Designing Engagement: a Method for Improving Multisensorial Properties of Products

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Designing Engagement: a Method for Improving Multisensorial Properties of Products Designing engagement: A method for improving multisensorial properties of products. A thesis submitted to the Graduate School of the University of Cincinnati in partial fulfillment of the requirements for the degree of Master of Design in the Myron E. Ullman Jr. School of Design College of Design, Architecture, Art and Planning by Norberto Sanchez Eliserio LDI Universidad Autónoma de Nuevo León Committee Chair: Claudia B. Rebola, PhD. Committee members: Juan Antonio Islas Muñoz M.A. 4/2/2019 iv ABSTRACT The adoption of a medical device represents a challenge for new users. Beyond their function, medical objects communicate on behalf of the user. The people around the user interpret the messages transmitted by the object and create views and stigmas toward the product and the user. These situations complicate the already challenging position of older adults. Like medical products, objects oriented for older adults neglect the users’ needs and force them to accept a product that ignores their values and identities on behalf of convenience and safety. These circumstances urge industrial design to address the absence of product engagement for a growing population of older adults, especially when the product possesses complex social meaning that impacts the user’s wellbeing, such as medical devices. Industrial design has neglected the necessity of good medical design, medical products are traditionally designed to be reliable, safe to use, efficient, and profitable leaving aside the phycological, social, and emotional needs of the user. v This thesis proposes a design method based on semantic attribution and its relationship with object materiality. The method aims to promote product adoption, by using the multisensorial properties of the object to encode semantic attributes that align with the user identities. This thesis explores the inclusion of virtual reality as an assistive platform for the methodology. A series of studies were conducted to evaluate the method and its incorporation into the design process. Initial findings generate: a refined analysis tool; evidence of converging results on the product interventions despite the experience or background of the participants; and evidence of the manifestation of behavioral patterns between designers and users. vi vii ACKNOWLEDGEMENTS This thesis is dedicated to my family for their entire support during this process. To the Masters of Design professors and colleagues for sharing their time, knowledge and friendship. I hope this thesis inspires other designers to expand the boundaries of our discipline. viii TABLE OF CONTENTS ABSTRACT v ACKNOWLEDGEMENTS viii TABLE OF CONTENTS ix LIST OF TABLES xii LIST OF FIGURES xiii GLOSSARY, LIST OF SYMBOLS AND ABBREVIATIONS xvii CHAPTER 1 INTRODUCTION 1 CHAPTER 2 LITERATURE REVIEW 4 2.1 Design process: Definitions and evolution 4 2.1.1 Design process: Descriptive and Prescriptive methods. 5 2.2 Sense and material Driven design 10 2.2.1 Sense - driven Design 10 2.2.2 Material-driven and material meaning 12 2.3 Modern design methods driven by meaning and materiality 13 2.3.1 CMF Design: Color, Material and Finish 13 2.3.2 Material-Driven design. 15 2.3.3 Product design based on semantic attribution. 16 2.4 Human Factors and human center design methods 17 2.4.1 Human Centred, Inclusive, Universal and transgenerational design. 18 2.5 Aesthetic, to dignified and expand their identities case of studies. 22 2.6 An aging population: Understanding the phenomena and design opportunities 25 ix CHAPTER 3 Theoretical Foundation 28 3.1 User and object relationship and its role on product adoption: Identity, perception and meaning attribution 28 3.2 Virtual reality: exploring materiality aspect through technology 32 3.3 Product evaluation a sensorial perception through VR. 33 CHAPTER 4 METHODOLOGY 38 CHAPTER 5 Research Development 42 5.1 Academia stand and curriculum analysis 42 5.2 Expert Interview CMF design_ Julia Andreasson 45 5.3 Expert interviews Design for healthcare products and Designing Healthcare entrepreneurships 48 5.3.1 Expert interviews Jorge Trevino Innovation for healthcare at Worrell 48 5.3.2 Top and Derby: A case of study of home-healthcare crowdfunding that dignifies the user. 52 5.4 Case of Studies 56 5.4.1 Study #1.- Mobility aid object (canes) 56 5.4.2 Study #2 Sleep apnea mask, Analysing method bias. 64 5.4.3 Study #3 VR as a tool for visualization, analysis and engagement 73 CHAPTER 6 Discussion 80 6.1 Design intervention Studies discussion 80 6.1.1 VR as a tool for visualization, analysis and engagement reflections 81 6.2 Thesis discussion 83 6.2.1 Object materiality and user identity relationship for product adoption. 84 6.2.2 Empathy and behaviour 85 6.2.3 Materiality and VR 87 CHAPTER 7 Significanns 88 CHAPTER 8 Conclusions 89 x 8.1 Expanding the study 89 8.2 Workflow, technologies, and VR platform challenge. 90 8.3 Design Education, VR training, and Future Practice. 90 Bibliography 91 APPENDIX A: Study #1 sample images 97 APPENDIX B: Study #2 sample images and analysis tool 100 APPENDIX C : ID academic programs reviews 105 xi LIST OF TABLES Table 2 Population projection United states 25 Table 1 Population projection European union and Asia 25 xii LIST OF FIGURES Figure 1 Simple 4 stage model of the design process ............................... 5 Figure 2 French’s model of design process ............................................... 6 Figure 3 Archer's Model of Design process / Archer’s Three-phases summary model of design process ..................................................... 7 Figure 4 Eight stages of design process positioned with the symmetrical problem solution ................................................................................. 9 Figure 5 Naoto Fukazawa Juice Skin for Haptic exhibition ...................... 11 Figure 6 Karana sensorial approach ........................................................ 12 Figure 7 Becerra CMF Indicator .............................................................. 14 Figure 8 Material Driven Design (MDD) method ...................................... 15 Figure 9 framework for brand experience analysis .................................. 17 Figure 10 Comparation Noyes’s Human information-process model and Norman´s three levels of design process ......................................... 19 Figure 11 Viktoria Modesta, self-define Bionic artist ................................ 22 Figure 13 Lilly Huma Pen SAVVIO .......................................................... 23 Figure 12 Top & Derby Chatfield cane .................................................... 23 xiii Figure 14 Hypothesis simplified diagram ................................................. 28 Figure 15 Analysis framework based on Hermeneutic circle & Design semantics as second-order understanding by Krippendorff ............. 29 Figure 16 Proposal of the method intervention on the design process .... 31 Figure 17 Older adult referring to sensorial perception using VR ............ 32 Figure 18 Tobii Pro Vr analytics Understand the consumer journey ........ 34 Figure 19 Autodesk Vred VR interactions ................................................ 35 Figure 20 Workflow proposal ................................................................... 37 Figure 21 Research methodology diagram. ............................................. 41 Figure 22 Top and derby: Chatfield walking stick .................................... 52 Figure 23 top and Derby product communication material ...................... 55 Figure 24 Study #1 Mobility aid object product samples .......................... 57 Figure 25 Method analysis tool proposal V1 ............................................ 58 Figure 26 Study #1 Mobility aid participants MA2(right) and MA3 (left) outcomes .......................................................................................... 60 Figure 27 Participant MA1, session similarities between the reference object and the proposal .................................................................... 61 Figure 28 Participant SA3 "empathy gesture" .......................................... 62 xiv Figure 29 Method analysis tool proposal V1 ............................................ 66 Figure 30 DreamWear Full Face CPAP Mask with Headgear by Philips Respironics ....................................................................................... 67 Figure 31 study#2 Participant SA1_ Sleep apnea mask process and Outcomes ......................................................................................... 68 Figure 32 DreamWear Full Face CPAP Mask with Headgear by Philips Respironics ....................................................................................... 69 Figure 33 Participant SA2 Outcomes ...................................................... 69 Figure 34 study#2 Participant SA3_ Sleep apnea mask process and Outcomes ......................................................................................... 70 Figure 35 Analysis tool proposal .............................................................. 72 Figure 36 VR reflection override environment. ........................................ 73 Figure 37 VR interactive session set up .................................................. 74 Figure 38 VR experience focus points ..................................................... 75 Figure 39 Participant VR2 "Empathy gesture" and experience. ............... 76 Figure 40 Participant VR3 experience. ................................................... 77 Figure 41 Participant VR3 experience
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