scholarly journals Participatory design of healthcare technology with children

2018 ◽  
Vol 31 (1) ◽  
pp. 20-27
Author(s):  
Tara Sims

Purpose There are many frameworks and methods for involving children in design research. Human-Computer Interaction provides rich methods for involving children when designing technologies. The paper aims to discuss these issues. Design/methodology/approach This paper examines various approaches to involving children in design, considering whether users view children as study objects or active participants. Findings The BRIDGE method is a sociocultural approach to product design that views children as active participants, enabling them to contribute to the design process as competent and resourceful partners. An example is provided, in which BRIDGE was successfully applied to developing upper limb prostheses with children. Originality/value Approaching design in this way can provide children with opportunities to develop social, academic and design skills and to develop autonomy.

2016 ◽  
Vol 20 (2) ◽  
pp. 76-85 ◽  
Author(s):  
Cathy Treadaway ◽  
Gail Kenning

Purpose – The purpose of this paper is to present design research investigating the development of sensory textiles with embedded electronics to support the wellbeing of people with late stage dementia in residential care. Design/methodology/approach – The research presented is qualitative and uses a mixed method approach informed by grounded practical theory and positive design methodologies. It uses an inclusive and participatory co-design process involving people with dementia and their families with an interdisciplinary team of experts. Findings – Both the co-design process and the artefacts developed have been beneficial in supporting wellbeing. The textile artefacts have been found to soothe, distract and comfort people with dementia. They have also been shown to facilitate in the moment conversational bridges between family members and carers with persons with dementia. Research limitations/implications – The findings are based on a small cohort of participants, observational reports and descriptive accounts from family members and carers. Practical implications – The paper proposes ways in which simple hand-crafted textiles can be used beneficially to support the wellbeing of people with late stage dementia. It provides examples of how technology can be used to personalise and extend the sensory properties of the artefacts created. Social implications – It promotes an inclusive co-design methodology involving care professionals, carers and people with dementia with designers and technologists. Originality/value – The paper describes new ways of extending sensory properties of textiles through the integration of technology.


Facilities ◽  
2019 ◽  
Vol 37 (11/12) ◽  
pp. 825-838 ◽  
Author(s):  
Roger Andre Søraa ◽  
Håkon Fyhn ◽  
Jøran Solli

PurposeThis paper aims to investigate the role of a particular energy calculator in enhancing the energy efficiency of existing homes by asking how this calculator was developed and how it is domesticated by craftspeople working as energy consultants.Design/methodology/approachThe study is based on qualitative interviews with users and producers of the energy calculator (n= 22), as well as participation in energy consultation training.FindingsThe paper finds that, in the energy calculator, there is a striking lack of connection between the domestication and script because of lack of energy consultants’ involvement in the design and implementation process.Practical implicationsThe enrolment of energy consultants as energy calculator users earlier in and throughout the design process could be valuable in making the transition to an energy-efficient and environmentally friendly building sector.Social implicationsThe paper argues for recognition of the role of energy consultants, especially craftspeople, as participants in the design process for tools of governance. This is a call to acknowledge the value of particular skills and experiences possessed by craftspeople doing home consultation.Originality/valueBy understanding the intricate developer–user synchronicity in tools developed for upgrading the building sector, energy mitigation can be made more effective.


2015 ◽  
Vol 20 (2) ◽  
pp. 88-91 ◽  
Author(s):  
Susan Buell

Purpose – The purpose of this paper is to provide a commentary on Mander's paper on people with learning disabilities’ first-hand experience of accessible information. Design/methodology/approach – The commentary reflects on some of the findings presented by Mander and builds on these, with particular emphasis on what it means to understand information. Findings – Everything from initial product design to building capacity and constructing knowledge requires expertise and attention to detail. Originality/value – There are no easy fix solutions to achieving understanding of information for people who have learning disabilities.


Author(s):  
Matthias Teine

Our economies and societies are changing, with significant effects on each individual, as they have to cope with increasingly complex and unpredictable working lives. Therefore, innovative digital learning applications that respond to their end user's needs and desires become inevitable. Whilst relying on user-centered design structures, the participatory design methodology provides a promising approach towards the creation of such a new generation of digital learning applications. After thoroughly outlining the research undertaking's rationale and following to a theoretical discussion, the author gives insights into the results of problem-centered interviews with digital learning and user experience experts that build the basis for the creation for a prototypical participatory design process. These findings primarily confirm the recent literature and provide, complemented by the created process, a sound basis for further theory-oriented, scientific discussions but application in practice as well.


2019 ◽  
Vol 39 (5) ◽  
pp. 881-903
Author(s):  
Anoop Desai

Purpose This paper aims to present a design methodology to enable product design for ease of assembly. It is corroborated by means of a case study. The methodology is based on standard time data. This enables quick computation of assembly time as well as comparing different design options for ease of assembly. Design/methodology/approach Component design that is easy to assemble is likely to take less time and vice versa. Assembly time is a function of product design attributes such as geometric shape, weight, center of gravity, type of material, number of fasteners and types of fasteners. The methodology uses standard data to achieve its objective. Numeric scores are developed for each design feature based on the aforementioned design attributes. This enables not only computation of assembly time for a brand new product but also comparison of two or more alternative design configurations from the point of view of ease of assembly. Findings The value of the system is corroborated by means of case studies of actual product designs. It is demonstrated that changing any of the underlying design attributes (such as type of fastener used, number of fasteners used, material of the component and component shape) is likely to result in changing the amount of time taken to assemble the product. The scoring system facilitates the quick computation of assembly time Originality/value The amount of time to assemble a product before the product is ever designed is facilitated by this system. Assembly time is a direct function of product design attributes. Process time is calculated using standard data, specifically, the Methods Time Measurement (MTM) system. This is accomplished by converting design features into time measurement units (TMUs). Assembly cost can then be easily computed by using assembly time as the basis. The computation of assembly time and cost is important inasmuch as its role in influencing productivity. This is of obvious value not only to the designer but the company as a whole.


2017 ◽  
Vol 21 (1) ◽  
pp. 27-41 ◽  
Author(s):  
Seoha Min ◽  
Helen Koo

Purpose This study aims to provide insights to designers for seeking innovative ways to design sustainable clothes and appeal to consumers by enhancing sustainability. Design/methodology/approach To achieve the research purpose, the researchers went through a design process and designed three prototypes. The experts’ evaluation on the prototypes was positive. Findings Various design strategies derived from the Korean traditional costume were explored. Based on the strategies, three prototypes were developed, and the design experts’ evaluation on the prototypes was positive. Originality/value The research has implications as follows. The sustainable design process and methods used in this research for developing designs inspired from cultural costumes will provide insights to designers who want to create sustainable garments inspired by a certain culture. In addition, the design and sustainable design strategies, derived from the Chosun Dynasty, will guide apparel designers to create sustainable designs and broaden their perspectives. Furthermore, the research will provide guidance to following researchers who are interested in the topic of sustainability in apparel design. The researchers explored sustainable design strategies from the Korean culture, applied them in their design process and evaluated the design outcomes. By doing so, merits and limitations of the design strategies were more clearly understood.


2020 ◽  
Vol 21 (2) ◽  
pp. 93-106
Author(s):  
Holt Zaugg ◽  
C. Jeffrey Belliston

PurposeThis paper examines student perceptions of new individual study desks (ISDs) and how they improved the students' learning experience.Design/methodology/approachThe study describes the process for developing new ISDs. When about half of the old ISDs were replaced with new ISDs, two parallel surveys were used to understand why students used the ISDs, what their experiences were and any suggested improvements.FindingsResults indicate that the new ISDs were used by students for significantly longer periods of time. They enjoyed the ambiance and amenities of the new desks, including a whiteboard used by over 90% of students. Many students using new ISDs expressed a desire for more new ISDs, so it would not be as hard to find an available one; students using old ISDs called for improvements that would make the old ISDs more like the new ISDs.Practical implicationsThis study has two practical implications. It emphasizes the importance of both engaging student patrons throughout the design process and conducting follow-up assessments to determine if changes make things better.Originality/valueThe value of this study is in understanding the optimal steps for developing new study spaces for students. These steps include integrating student input during development and design, prototyping a change and following up to determine the degree to which a change worked on the changes made.


2019 ◽  
Vol 10 (2) ◽  
pp. 176-192
Author(s):  
Julia K. Day

Purpose This paper aims to provide an example of ways in which research plans may shift and how the research team dealt with necessary changes as they unfolded; within this context, the authors encourage the use of qualitative and narrative methods prior to and during the design process to better understand the population for which they are designing. Second, the stories from this case study illustrate the importance of understanding the overall context in design solutions, understanding the value of working with residents during the design process and using design as a tool for advocacy and empathy. Design/methodology/approach Initially, a traditional mixed method approach was developed to study the feasibility of tiny homes in homeless populations. Responding to unforeseen circumstances, the research team shifted to more appropriate narrative research methods, capturing a profile of the community. The paper shares narrative accounts from the tiny home village residents. Findings Overall, the stories from the Portland visit illustrate the importance of social impact and the understanding of the overall context in design. This study also advocates the use of qualitative interview and narrative methods in design research, especially when used to better understand the “houseless” or other special populations. Research limitations/implications There were limitations to the research that likely affected the outcomes and the results. The most apparent limitation was the unanticipated shift in methodology that occurred during the research study, which is also arguably one of the best strengths. Also, because of the qualitative nature of this research, the results are not generalizable to a broader context and only valuable or applicable to special cases. Practical implications The true human condition of displaced people is often misrepresented in the minds of those who are unaffected. Designers are uniquely qualified to help solve seemingly unsolvable problems but must do so with caution. Social implications For those taking on the challenge of designing for disadvantaged communities, this paper reveals that design research is more than just a problem to solve through habitable boxes. This study brings to light several social, economic and design complications that may arise in this vein of research. Originality/value This research methodology was unexpectedly altered when unforeseen events necessitated a shift in the research plan. This process revealed that sensitive social issues can be difficult to navigate and must be treated with utmost respect and flexibility. Issues such as affordable housing, homelessness and sustainability are all examples of wicked problems, which designers are uniquely qualified to help solve but must do so with caution and a true understanding of context. Many lessons were learned through this process.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Meiqing Fu ◽  
Rui Liu ◽  
Carol K.H. Hon

PurposeBuilding circulation has an important impact on human comfort of buildings and is one of the critical factors in building design. A quantitative walkability evaluation of building circulation can benefit both building design and operation. However, indoor walkability of building circulation is determined not only by objective path features but also by subjective user preference. How to incorporate the preference from a large group of users into the design process is still a challenging issue.Design/methodology/approachThis study proposes a participatory framework of indoor path walkability evaluation based on user preference. Hierarchical indicators are developed to objectively measure indoor path features. Furthermore, group decision-making theory is adopted to aggregate individual user preference into user common preference for determining the relative indicator weights. Finally, integrated walkability scores (IWSs) are calculated to evaluate indoor path walkability quantitatively.FindingsA total of three case scenarios demonstrate that the proposed evaluation framework provides an efficient way for designers and owners to measure user preference quantitatively, analyze building circulations based on user preference and compare the walkability of different building design schemes.Practical implicationsThe developed methods provide an efficient way for designers and owners to measure user preference quantitatively, analyze building circulations based on user preference and compare the walkability of different building design schemes.Originality/valueThis study develops a comprehensive and quantitative walkability evaluation approach that considers both objective path features and subjective user preference derived from user characteristics and walking purposes, which provides an effective way to incorporate user feedback into the building design process and operation.


2020 ◽  
Vol 12 (2) ◽  
pp. 191-205
Author(s):  
Hatana El-Jarn ◽  
Glen Southern

PurposeThe purpose of this paper is to explore the benefits of co-creation/co-design using extended reality (XR) technologies during the initial stages of the design process. A review of the emerging co-creation tools within XR will be examined along with whether they offer the potential to improve the design process; this will also highlight the gaps on where further research is required.Design/methodology/approachThe paper draws on professional and academic experiences of the authors in creative practices within the realm of XR technology, co-creation and co-design. In addition, a review of the current literature on emerging technologies and work-based learning will offer further insight on the themes covered.FindingsTo design, collaborate, iterate and amend with colleagues and peers in a virtual space gives a wide range of obvious benefits. Creative practitioners both in education and employment are working more collaboratively with the advancement of technology. However, there is a need to find a space where collaboration can also offer the opportunity for co-creation that improves the initial stages of the design process. This technology also offers solutions on the constraints of distance and ameliorates creative expression.Research limitations/implicationsThere is an opportunity to test the ideas expressed in this paper empirically; this can be done through testing co-creation tools with professionals, work-based learners and students.Originality/valueThe paper will add to the existing literature on emerging technologies as a unique environment to improve co-create/co-design the visuals created during the fuzzy front end of the design process and offer a potential framework for future empirical work.


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