Dimensions and Mechanisms of User Experience - from the Product Design Perspective Kerstin Bongard-Blanchy, Carole Bouchard
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Towards a Unified Theory of Engineering Education Oscar Humberto Salcedo University of Texas at El Paso, [email protected]
University of Texas at El Paso DigitalCommons@UTEP Open Access Theses & Dissertations 2017-01-01 Towards A Unified Theory Of Engineering Education Oscar Humberto Salcedo University of Texas at El Paso, [email protected] Follow this and additional works at: https://digitalcommons.utep.edu/open_etd Part of the Curriculum and Instruction Commons, Science and Mathematics Education Commons, and the Teacher Education and Professional Development Commons Recommended Citation Salcedo, Oscar Humberto, "Towards A Unified Theory Of Engineering Education" (2017). Open Access Theses & Dissertations. 547. https://digitalcommons.utep.edu/open_etd/547 This is brought to you for free and open access by DigitalCommons@UTEP. It has been accepted for inclusion in Open Access Theses & Dissertations by an authorized administrator of DigitalCommons@UTEP. For more information, please contact [email protected]. TOWARDS A UNIFIED THEORY OF ENGINEERING EDUCATION OSCAR H. SALCEDO OROZCO Doctoral Program in Teaching, Learning and Culture APPROVED: David J. Carrejo, Ph.D., Chair Olga M. Kosheleva, Ph.D. Peter Golding, Ph.D. Timothy G. Cashman, Ph.D Charles H. Ambler, Ph.D. Dean of the Graduate School Copyright © by Oscar H. Salcedo 2017 TOWARDS A UNIFIED THEORY OF ENGINEERING EDUCATION by OSCAR H. SALCEDO OROZCO, BSME, MAPOLS DISSERTATION Presented to the Faculty of the Graduate School of The University of Texas at El Paso in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY Teacher Education Department THE UNIVERSITY OF TEXAS AT EL PASO December 2017 Acknowledgements Callon and Latour’s actor-network theory (ANT) contextualizes human achievement––no one acts in a vacuum. Never more true than in this case. -
An Affective Tool to Assist in Designing Innovations
Missouri University of Science and Technology Scholars' Mine Psychological Science Faculty Research & Creative Works Psychological Science 05 Nov 2015 An Affective Tool to Assist in Designing Innovations Rohan Lulham Clementine Thurgood Daniel Burton Shank Missouri University of Science and Technology, [email protected] Follow this and additional works at: https://scholarsmine.mst.edu/psysci_facwork Part of the Psychology Commons Recommended Citation Lulham, R., Thurgood, C., & Shank, D. B. (2015). An Affective Tool to Assist in Designing Innovations. Proceedings of the IASDR Conference (2015, Brisbane, Australia), pp. 1361-1379. International Association of Societies of Design Research (IASDR). This work is licensed under a Creative Commons Attribution 4.0 License. This Article - Conference proceedings is brought to you for free and open access by Scholars' Mine. It has been accepted for inclusion in Psychological Science Faculty Research & Creative Works by an authorized administrator of Scholars' Mine. This work is protected by U. S. Copyright Law. Unauthorized use including reproduction for redistribution requires the permission of the copyright holder. For more information, please contact [email protected]. An Affective Tool to Assist in Designing Innovations Rohan Lulham, University of Technology Sydney, Designing Out Crime research centre, Australia, [email protected] Clementine Thurgood, University of Technology Sydney, Design Innovation research centre, Australia, [email protected] Daniel Shank, University of Melbourne, Australia, [email protected] Abstract While cognitive models of the design process have long dominated, many design innovation approaches advocate the importance of exploring affective concepts such as emotion, meaning and lived experiences in the creation of innovations. -
Designing User Interfaces in Emotionally-Sensitive Applications Alistair Sutcliffe
Designing User Interfaces in Emotionally-Sensitive Applications Alistair Sutcliffe To cite this version: Alistair Sutcliffe. Designing User Interfaces in Emotionally-Sensitive Applications. 16th IFIPCon- ference on Human-Computer Interaction (INTERACT), Sep 2017, Bombay, India. pp.404-422, 10.1007/978-3-319-67687-6_27. hal-01717226 HAL Id: hal-01717226 https://hal.inria.fr/hal-01717226 Submitted on 26 Feb 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Distributed under a Creative Commons Attribution| 4.0 International License Designing User Interfaces in Emotionally-sensitive Applications Alistair Sutcliffe Manchester Business School, University of Manchester, Booth Street West, Manchester M15 6PB, UK [email protected] Abstract. A method for analysing emotion and motivation for design of affective user interfaces is described. Theories from psychology of emotion and motivation are applied in user-centred design to analyse desired influences on users, and plan appropriate UI features, based on a scenario-based approach that analyses affective situations. The method informs design of multimedia and agent-based user interfaces for persuasive technology applications and domains where the user interface may have emotive effects. Use of method is illustrated with a case study in health informatics for a persuasive technology application. -
What User Product Experiences Is It Currently Possible to Integrate Into the Design Process
INTERNATIONAL CONFERENCE ON ENGINEERING DESIGN, ICED' 07 28 - 31 AUGUST 2007, CITE DES SCIENCES ET DE L’ INDUSTRIE, PARIS, FRANCE WHAT USER PRODUCT EXPERIENCES IS IT CURRENTLY POSSIBLE TO INTEGRATE INTO THE DESIGN PROCESS Jorge MAYA CASTANO Product Design Engineering Program EAFIT University ABSTRACT Nowadays much of the discussion about innovation in products is related to the user’s affectivity. Emotions, affection, pleasure, kansei, the senses, etc. generated by the product, are frequently the salient arguments (benefits) of products. There are appropriate theories and methods in existence today for finding these arguments. Nevertheless, within all these theoretical developments, there is no unifying concept existing that allows one to compare concepts and the purpose of the methods. The bibliography of these theories and methods is vast and diverse since they are different phenomena, which are conceptualized and investigated in different ways and which, additionally, sometimes interact. The purpose of this paper is to recognize what types of user product experiences can currently be integrated into the design process. On the one hand, the methods used to integrate user product experiences in 38 projects of innovative design were researched. On the other hand, more than 100 articles on these methods of integration of the user product experiences were reviewed. In both cases content analyses were made to find out which product experiences it is currently possible to integrate into the design processes. In order to implement the contents analysis it was necessary to solve a problem: How to determine what is the product experience faced by the method? Two lists of terms that represent diverse user product experiences integrated in industrial projects, as by the literature methods, were obtained. -
Dimensions of User Experience - from the Product Design Perspective Kerstin Bongard-Blanchy, Carole Bouchard
Dimensions of User Experience - from the Product Design Perspective Kerstin Bongard-Blanchy, Carole Bouchard To cite this version: Kerstin Bongard-Blanchy, Carole Bouchard. Dimensions of User Experience - from the Product Design Perspective. 2015. hal-01053931v2 HAL Id: hal-01053931 https://hal.archives-ouvertes.fr/hal-01053931v2 Preprint submitted on 12 Sep 2015 (v2), last revised 29 Oct 2015 (v3) HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Dimensions of User Experience – from the Product Design Perspective KERSTIN BONGARD-BLANCHY CAROLE BOUCHARD Arts et Métiers ParisTech Résumé : Le domaine UX a été étroitement lié au développement des logiciels. Les méthodes UX trouvent cependant de plus en plus d’applications dans le Design de Produits. Aujourd’hui le Designer Produit doit mettre en œuvre des compétences qui vont bien au-delà de la seule définition de l’apparence. L’objet de cet article est de mettre en lumière ces dimensions du design que les Designers Produit soucieux de concevoir dans le respect de l’UX ne sauraient ignorer. L’article apporte ainsi une vue globale sur les dimensions susceptibles d’impacter l’UX. L’identification des dimensions pertinentes puise à la fois dans les théories de la psychologie cognitive, dans les modèles d’interaction homme-machine, ainsi que dans les résultats de la recherche en design. -
Affective Design Method for Sustainability
Proceedings of the International MultiConference of Engineers and Computer Scientists 2019 IMECS 2019, March 13-15, 2019, Hong Kong Product-Behavior Targeting: Affective Design Method for Sustainability Rosemary R. Seva proposal cannot fulfill the customer requirements for these Abstract—Methods that promote sustainable consumption products. An approach to use technology to reduce energy have not considered the use of emotions to influence behavior. consumption may also lead to disappointing results because Affective design methodologies usually focus in stimulating of rebound effects [11]. Variables related to pro- sales such as Kansei and Citarasa Engineering. The use of environmental behavior had been investigated but the affect as a driver to change behavior had not been given much consideration in product design literature. Although many relationship between attitudes and behavior was found to be products have been conceptualized to change behavior the weak [12]. methods used to incorporate behavior-changing attributes was In terms of sustainability methods, [3] asserted that the not emotion. Product-Behavior Targeting is proposed to use use of LCA can lead to errors that lead to decisions that are the potential of emotion in promoting sustainable behavior detrimental rather than beneficial for the environment. through product/system design. It starts with the identification Reference [13] also observed that the use of decision- of a behavior that designers sought to change, and then the decision to use a specific set emotions to integrate into the making methods such as multi-criterion decision analysis product. Product concepts are derived from previous (MCDA), multi-objective decision making (MODM), life experiences that generate the emotions identified. -
An Eye- Tracking Study
Exploring the Impact on User Information Search Behaviour of Affective Design: An Eye- Tracking Study Sehrish Sher Khan and Haiming Liu[0000−0002−0390−3657] Institute of Research and Applicable Computing, University of Bedfordshire, Luton, UK [email protected] [email protected] Abstract. Affective design has made a significant contribution to user experience and satisfaction in human-computer interaction. As an important developing research field, user-centred information search system design should benefit from the theories and approaches of affective design. It is especially beneficial to the interactive health information search, where the search tasks can give users negative emotions. This paper explores the impact of affective design on health information search behaviours in terms of online interaction, query formulation and result selection through an eye-tracking user study. Eye-tracking experiment results show that affective design has a positive impact on the user’s information search behaviour. For example, the users tend to form more precise search query formulation, spend more time on the search, and explore and find more relevant results for the task, and they interact more with the affective design features on the search interface. Keywords: Affective Design; Online Health Information Search; User Behaviour; Eye-Tracking Study. 1 Introduction The aim of this paper is to explore the impact of affective design on health information search behaviour in terms of online interaction, search query formulation, and result selection using an eye-tracking study. The idea of affective design in Human Computer Interaction (HCI) is not new [24]. Affective design has made a significant contribution in HCI in terms of supporting users’ affective needs [18]. -
Becoming Makers: a Designed-Based Research Study Investigating Curriculum Implementation Through Making
University of Calgary PRISM: University of Calgary's Digital Repository Graduate Studies The Vault: Electronic Theses and Dissertations 2019-07-04 Becoming Makers: A Designed-Based Research Study Investigating Curriculum Implementation Through Making Becker, Sandra Lynn Becker, S. L. (2019). Becoming Makers: A Designed-Based Research Study Investigating Curriculum Implementation Through Making (Unpublished doctoral thesis). University of Calgary, Calgary, AB. http://hdl.handle.net/1880/110614 doctoral thesis University of Calgary graduate students retain copyright ownership and moral rights for their thesis. You may use this material in any way that is permitted by the Copyright Act or through licensing that has been assigned to the document. For uses that are not allowable under copyright legislation or licensing, you are required to seek permission. Downloaded from PRISM: https://prism.ucalgary.ca UNIVERSITY OF CALGARY Becoming Makers: A Designed-Based Research Study Investigating Curriculum Implementation Through Making by Sandra Lynn Becker A THESIS SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY GRADUATE PROGRAM IN EDUCATIONAL RESEARCH CALGARY, ALBERTA JULY, 2019 ©Sandra Lynn Becker 2019 Abstract Educational researchers suggest there is great potential in the implementation of makerspaces as learning environments in formal school settings (Halverson & Sheridan, 2014; Hira & Hines, 2018; Martin, 2015; Wardrip & Brahms, 2016) My manuscript-based dissertation explores if and how making for learning might be enacted for a teacher and her class within the context of three separate curriculum topics. Each manuscript explores the research data from a different perspective, both pragmatically and theoretically: 1) comparing the figured worlds of makerspace and classroom as learning environment; 2) participants developing ontologically through the exploration of making in the context of STEM curriculum; and 3) participants growing as designers through making. -
DESIGN THINKING - a PARADIGM Laursen, Linda Nhu; Tollestrup, Christian Aalborg University, Denmark
21ST INTERNATIONAL CONFERENCE ON ENGINEERING DESIGN, ICED17 21-25 AUGUST 2017, THE UNIVERSITY OF BRITISH COLUMBIA, VANCOUVER, CANADA DESIGN THINKING - A PARADIGM Laursen, Linda Nhu; Tollestrup, Christian Aalborg University, Denmark Abstract Design thinking has received an increasing amount of attention in both practice and academia. Previous research has successfully pointed out design thinking is vaguely and diversely defined, presenting eight different discourses. Although design thinking has been viewed from different perspectives with diverse results, much current research use the terms of design thinking without clarification of the relation to one another; this creates confusion. With this paper we clarify design thinking. Through a review of key literature and a conceptual synthesis, we show design thinking is not merely a process or either of eight suggested discourses – but all of them. Thinking like a designer is a paradigm, which may materialize in various forms. It is a way of seeing and interacting with the world. It is a world-view. By categorising central themes from key literature, we add to the current discussion with a coherent conceptual framework of design thinking. A taxonomy of the design thinking paradigm, which provide clarity of levels, since there in current literature are no clear distinction between the fundamental paradigm, methods and practical tools and techniques of design thinking. Keywords: Design theory, Design methodology, Design methods Contact: Linda Nhu Laursen Aalborg University Department of Business and Management Denmark [email protected] Please cite this paper as: Surnames, Initials: Title of paper. In: Proceedings of the 21st International Conference on Engineering Design (ICED17), Vol. 2: Design Processes | Design Organisation and Management, Vancouver, Canada, 21.-25.08.2017. -
Designing Information Systems: a Pragmatic Account
Designing Information Systems Jonas Sjöström Designing Information Systems A Pragmatic Account Dissertation presented at Uppsala University to be publicly examined in Auditorium Minus, Gustavianum, Uppsala, Monday, October 25, 2010 at 13:15 for the degree of Doctor of Phi- losophy. The examination will be conducted in English. Abstract Sjöström, J. 2010. Designing Information Systems. A pragmatic account. 268 pp. Uppsala. ISBN 978-91-506-2149-5. Information technology (IT) plays an increasingly important role for individuals, organiza- tions, markets, and society as a whole. IT systems are artefacts (human made objects) de- signed for various purposes. Given the multiple-purpose characteristics of computers, such artefacts may, for example, support workflows, perform advanced calculations, support hu- man communication and socialization, enable delivery of services and digital products, facili- tate learning, or simply entertain. The diverging application areas for IT present a challenge to designers who, as a consequence, have to address increasingly divergent design situations. There have been numerous arguments suggesting that the IT artefact has been 'taken for granted', and needs to be understood and conceptualized better within information systems (IS) research. This thesis is based on the pragmatist notion that one important value of IT resides in its potential to support human collaboration. Such a belief has implications for the development of (1) knowledge aimed for action, change and improvement; (2) knowledge about actions, activities and practices; and (3) knowledge through action, experimentation and exploration. A view of the IT artefact is outlined, showing it as part of a social and techno- logical context. IT artefact design is explained in relation to the induction of social change. -
Design and Semantics of Form and Movement - Desform 2008 Movement - Desform Ofand Form Semantics and Design
Loe Feijs, Martina Hessler, Steven Kyfn, Bob Young Bob Kyfn, Steven Martina Hessler, Loe Feijs, Design and semantics form of and - DeSForM movement 2008 Loe Feijs, Martina Hessler, Steven Kyfn, Bob Young Design and semantics of form and movement DeSForM 2008 ©2008 Koninklijke Philips Electronics N.V. All rights reserved. Reproduction in whole or in part is prohibited without the prior written consent of the copyright owner. The information presented in this document does not form part of any quotation or contract, is believed to be accurate and reliable and may be changed without notice. No liability will be accepted by the publisher for any consequence of its use. Publication thereof does not convey nor imply any license under patent- or other industrial or intellectual property rights. ISBN: 978-90-809801-2-9 EH08.0374_DeSForM2008_Cover_Final.indd 1 2008-10-28 3:21:45 PM Acknowledgements Academic sponsors The editors would like to thank the sponsors Philips Design, Hochschule für Gestaltung Offenbach The academic sponsors of this event include the International Federation of Information am Main, Magistrat der Stadt Offenbach Wirtschaftsförderung, TechnologieTransferNetzwerk Hessen, Processing Working Group 14.3 (IFIP WG14.3), the Design Research Society (DRS). Hessen Design and German Design Council for their nancial support. Program committee Special thanks go to the members of the program committee: Prof. Lin-Lin Chen, Ph.D. (National Prof. Lin-Lin Chen Taiwan University of Science and Technology), Prof. Loe Feijs, Ph.D. (Technical University Eindhoven), Ph.D., National Taiwan University of Science and Technology, Taiwan Prof. Dr. Martina Heßler (HfG Offenbach), Prof. Steven Kyfn (Philips Design, Eindhoven), Prof. -
The Impact of Emotional Design on the Effectiveness of Instructional Materials a Dissertation Presented to the Faculty of the Pa
The Impact of Emotional Design on the Effectiveness of Instructional Materials A dissertation presented to the faculty of The Patton College of Education of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Dana C. Simionescu May 2020 © 2020 Dana C. Simionescu. All Rights Reserved. 2 This dissertation titled The Impact of Emotional Design on the Effectiveness of Instructional Materials by DANA C. SIMIONESCU has been approved for the Department of Educational Studies and The Patton College of Education by Greg Kessler Professor of Educational Studies Renée A. Middleton Dean, The Patton College of Education 3 Abstract SIMIONESCU, DANA, C., Ph.D., May 2020, Instructional Technology The Impact of Emotional Design on the Effectiveness of Instructional Materials Director of Dissertation: Greg Kessler Emotional design refers to those features of design that do not have any specific informational or pedagogical function, but are aimed at stimulating the affective dimension of learning. In this study, I investigated the effect of two types of emotional design of learning materials on undergraduate students’ learning outcomes and perceptions, within the theoretical framework of the Cognitive Affective Theory of Learning with Multimedia (Moreno, 2007; Moreno & Mayer, 2007). The research design was experimental, with participants randomly assigned to each condition. The independent variable was the type of design of the learning materials (a short biology lesson). The materials were designed in four versions: plain lesson consisting of text with simple black and white graphics; text with images that were designed based on emotional design principles for visual design (using warm colors and anthropomorphisms); text with simple black and white graphics plus basic storytelling elements (a character, a very simple plot, and narrative tenses); lesson with both enhanced graphics and storytelling elements.