scholarly journals Towards Ecological, Embodied and User-Centric Design in Auditory Display

Author(s):  
Stuart Duncan Haffenden Cornejo

Auditory display research has been criticised over a perceived lack of progress in tackling key issues relating to usability and user-experience. However, emerging trends in design-thinking present new tools for addressing the usability concerns that have long beleaguered this field of inquiry. In this paper, we provide an in-depth analysis on the emergence of design-based approaches in auditory display research by mapping out the progression of current research in the field. Through an ecological and embodied approach to perception and cognition, we then evaluate user-centric design strategies as tools for better understanding complex design spaces and improving usability. We then present a discussion to elucidate the benefits to auditory display research of employing usercentric design strategies for future projects.

Author(s):  
Birger Sevaldson

The resent movement of Systemic Design seeks for new synergies between Design and Systems. While the usefulness of systems approaches in design has been fairly obvious, this paper argues that many core concepts in design are beneficial in systems thinking. This seems reasonable when it comes to the concept of Design Thinking. However, as this paper argues, the more practical core concepts of design are equally important. Designerly skills have been regarded as belonging mainly in the realm of traditional commercial design, whereas design thinking has been regarded as useful in strategic management settings. This paper argues against the idea of separating design thinking from design action. The skills and competences of design, such as the composition of the shape and form that are obvious in product design, are central to Systems Oriented Design (SOD). SOD is a version in the emerging pluralistic field of Systemic Design. The Systemic Design movement should recognise the core values of design and integrate them in systems thinking. This integration would contribute to innovation in both Systemic Design and systems thinking. Among the core competences of design discussed in the paper are composition, choreography, orchestration, the notion of the Gesamtkunstwerk and open-ended multi-scalar design strategies that allow for both structural and organic development. The paper provides examples to support its proposal for the use of concrete aesthetic principles to guide Systemic Design processes. This paper expands the working paper entitled “Holistic and dynamic concepts in design: What design brings to systems thinking”, which was presented at the RSD3 symposium (2014). 


2021 ◽  
Vol 8 (5) ◽  
pp. 1057
Author(s):  
Fara Regina Isadora ◽  
Buce Trias Hanggara ◽  
Yusi Tyroni Mursityo

<p class="Abstrak">Rumah Sakit Semen Gresik merupakan fasilitas kesehatan yang ada di Kabupaten Gresik dengan akreditasi tingkat paripurna. Rumah Sakit Semen Gresik di kondisi pandemi saat ini mengalami penurunan jumlah pasien dan pendapatan, sehingga Rumah Sakit Semen Gresik berencana untuk menghadirkan layanan kesehatan yang dapat dilakukan di rumah menggunakan aplikasi untuk memudahkan pasien dalam mendapatkan layanan Kesehatan tanpa datang ke rumah sakit. Aplikasi yang dibangun harus memberikan kenyamanan saat digunakan oleh pengguna, maka dari itu perlu adanya rancangan <em>user experience. Design thinking </em>merupakan metode yang digunakan untuk merancang <em>user experience </em>pada aplikasi HomeCare dengan mendefinisikan permasalahan serta memberikan solusi desain yang dapat menyelesaikan permasalahan tersebut. Solusi desain selanjutnya diuji menggunakan <em>user experience questionnaire </em>(UEQ) untuk mengetahui apakah solusi desain yang dirancang sudah menyelesaikan permasalahan yang dialami oleh calon pengguna. Hasil dari pengujian menggunakan UEQ yaitu, untuk aplikasi HomeCare dengan pengguna pasien memiliki nilai <em>mean</em> tiap skala UEQ yang berada pada kategori positif dengan semua skala UEQ berada pada kategori baik kecuali skala <em>dependability </em>yang berada pada kategori sangat baik, sedangkan untuk aplikasi HomeCare Giver dengan pengguna tenaga kesehatan memiliki nilai <em>mean</em> tiap skala UEQ yang juga berada pada kategori positif dengan semua skala UEQ berada pada kategori baik kecuali skala <em>attractiveness </em>dan <em>novelty </em>yang berada pada kategori sangat baik<em>. </em>Sehingga aplikasi HomeCare dan HomeCare Giver memiliki rancangan <em>user experience </em>yang baik.</p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Judul2"><em>Semen Gresik Hospital is a health facility in Gresik Regency </em><em>with a paripurna level of accreditation</em><em>. Semen Gresik Hospital in a pandemic condition is currently experiencing a decrease in the number of patients, so that Semen Gresik Hospital plans to provide health services that can be done at home using an application to make it easier for patients to get health services without coming to the hospital. Applications that are built must provide comfort when used by users, therefore there is a need for a user experience design. Design thinking is a method used to design user experiences on the HomeCare application by defining problems and providing design solutions that can solve these problems. The design solution is then tested using a user experience questionnaire (UEQ) to find out whether the design solution designed has resolved the problems experienced by potential users. The results of the test using UEQ are, for the HomeCare application whose users are patient, the mean value of each UEQ scale is in the positive category with all UEQ scales in the good category except for the dependability scale which is in the very good category, while for the HomeCare Giver application whose the users are health workers, has a mean value of each UEQ scale which is also in the positive category with all UEQ scales in the good category except the attractiveness and novelty scales which are in the very good category. This can be concluded that HomeCare and HomeCare Giver applications have a good user experience design.</em></p><p class="Abstrak"><em><strong><br /></strong></em></p>


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Hua Yang ◽  
Huiying Wei ◽  
Xiang He ◽  
Yue Yan ◽  
Xiaoju Liu

With the rapid development of e-commerce technology, cross-channel consumption has become the mainstream mode of contemporary consumers. However, there are several problems of cross-channel consumption such as inconsistency of online and offline channel information and service, disfluency of channel switching which have brought adverse effects on user experience. The question arises here as to what factors influence user experience and how to build a scientific and effective evaluation index system. Different from previous studies based on sellers, this paper used grounded theory to analyze and summarize the evaluation index system of user experience under cross-channel consumption from the perspective of consumers. We summarized and refined four first level indexes which are “online platform attribute, offline entity attribute, channel switching attribute, and individual demand” and 13 second level indexes which are “platform operation, platform information, platform service, platform promotion, product quality, service quality, environment quality, channel consistency, channel switching cost, channel switching fluency, psychological expectation, personal interests and individual needs.” Then, we used BP neural network to build the evaluation model and trained and simulated the performance of the sample. The results show that the evaluation model has a good generalization ability and can effectively evaluate user experience under cross-channel consumption. Finally, implications and limitations are also discussed. This study helps to enrich the theoretical research on user experience and consumer behavior. It also provides targeted basis for in-depth analysis of cross-channel consumption behavior, establishment of user experience evaluation index system, and improving user experience and multichannel management of physical stores.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Tao Shen ◽  
Chan Gao ◽  
Yukari Nagai ◽  
Wei Ou

The AIA design thinking has been validated in complex design tasks, which includes three overlapping design thinking fields and uses the knowledge field theory as a theoretical mechanism of knowledge flow among design thinking fields. Meanwhile, the design of complex sociotechnical systems highly relies on multidisciplinary knowledge and design methods. Despite the emergence of knowledge management techniques (ontology, expert system, text mining, etc.), designers continue to store knowledge in unstructured ways. To facilitate the integration of knowledge graph and design thinking, we introduce an integrated approach to structure design knowledge graph with the AIA design thinking, which organizes existing design knowledge through Agent (concept)-Interaction (relation)-Adaptation (concept) framework. The approach uses an optimized convolutional neural network to accomplish two tasks: building concept graph from text and stimulating design thinking information processing for complex sociotechnical system tasks. Based on our knowledge graph, the validation experiment demonstrates the advantages of promoting the designer’s extension of idea space and idea quality.


2012 ◽  
Vol 263-266 ◽  
pp. 563-568
Author(s):  
Guang Ming Sun ◽  
Hao Zhang ◽  
Ming Yu Zhao ◽  
Ying Hui Wang ◽  
Gang Wang

Introduction the development of electric vehicles at home and abroad, depth analysis of the development characteristics and charging for electric service business model. Determine the functional requirements for the electric vehicles scaled operation monitoring management platform, and then presents a platform design ideas. Abstract layered architecture design of platform according to functional features, the platform is divided into the user layer, application layer, service layer and communication layer, followed concrete realization of every layer, while put forward plug-in design thinking as well as providing the data source service concept, in order to meet users to expand and upgrade requirements for the platform and continue extension of the platform services. Through on-site engineering applications, the platform has achieved satisfactory results.


2021 ◽  
pp. 004728162110419
Author(s):  
Gustav Verhulsdonck ◽  
Tharon Howard ◽  
Jason Tham

Technical and professional communication (TPC) and user experience (UX) design are often seen as intertwined due to being user-centered. Yet, as widening industry positions combine TPC and UX, new streams enrich our understanding. This article looks at three such streams, namely, design thinking, content strategy, and artificial intelligence to uncover specific industry practices, skills, and ways to advocate for users. These streams foster a multistage user-centered methodology focused on a continuous designing process, strategic ways for developing content across different platforms and channels, and for developing in smart contexts where agentive products act for users. In this article, we synthesize these developments and draw out how these impact TPC.


Author(s):  
Elisa Mandelli

This chapter discusses the spreading of film projections and other multi-media and interactive devices in museum galleries in the 1960s–70s, due to the advent of video and technological innovations that rendered these machines more easily available, as well as to the growing importance accorded to the visual design of exhibitions. The chapter also focuses on the curatorial debate about several key issues. It addresses the relationships between museums and their visitors, and the role of multi-media in shaping their interactions. The chapter analyses a seminar held in 1967 by Marshal McLuhan and Harley Parker. In this meeting with museum professionals, the famous communication theorist discussed emerging trends in the communication strategies of museums, which included the role of audio-visual and multi-media devices.


Author(s):  
Chrysanthi E. Georgakarakou ◽  
Anastasios A. Economides

This chapter provides an overview of the rapidly evolving area of software agents and presents the basic aspects of applying the agent technology to virtual enterprises (VE). As the field of software agents can appear chaotic, this chapter briefly introduces the key issues rather than present an in-depth analysis and critique of the field. In addition to, this chapter investigates the application of agent technology to virtual enterprises and presents current research activity that focuses on this field serving as an introductory step. Furthermore, this chapter makes a list of the most important themes concerning software agents and the application of agent technology to virtual enterprises apposing some order and consistency and serve as a reference point to a large body of literature.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Sucet Jimena Martínez-Vergara ◽  
Jaume Valls-Pasola

PurposeDisruptive innovation theory has attracted the interest of researchers and practitioners across many areas, resulting in the development of new business models and strategies. Despite the increasing scholarly attention, its definition has not yet been understood, the understanding of the term “disruptive” and the complex nature of this innovation has provoked some misinterpretations, and the meaning remains ambiguous. To address this confusion, this article undertakes a critical review of disruptive innovation in an attempt at providing a solid theoretical grounding.Design/methodology/approachThe review examines the key issues of published articles, identified after conducting a search in the Web of Science scholarly database. The analysis highlights the basic definitions of disruptive innovation, showing its evolution, types and its characteristics. This article also examines the behaviours adopted by the actors associated with disruptive innovation (i.e. incumbents, entrants and customers).FindingsOverall, this article finds that disruptive innovation has its own elements to be identified, requiring an in-depth analysis to avoid confusing with other innovation approaches. The findings suggest that disruptive innovation affects businesses and sectors in varied and complex ways because customers from low-end market and mainstream market appreciate this innovation. Further, its impact on practice is huge and incites further efforts in establishing a stronger theoretical grounding.Originality/valueOur research contributes on the evolution of this theory, helping to better understand the phenomenon of disruption and can be used for different types of research settings.


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