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. IASDR 2015 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 IASDR 2015 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. IASDR 2015 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. 114 IASDR 2015 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. IASDR 2015 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 IASDR 2015 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. IASDR 2015 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. 118 IASDR 2015 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. IASDR 2015 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. 120 IASDR 2015 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. IASDR 2015 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. 122 IASDR 2015 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. IASDR 2015 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. 124 IASDR 2015 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. IASDR 2015 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. 126 IASDR 2015 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. IASDR 2015 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. 128 IASDR 2015 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. IASDR 2015 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 130 IASDR 2015 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 136 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.” 182 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. 192 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. 194 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. 200 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 204 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 206 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
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