scholarly journals Understanding Inclusive Design Education

Author(s):  
Nicky Wilson ◽  
Avril Thomson ◽  
Angus Thomson ◽  
Alexander Freddie Holliman

AbstractThere is a need for responsible engineering design to accommodate the diverse user requirements that come with the global phenomenon of population ageing. Inclusive design can address these diverse requirements through the consideration of a wide diversity of user needs within the design process. However, uptake of inclusive design in industry is limited, with designer awareness of the approach and its associated methods and tools noted as barriers to its uptake. This research aims to understand the current approach to inclusive design education within UK Higher Education Institutions, utilising interviews with design educators and a student survey. The study concluded that teaching of inclusive design varied between institutions with conflicting responses from academics and students relating to the methodologies taught. This study recommends that greater transparency should be encouraged between institutions to encourage the development of a cohesive inclusive design education strategy, in addition to the development of a framework to aid the implementation of appropriate inclusive methods and tools within the design process.

Mathematics ◽  
2021 ◽  
Vol 9 (12) ◽  
pp. 1341
Author(s):  
Tinggui Chen ◽  
Lijuan Peng ◽  
Jianjun Yang ◽  
Guodong Cong

With highly developed social media, English learning Applications have become a new type of mobile learning resources, and online comments posted by users after using them have not only become an important source of intellectual competition for enterprises, but can also help understand customers’ requirements, thereby improving product functionalities and service quality, and solve the pain points of product iteration and innovation. Based on this, this paper crawled the online user comments of three typical APPs (BaiCiZhan, MoMoBeiDanCi and BuBeiDanCi), through emotion analysis and hotspot mining technology, to obtain user requirements and then the K-means clustering method was used to analyze user requirements. Finally, quantile regression is used to find out which user needs have an impact on the downloads of English vocabulary APPs. The results show that: (1) Positive comments have a more significant impact on users’ downloads behavior than negative online comments. (2) English vocabulary APPs with higher downloads, both the 5-star user ratings and the increase of emotional requirement have a negative effect on the increase in APP downloads, while the enterprise’s service requirement improvement has a positive effect on the increase of APP downloads. (3) Regarding English vocabulary APPs with average or high downloads, improving the adaptability and Appearance requirements have significant negative impact on downloads. (4) The functional requirements to improve products will have a significant positive impact on the increase in downloads of English vocabulary APPs.


Author(s):  
Jacqueline B. Barnett

The application of ergonomics is important when considering the built environment. In order to create an environment where form follows function, a detailed understanding of the tasks performed by the individuals who will live and work in the facility is required. Early involvement in the project is key to maximizing the benefit of ergonomics. At Sunnybrook and Women's College Health Sciences Centre in Toronto, Canada, this early intervention was embraced during the design process of a behavioural care unit for aggressive patients. The ergonomist was involved in three phases of design; user needs analysis, block schematics and detailed design. The user needs and characteristics were established using a combination of focus groups, interviews, direct observation, task analysis and critique of current working environments. The challenge was to present the information to the design team in a useful manner. The format chosen was a modification of Userfit (Poulson 1996) that outlined the various characteristics of the patient group and the design consequences with “what does this mean for me” statements. During the block schematics phase an iterative design process was used to ensure that the ergonomic principles and the user needs were incorporated into the design. Ergonomic input was used in determining the room sizes and layout and to ensure work processes were considered. Simple mock-ups and anthropometric data assisted in illustrating the need for design changes. Examples that highlight the areas of greatest impact of ergonomic intervention include the patient bathrooms, showers and tub room. Significant changes were made to the design to improve the safety of the work and living space of the end users. One of the greatest challenges was having an appreciation for the individual goals of the team members. Ensuring there was adequate space for equipment and staff often resulted in recommendations for increased space. This in turn would increase the cost of the project. The architect and, later in the project, the engineer had goals of bringing the project in on budget. The final design was very much a team effort and truly die result of an iterative process. The sum of the individual contributions could not match the combined efforts. It was only through the ergonomic contributions in this early design phase that the needs of the staff, patients and families could be so well represented. The success of the iterative process provides the foundation for bringing ergonomics considerations into the early design stages of future projects.


Author(s):  
Juan Carlos Márquez Cañizares ◽  
Juan-Carlos Rojas

"The use of VR technology within education is an area that has generated great interest in recent years, so this work follows that trend and contains nuances related to user-centred design education. The objective of this work is to identify students’ perceptions of the use of VR technology for ethnographic research. A group of 20 industrial design students from Tecnologico de Monterrey conducted a field investigation, which included interviews and surveys, using HMD with videos and stereoscopic images of a public park in Monterrey, Mexico. Based on the research and information analysis, areas of opportunity were identified and urban furniture proposals for the public park that place were generated. Once the design process was completed, an evaluation instrument was applied to measure, through statistical analysis, the students' perceptions of their experience using technology in the design process; gender, qualification obtained and the relevance of the technology used was also considered."


2012 ◽  
Vol 6 (2) ◽  
pp. 94
Author(s):  
Dana Indra Sensuse ◽  
Wiliam Suhaidir

Penelitian ini membahas tentang perancangan Digital Dashboard System pada PT XYZ dan dampaknya pada perusahaan tersebut dalam hal pengambilan keputusan. Digital Dashboard dirancang untuk dapat menyajikan sensitivity analysis kinerja keuangan rugi-labarugi-laba PT XYZ. Pada penelitian ini, proses perancangan Digital Dashboard dimulai dari identifikasi variabel, identifikasi user requirement, perancangan user interface hingga proses pengujian. Hasil penelitian ini menunjukan bahwa Digital Dashboard yang baik harus dapat merepresentasikan data yang padat dengan tampilan yang efisien, menarik dan mudah untuk dimengerti. Penelitian ini juga menyatakan bahwa Digital Dashboard yang baik dapat meningkatkan efektifitas eksekutif perusahaan dalam proses pengambilan keputusan. This study discusses the design of the Digital Dashboard System on PT XYZ and its impact on the company in terms of decision making. Digital Dashboard is designed to provide sensitivity analysis of financial performance of PT XYZ's income statement. In this study, the Digital Dashboard design process starts from the identification of variables, identification of user requirements, designing the user interface to the testing process. The results of this study indicate that the good Digital Dashboard should be able to represent the solid data with the efficient view, attractive and easy to understand. The study also states that the good Digital Dashboard can improve the effectiveness of corporate executives in decision-making process.


2021 ◽  
Author(s):  
Meredith Apfelbaum ◽  
Kendra Sharp ◽  
Andy Dong

Abstract The objective of this paper is to develop a methodology to better understand behavioral empathy in the design process for the purpose of addressing user needs. To accomplish this, content analysis was conducted on undergraduate student assignments that documented group projects designing a consumer product. Using qualitative data analysis, the assignments and presentations were coded for their levels of behavioral empathy, using a scale that applied psychology and design theories. The Interpersonal Reactivity Index was administered to the students to assess their trait empathy. Results from these two analyses showed little connection between levels of behavioral empathy and self-assessed trait empathy of the student groups. The student assignments did reveal empathic waves that demonstrated comprehension and application of expressed user needs, evidenced by ascending and descending the empathy scale. These results indicate that is it not trait empathy that leads to empathic design, but rather applied empathy in the design process; developing internal empathy is not sufficient if it does not effectively translate user needs to technical requirements in the final design.


Author(s):  
Johann van der Merwe

Design has been described by Bruno Latour as the missing masses, and tellingly as “nowhere to be said and everywhere to be felt” (2005: 73). Traditionally, not only objects, but design’s presence in general has gone largely unnoticed by the public, but that is changing, due, in considerable part, to the ubiquitous presence of computing technology. Design, as representative of unnoticed and neutral objects, is no longer feasible, but design, as a participative presence in the lives of its users, is fast gaining ground in our complex society. Designers are no longer fully in control of the design process, meaning design practice, and as a result design education must change to adapt to the increasing pace at which different social groups are evolving new ways of communicating and living.


Author(s):  
Michael Haller ◽  
Mark Billinghurst

Interactive tables are becoming increasingly popular. In this chapter, we describe a collaborative tabletop environment that is designed for brainstorming meetings. After describing the user requirements, we demonstrate different possible solutions for both the display and the tracking implementation, and summarize related work. Finally, we conclude with a more detailed description of the Shared Design Space. Using a digital pen, participants can annotate not only virtual paper, but also real printouts. By integrating both forms of physical and digital paper, we combine virtual and real drawings, three-dimensional models, and digital data in a single information space. We discuss the unique way that we have integrated these devices and how they can be used efficiently during a design process.


Desire ◽  
2018 ◽  
pp. 229-240
Author(s):  
Thorbjoern Mann

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