design heuristics
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2021 ◽  
Author(s):  
Abdul-Fatawu Abdulai ◽  
A Fuchsia Howard ◽  
Heather Noga ◽  
Paul J Yong ◽  
Leanne M Currie

User interface evaluation has become important in developing usable health care technologies. Although usability engineering methods have been applied in the design and evaluation of health care software, available heuristics focus on task-work aspects and do not address stigma associated with many health conditions. We used a previous set of heuristics and propose a new set of anti-stigma heuristics to evaluate stigmatization in health care websites. The extended set of heuristics were concurrently applied in a heuristic evaluation and a cognitive walkthrough to evaluate an endometriosis and sexual pain website. The walkthrough involved 5 tasks that required 21 actions to execute. Twenty-six usability problems were identified and recommendations for re-design were made to the design team before end-user testing. The anti-stigma heuristics received worse ratings than the traditional heuristics, resulting in several design changes that might otherwise have been missed. Thus, the new anti-stigma heuristics were a valuable contribution.


2021 ◽  
pp. 1-56
Author(s):  
Anastasia Schauer ◽  
Kenton Fillingim ◽  
Katherine Fu

Abstract The goal of this work is to study the way student designers use design for additive manufacturing (DfAM) rules, or heuristics. It can be challenging for novice designers to succeed at creating successful designs for additive manufacturing (AM), given its differences from traditional manufacturing methods. A study was carried out to investigate the way novices apply DfAM heuristics when they receive them at different points in the design process. A design problem was presented to students, and three different groups of student participants were given a lecture on DfAM heuristics at three different points in the design process. The novelty and quality of each of the resulting designs was evaluated. Results indicate that although the DfAM heuristics lecture had no impact on the overall quality of the designs generated, participants who were given the heuristics lecture after the initial design session produced designs that were better suited for 3D printing in the second phase of the design activity. However, receiving this additional information appears to prevent students from creatively iterating upon their initial designs, as participants in this group did not experience an increase in novelty between the two sessions. Additionally, receiving the heuristics lecture increased all students' perceptions of their ability to perform DfAM-related tasks. These results validate the practicality of design heuristics as AM training tools while also emphasizing the importance of iteration in the design process.


Processes ◽  
2021 ◽  
Vol 9 (12) ◽  
pp. 2165
Author(s):  
Brent A. Bishop ◽  
Fernando V. Lima

The growing interest in intensified process units that improve efficiency by combining several phenomena into one unit, has led to a loss in degrees of freedom when addressing the control scheme of these units. Previous work demonstrated that a novel module-based design approach to membrane reactors could improve the operability index of membrane reactor systems. This approach sought to decouple the phenomena to regain some degrees of freedom for the control system. However, the computational time to determine such an optimal module design made this class of design problems intractable to solve in a reasonable amount of time. This work proposes a set of design heuristics for a new module-based design approach for membrane reactors. These heuristics are used in combination with a genetic algorithm formulation to produce a novel, two-staged algorithm for the design and control of membrane reactor systems. This algorithm is developed in Python and uses rigorous membrane reactor models built in AVEVA Process Simulation. The proposed algorithm solves the original non-polynomial (NP) complexity problem in polynomial time (P), while still being able to find the optimal designs discovered in previous work through exhaustive methods.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-30
Author(s):  
Kyros Jalife ◽  
Casper Harteveld ◽  
Christoffer Holmgård

The concept of flow is used extensively in HCI, video games, and many other fields, but its prevalent definition is conceptually vague and alternative interpretations have contributed to ambiguity in the literature. To address this, we use cognitive science theory to expose inconsistencies in flow's prevalent definition, and introduce fuse, a concept related to flow but consistent with cognitive science, and defined as the "fusion of activity-related sensory stimuli and awareness''. Based on this definition, we develop a preliminary model that hypothesizes fuse's underlying cognitive processes. To illustrate the model's practical value, we derive a set of design heuristics that we exemplify in the context of video games. Together, the fuse definition, model and design heuristics form our theoretical framework, and are a product of rethinking flow from a cognitive perspective with the purpose of improving conceptual clarity and theoretical robustness in the literature.


Author(s):  
Miriam Binman

Any interface designed for in-crisis users needs to address their state of mind and physiological arousal. However, to date no clear guidance exists for the specific needs of in-crisis users. An opportunity to redesign a regional domestic abuse website inspired us to adapt Nielsen’s 10 heuristics by including three heuristics for in-crisis users, specifically domestic abuse victims. Given the lack of research we used existing research to address users’ cognitive and motor processing impairments during high anxiety and arousal. To see how well current domestic abuse websites follow these heuristics, we evaluated a pseudo-randomly selected set of 98 domestic abuse helplines. The result showed overall poor results. Irrelevant information, poor readability, and failure to highlight crucial information were among the main contributors for the poor assessment. The data illustrates the need for improved design guidelines to create a safe and effective option for in-crisis users.


2021 ◽  
Author(s):  
Roshan Suresh Kumar ◽  
Srikar Srivatsa ◽  
Meredith Silberstein ◽  
Daniel Selva

Abstract Design optimization of metamaterials and other complex systems often relies on the use of computationally expensive models. This makes it challenging to use global multi-objective optimization approaches that require many function evaluations. Engineers often have heuristics or rules of thumb with potential to drastically reduce the number of function evaluations needed to achieve good convergence. Recent research has demonstrated that these design heuristics can be used explicitly in design optimization, indeed leading to accelerated convergence. However, these approaches have only been demonstrated on specific problems, the performance of different methods was diverse, and despite all heuristics being “correct”, some heuristics were found to perform much better than others for various problems. In this paper, we describe a case study in design heuristics for a simple class of 2D constrained multiobjective optimization problems involving lattice-based metamaterial design. Design heuristics are strategically incorporated into the design search and the heuristics-enabled optimization framework is compared with the standard optimization framework not using the heuristics. Results indicate that leveraging design heuristics for design optimization can help in reaching the optimal designs faster. We also identify some guidelines to help designers choose design heuristics and methods to incorporate them for a given problem at hand.


2021 ◽  
Vol 1 ◽  
pp. 2571-2580
Author(s):  
Filip Valjak ◽  
Angelica Lindwall

AbstractThe advent of additive manufacturing (AM) in recent years have had a significant impact on the design process. Because of new manufacturing technology, a new area of research emerged – Design for Additive Manufacturing (DfAM) with newly developed design support methods and tools. This paper looks into the current status of the field regarding the conceptual design of AM products, with the focus on how literature sources treat design heuristics and design principles in the context of DfAM. To answer the research question, a systematic literature review was conducted. The results are analysed, compared and discussed on three main points: the definition of the design heuristics and the design principles, level of support they provide, as well as where and how they are used inside the design process. The paper highlights the similarities and differences between design heuristics and design principles in the context of DfAM.


2021 ◽  
Vol 13 (11) ◽  
pp. 6103
Author(s):  
Xiaoneng Jin ◽  
Hua Dong ◽  
Mark Evans

Design heuristics (DHS) as a tool can help boost designers’ creativity in early conceptual design phases. We have developed a set of DHS for digital innovation (DHS10). There are numerous studies on DHS impacts/outcomes in the recent years. However, little research has been conducted to identify whether DHS has lasting benefits on designers’ ideation performance. This paper explores whether DHS10 can help designers achieve more creative ideas based on different design briefs, and if DHS has lasting impacts on or benefits for students. An empirical study was conducted with two groups (i.e., 32 students who learned DHS10 five weeks ago, and 24 students who studied DHS10 instantly). They were asked to address an open-ended design brief on COVID-19 and generate as many innovative ideas as possible. The results suggest DHS has impacts on students who learned DHS just now and five weeks ago. The effect is stronger on those who just learned DHS10. We suggest that DHS10 be provided for ideation as it provides texts and visual stimuli for designers. DHS10 also has the potential to help students understand digital innovation and generate ideas accordingly.


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