scholarly journals Tools for Wellbeing-Supportive Design: Features, Characteristics, and Prototypes

2020 ◽  
Vol 4 (3) ◽  
pp. 40
Author(s):  
Dorian Peters ◽  
Naseem Ahmadpour ◽  
Rafael A. Calvo

While research on wellbeing within Human-Computer Interaction (HCI) is an active space, a gap between research and practice persists. To tackle this, we sought to identify the practical needs of designers in taking wellbeing research into practice. We report on 15 semi-structured interviews with designers from four continents, yielding insights into design tool use generally and requirements for wellbeing design tools specifically. We then present five resulting design tool concepts, two of which were further developed into prototypes and tested in a workshop with 34 interaction design and HCI professionals. Findings include seven desirable features and three desirable characteristics for wellbeing-supportive design tools, including that these tools should satisfy the need for proof, buy-in, and tangibility. We also provide clarity around the notion of design for wellbeing and why it must be distinguished from design for positive emotions.

Author(s):  
W. Stuart Miller ◽  
Sudhakar Teegavarapu ◽  
Joshua D. Summers

This case study observes the effect of design tool use in engineering courses on subsequent uses of design tools. Students gain a familiarity with design tools as they use them in early engineering classes, and will traditionally implement similar methods to seek future design solutions. Problems arise because design tools are often used inappropriately, which may or may not lead to productive outcomes. Understanding how design tools are incorporated into engineering curriculum will reveal how that particular method was selected, the background information given to the student to facilitate tool use, and the benefit gained from using the specific tool in the given case. This information is valuable to the evaluation of the engineering curriculum of which few performance metrics exist. This case study utilizes a design team enrolled in a capstone design course to collect data on the use of design tools throughout their curriculum. Trends are revealed that relate how the tool use is implemented, how the instruction is delivered to the student, and the beneficial application of those to the given design project. These trends directly apply to the intellectual growth of the student as well as the topical coverage and implementation by the engineering department. Using this information, the engineering curriculum can improve its delivery of design instruction. It can be assumed that by improving the curriculum, the quality of the students will follow; yielding engineers who can study better and conduct design projects with intentional precision.


Author(s):  
Robert E. Wendrich ◽  
Ruben Kruiper

This paper investigates how and whether existing or current design tools, assist and support designers and engineers in the early-phases of ideation and conceptualization stages of design and engineering processes. The research explores how fluidly and/or congruously technology affords cognitive, emotive, gesture-based shape-and-form transformation and stimulates externalization within a hybrid design tool environment (HDTE). Meta-cognitive, emotive, gestural, sensorial, multi-dimensional interaction through exploration, translation and manifestation within a contextual blended environment is studied to enhance representation, stimulate choice-architecture and foster decision-making. Current and novel hybrid design tool developments and experiments illustrate the promise of hybridization for natural computing and unobtrusive design-tools (HDT) and cyber-physical systems (CPS). Put into perspective; a proposed framework of robust interaction design (IxD), gamification and affective computing (e.g. emotion) to improve and intensify user-experience (UX) and user-engagement (UE) is presented. The paper concludes by considering the allowance for possible novel routes to increase the scope and forging of links on prevailing frames of human-computer interaction (HCI).


Author(s):  
Nadine Al-Bqour ◽  
Shaher Rababeh ◽  
Rama Al-Rabady

Purpose: The purpose of this study is to develop a practical framework that combines the psychological supportive design features in hospitals’ healing environments, also, to examine the implementation of these features in a Jordanian public hospital. Background: Positive psychological feelings are the hidden powerful treatment in hospitals. Although that Jordan represents a third-world country, it is counted as one of the most sought-after healthcare locations in the Middle East for its distinguished healthcare serveries (Private Hospitals Association, 2019). Nevertheless, the architectural and interior design of the healthcare facilities in Jordan usually ignores the inpatients’ psychological needs. Also, there is an absence of practicing a set of psychological supportive design features to guide the hospitals’ design in Jordan. Method: Design features are obtained from the main theories in the field of supportive healing environments. A large Jordanian public hospital was selected to be assessed in terms of these features within the developed practical framework. This study adopts a mixed methodology; data are collected using different methods, mainly literature review, site inventory, and inpatients’ questionnaire. Results: The studied hospital remains moderately considerable in terms of the psychologically supportive design features. However, the nature connectivity aspect is not satisfactorily considered in the studied hospital design. Conclusion: This study suggests a responsive design that fosters interaction and integration with surrounding nature in order to increase levels of connectivity with nature. The studied design features in this study could work as guiding principles for Jordanian hospitals’ designers.


Author(s):  
Cari R. Bryant ◽  
Matt Bohm ◽  
Robert B. Stone ◽  
Daniel A. McAdams

This paper builds on previous concept generation techniques explored at the University of Missouri - Rolla and presents an interactive concept generation tool aimed specifically at the early concept generation phase of the design process. Research into automated concept generation design theories led to the creation of two distinct design tools: an automated morphological search that presents a designer with a static matrix of solutions that solve the desired input functionality and a computational concept generation algorithm that presents a designer with a static list of compatible component chains that solve the desired input functionality. The merger of both the automated morphological matrix and concept generation algorithm yields an interactive concept generator that allows the user to select specific solution components while receiving instantaneous feedback on component compatibility. The research presented evaluates the conceptual results from the hybrid morphological matrix approach and compares interactively constructed solutions to those returned by the non-interactive automated morphological matrix generator using a dog food sample packet counter as a case study.


Author(s):  
Gary A. Gabriele ◽  
Agustî Maria I. Serrano

Abstract The need for superior design tools has lead to the development of better and more complex computer aided design programs. Two of the more important new developments in application tools being investigation are Object Oriented Languages, and HyperMedia. Object Oriented Languages allow the development of CAD tools where the parts being designed and the design procedures specified are conceptualized as objects. This allows for the development of design aids that are non-procedural and more readily manipulated by the user trying to accomplish a design task. HyperMedia allows for the easy inclusion of many different types of data, such as design charts and graphs, into the tool that are normally difficult to include in design tools programmed with more conventional programming languages. This paper explores the development of a computer aided design tool for the design of a single stage gear box using the development HyperCard® environment and the HyperTalk® programming language. The resulting program provides a user friendly interface, the ability to handle several kinds of design information including graphic and textual, and a non-procedural design tool to help the user design simple, one stage gear boxes. Help facilities in the program make it suitable for undergraduate instruction in a machine elements design course.


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