Designing Ubiquitous Content for Daily Lifestyle

Author(s):  
Masa Inakage ◽  
Atsuro Ueki ◽  
Satoru Tokuhisa ◽  
Yuichiro Katsumoto

This article presents a design theory for an emerging genre in digital content called Ubiquitous Contents. To design entertaining experience, the article introduces the design concept of the Experience Chain. Examples are shown to illustrate how people, artifacts, and environment can be seamlessly connected to design emotional and entertaining experiences through the interaction.

Author(s):  
Masa Inakage ◽  
Atsuro Ueki ◽  
Satoru Tokuhisa ◽  
Yuichiro Katsumoto

This article presents a design theory for an emerging genre in digital content called Ubiquitous Contents. To design entertaining experience, the article introduces the design concept of the Experience Chain. Examples are shown to illustrate how people, artifacts, and environment can be seamlessly connected to design emotional and entertaining experiences through the interaction.


Author(s):  
T. H. KOH ◽  
F. E. H. TAY ◽  
M. W. S. LAU ◽  
E. LOW ◽  
G. SEET

In this paper, the system design issues of the Propulsion and Control System of the ROV II are analyzed and addressed. The design concept, some of the upgraded features of the ROV II in comparison to ROV I and the unified pilot training and control system developed, will also be briefly discussed in this paper.


2019 ◽  
Vol 301 ◽  
pp. 00011
Author(s):  
Chu-Yi Wang ◽  
Ang Liu ◽  
Stephen Lu

Because parametric values are unknown during initial concept generation, the Axiomatic Design Theory uses the binary design matrix (DM) to represent the coupling relationship between functional requirements and design parameters. However, given an existing product, it would be possible to employ the numerical DM that has more detailed information than the binary DM to help improve the design concept. This paper proposed a two-phase method to create a numerical DM in phase I and manage the functional couplings in phase II for concept improvement of existing product. A decomposition-definition-levelling framework and the Puritan-Bennett’s 0-1-3-9 level rating are employed to evaluate the system impact of each functional coupling to create the numerical DM of an existing design concept. The Design Coupling Sequence (DCS) approach was extended to use the numerical DM to improve this design concept. Compared with other numerical matrices for product development and the structured approach by Su et al., our method is more generic and faster, providing useful details yet still able to maintain the dominance of the high-level couplings.


2010 ◽  
pp. 108-136 ◽  
Author(s):  
Richard H. Swan

Learner engagement is important for learning, yet the question of how to design engaging learning experiences still lingers. One of the facets of computer games is that they tend to be engaging. In addition, they are designed experiences. By examining computer games as examples of the design of engaging experiences through the lens of design theory, it may be possible to extract more fundamental principles for the design of engagement. Such principles could inform the design of serious games and other learning experiences. This chapter uses Vincenti’s fundamental design concept of operational principle to identify the core components and active principle that underlie the design of engagement in games. The chapter also introduces the concept of feedforward to describe the continual elicitation of anticipatory cognition and behavior by players/learners. This feedforward effect in the context of player/learner agency is essential to the active principle of engagement in computer games.


Author(s):  
D. R. Hughes ◽  
F. Piper
Keyword(s):  

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