
of Jiangnan University, Wuxi,
Jiangsu, China
[email protected]
Keywords: Design History,
Human-Centred Design,
Design for Special Needs,
Design and Culture
some kind of social identity imposed on those brush
peddlers and makers of Shanlian county when they peddled
writing brushes in Qing Dynasty (1636—1912). This paper,
based on the collection and analysis of the local chronicles,
notes of men of letters, literary works and illustrations, has
done some research on: 1) its origin and ending, 2) what
attributing to its rising, 3) its social attribute and function,
and (4) its development and influence. The paper draws a
conclusion that the rise of Peeker is the result of the local
economic transformation as well as the changes of cultural,
political and economic centers at the time. The paper
proposes that the interaction between Peekers and men of
letters contributes mostly to the popularity and prosperity of
Huzhou’s writing brushes in Qing Dynasty. Thus, the findings
of this paper provide a powerful evidence for restoring
original Chinese unique human landscape to a large extent.
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IASDR 2015
Shih-Wei Yen
National Cheng Kung
University, Tainan, Taiwan
[email protected]
Yuan-Chi Tseng
Industrial Design, National
Cheng Kung University, Tainan,
Taiwan
[email protected]
Attractiveness of Customized Design as Perceived
by Current Owners versus Non-Owners of Chin Wang
Motorcycles
Consumers have come to demand products that represent
their unique tastes and personal style. This change brings
with it important opportunities for designers, who must
seek to understand the desires of consumers in order to
ensure increasing sales. Currently, manufacturers who offer
Chun-Chih Chen
National Kaohsiung Normal
University, Kaohsiung, Taiwan
[email protected]
customized products are prospering. This phenomenon
indicates that customized design is a key factor in
satisfaction of consumer needs. This study examines
consumer preferences, perceptions of attractiveness
Keywords: Kansei Theory and
Methodology, Design Case
Studies, Industrial Design
and purchase intentions. First, in-depth interviews were
conducted with motorcycle users who have several years of
experience riding and customizing Chin-Wang motorcycles
to identify the factors that influence the perceived
attractiveness of motorcycles. Second, the design attributes
of Chin Wang motorcycles were classified into different
quality categories as defined by the Kano Model. These
categories include attractive (A), one-dimensional (O), mustbe (M) and indifferent (I). Finally, we identified the effects that
these different product attributes have on the consumer
preference and purchase intentions of both current Chin
Wang motorcycle owners and non-owners. We found that
owners tend to prefer the original motorcycle design while
non-owners value higher levels of customization. Finally,
consumer perceptions of product attributes at different
levels of customization are discussed in detail.
IASDR 2015
195
Kiyomi Yoshioka
Meisei University, Hino, Tokyo,
Japan
kiyomi.yoshioka@design.
meisei-u.ac.jp
Atsushi Mitani
Sapporo City University,
Sapporo, Hokkaido, Japan
[email protected]
Takashi Hasumi
Sapporo City University,
Sapporo, Hokkaido, Japan
[email protected]
Keywords: Affective Design,
Designing Pleasure, Emotional
Design, Experience Design
Implementation and Evaluation of an ‘Active Art’
Program in Pediatric Care Facilities: Analysis of
Workshops on ‘Nurse Call Button Art’
The objectives of this study were to implement and evaluate
an ‘Active Art’ program in pediatric care facilities. ‘Active Art’
is defined as art works and art creations that encourage the
movement to touch. In the ‘Nurse Call Button Art’ program,
the participants created a nurse call button of paper clay
to surround a call device, and used their completed works
to simulate communication with a nurse. We analysed
ratings of the participants’ psychological and physiological
measurement, and observed participants’ behavior.
Participants’ blood pressure was measured before and after
the workshop. The results showed that the participants’
mood improved after the workshop in comparison with that
before the workshop. However, we found the relationship
between the subjective mood evaluation made on the face
rating scale and the objective blood pressure index needs to
be further clarified. For design, the main color of the works
was related to the color of their own working sheet, and
the shape was related to the shape of the device. Since
the participants’ works had eyes and a mouth similar to
creatures, participants maintain eyed contact and conversed
with their works, showing improved interaction.
196
IASDR 2015
Eun Yu
Lancaster University, Lancaster,
UK
[email protected]
Exploring different relationships between designers and
clients in design practices for service development
Although designer-client relationships in developing products
Keywords: Service Design,
Design Management, Design
Case Studies, Collaborative
Design
have been discussed in design literature, it has been
less investigated in service innovation projects. However,
considering the nature of service that the capabilities of staff
in organizations are critical in developing, implementing,
and managing the service, designer-client relationships in
service innovation projects can be even more critical for the
success of the project. This paper investigated 9 Service
Design projects, and explored how service designers
work with their clients in diverse ways. As a result, the
interaction between the designer’s process and the client’s
process, and the approach to solutions were identified as
important variables to affect the diversity of collaborations
between the designers and clients. And, it was found that
the two variables can generate three types of designerclient relationships in the service innovation projects. This
paper also examined how the three types of designer-client
relationships affected the Service Design practices.
IASDR 2015
197
Rongrong Yu
Rongrong Yu , The University
of Newcastle, Australia,
Newcastle, NSW, Australia
[email protected]
Michael Ostwald
University of Newcastle,
Newcastle, NSW, Australia
michael.ostwald@newcastle.
edu.au
Ning Gu
University of Newcastle,
Newcastle, NSW, Australia
[email protected]
Keywords: Design Thinking,
Design Tools, Architectural
Design
198
IASDR 2015
Empirical evidence of designers’ cognitive behavior in a
parametric design environment and Geometric modeling
environment
This paper presents preliminary results from a protocol
study of the cognitive behavioral differences of designers
working in a parametric design environment and in a
traditional geometry modeling environment. Eight architects
participated in the experiment where they were required to
complete two design sessions, one in each environment.
The protocols are coded using the function-behaviorstructure (FBS) coding scheme. Results show that the
designers’ cognitive behavior is not significantly affected by
the computer environment they are using.
Chao Zhao
Academy of Art and Design,
Tsinghua University, Beijing,
China
[email protected]
Keywords: Health Care
Design, Innovation and Ageing
Designing a Smart Assistive Chair for Older Adults: A
Case for Interdisciplinary Design Collaboration
This paper discussed design research into the
interdisciplinary design process through a case study
of smart assistive chair for older people. To address the
issue of complexity in the design of smart assistive chair,
to enhance the experience of designing for the real world,
and to address the problem more holistically from multiple
perspectives, an interdisciplinary collaborative approach
to research and design using participatory design tactics
such as function prototyping in addition to participant
observation, think-aloud protocol and interviews were
used. Collaboration and input involving industrial designers,
mechanical engineers, biomedical engineers, as well as
experts from physiotherapy, geriatrics, and clinical staff
resulted in the sharing of ideas, knowledge and feedback
through intense work sessions.
IASDR 2015
199
Yangshuo Zheng
Tsinghua University, Beijing,
China
[email protected]
Yuxiang Wu
Tsinghua University, Beijing,
China
[email protected]
Zhiyong Fu
Tsinghua University, Beijing,
China
[email protected]
Keywords: Co-designing,
Design for Social Innovation
Design Values, Design
Creativity
The Strategy Design Research For Smart Creative
Community Under The Information Interaction
Innovation
As a convergence of innovative, flexible, inspiration
creative space system, Target of smart creative community
design is to encourage and inspire public participatory
collaborative innovation, Will eventually force creations
into society innovative power. Based on the creative
community literature review and our own smart creative
community research experiences, we propose a design
vision of smart creative community, make prospective and
practical co-design strategies, point out the individual value
system of smart creative community. We test and illustrate
the proposed smart creative community value output by a
design workshop case. Finally, we discuss the theoretical
and practical implications of this paper.
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IASDR 2015
IASDR2015
Committees
IASDR2015 Chair
Vesna Popovic (Queensland University of Technology,
Australia)
Advisory Board
IASDR Executive Board
President: Kun-Pyo Lee (KAIST, Korea)
Vice President: Lin-Lin Chen (National Taiwan University of
Science and Technology, Taiwan)
Secretary General: David Durling (Coventry University, UK)
Treasurer: Fong-Gong Wu (National Cheng Kung University,
Taiwan)
IASDR Board Members:
Younlan Ko (Hangsung University, Taiwan)
Chris MacMahon (University of Bristol, UK)
Tiiu Poldma (Université de Montréal, Canada)
Makoto Wanatabe (Chiba University, Japan)
Toshimasa Yamanaka (University of Tsukuba, Japan)
Udo Lindermann (TU Munich, Germany)
International Advisers
Stephen Boyd Davis (Royal College of Arts, UK)
Rachel Cooper (Lancaster University, UK)
Xiaobo Lu (Tsinghua University, PR China)
Kristina Niedderer (University of Wolverhampton, UK)
Erik Stolterman (Indiana University, USA)
IASDR2015 Liaison
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IASDR 2015
David Durling (Coventry University, UK)
Program Committee
Petra Badke-Schaub (TU Delft, The Netherlands)
Erik Bohemia (Loughborough University, UK)
Amaresh Chakrabarti (Indian Institute of Science Bangalore,
India)
Lin-Lin Chen (National Taiwan University of Science and
Technology, Taiwan)
Alpay Er, (Ozyegin University, Turkey)
Lois Frankel (Carlton University, Canada)
John Gero (George Mason University, USA)
Paul Hekkert (TU Delft, The Netherlands)
Ming-Chuang Ho (National Yunlin University of Science and
Technology, Taiwan)
Eun-Sook Kwon (University of Houston, USA)
Gitte Lindgaard (Swinburne University of Technology,
Australia)
Udo Lindermann (TU Munich, Germany)
Dorian Marjanovic (University of Zagreb, Croatia)
Richie Moalosi (University of Botswana, Botswana)
Kenta Ono (Chiba University, Japan)
Tiiu Podma (University of Montreal, Canada)
Yoram Reich (Tel Aviv University, Israel)
Toshiharu Taura (Kobe University, Japan)
Surya Vanka (Microsoft Research, USA)
Ming-Ying Yang (National United University, Taiwan)
John Zimmerman (Carnegie-Mellon University, USA)
IASDR 2015
205
Chairs
Paper Chairs
Nithikul Nimkulrat (Estonian Academy of Arts, Estonia)
Ding-Bang Luh (National Cheng Kung University, Taiwan)
Thea Blackler (Queensland University of Technology,
Australia)
Poster Chairs
Yukari Nagai (JAIST, Japan)
Ben Kraal (Queensland University of Technology, Australia)
Exhibition Chairs
Rafael Gomez (Queensland University of Technology,
Australia)
Marianella Chamorro-Koc (Queensland University of
Technology, Australia)
Jennifer Seevinck (Queensland University of Technology,
Australia)
Workshop Chairs
Gavin Sade (Queensland University of Technology, Australia)
Ozlem Er (Istanbul Technical University, Turkey)
Doctoral Colloquium
Chairs
Special Program Chairs
Gabriela Goldschmidt (Technion, Israel)
Silvia Pizzocaro (Milan Polytechnic, Italy)
Claudia Justino Taborda (Queensland University of
Technology, Australia)
Marissa Lindquist (Queensland University of Technology,
Australia)
Communication Design
and Branding Chair
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IASDR 2015
Manuela Taboada (Queensland University of Technology,
Australia)
Student Volunteers
Coordinators
Ben Kraal (Queensland University of Technology, Australia)
Jared Donovan (Queensland University of Technology,
Australia
Community Links
Operational
Management, Venue
and Technical
Coordination
Natalie Wright (State Library of Queensland, Australia)
QUT Conferences
Contact: Lauren Kerr & Claire Vaz
IASDR 2015
207