design experience
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2022 ◽  
Vol 12 (1) ◽  
pp. 0-0

This research aims to identify the effects of perceived product value and flow experience during product design on willingness to pay (WTP) and purchase probability in online mass customization. The participants were asked to design shoes to their taste in a custom shoe website. After the design experience, the participants were asked to complete the questionnaire. The analyses suggest that flow experience has a direct effect on consumers’ WTP and an indirect effect on purchase probability through the mediating role of perceived value of mass customized products. Furthermore, perceived value of a mass customized product has a significant effect on purchase probability and no effect on WTP found in the analyses.

2021 ◽  
Vol 17 (11) ◽  
pp. 198
Mas Nida Md. Khambari ◽  
Fadzil Saleh Mohamad Rofie

With the rapid development of educational tools, co-design has been on the rise. Co-design is instrumental in successful product development as it merges two key perspectives, namely consumers’ insights and professionals’ knowledge. The roles of users, designers, and developers are now blurred as educators have begun to construct their own tools for teaching based on problems and ideas conceived in their classrooms, thereby assuming roles as designers and to some extent, as developers. A more common practice in recent days is educators’ co-designing of tools with system developers to achieve their targeted goal. This study attempted to explore the process of co-designing an augmented reality (AR) mobile application and the role of a system developer in mediating the design process with non-designers, namely academic members of the Faculty of Medicine and Health Sciences, Universiti Putra Malaysia. This study further aimed to delineate the nuances of the AR mobile application co-design experience from the perspective of the system developer. Semi-structured interviews, observations, and document analyses were conducted to examine the detailed process of co-designing and developing the AR application as well as to understand the developer’s interaction with the consumers. The main findings of this study suggest that the waterfall model of the Software Development Life Cycle was in use during the co-design process. This cycle generally involves five stages, namely (i) planning, (ii) analysis, (iii) design, (iv) implementation, and (v) maintenance, which are iterative in nature. The designer’s role in mediating the co-design process encompassed balancing their knowledge and experience with the needs of consumers that do not necessarily match the designer’s expectations. This was achieved through (i) precise communication, (ii) commitment to the delivery and quality of the AR mobile application, as well as to building cohesive working relationships, and (iii) motivation to work with co-designers during the development process. The findings shed light on the value of co-design and the complex role of designers in mediating the design process with non-designers, which when accounted for, can lead to more feasible project development.

2021 ◽  
Joshua Hamel ◽  
Claire Strebinger ◽  
Eric Gilbertson ◽  
Yen-Lin Han ◽  
Kathleen Cook ◽  

2021 ◽  
Anilegna Nunez Abreu ◽  
Luis Guardia ◽  
Valerie Vanessa Bracho Perez ◽  
Indhira Maria Hasbun ◽  
Alexandra Coso Strong

2021 ◽  
Vol 16 (3) ◽  
pp. 238-254
Elina E. Krasilnikova ◽  
Inna V. Zhuravleva ◽  
Inna A. Zaika

Healthy longevity is becoming the main element in assessing the quality of the formed urban environment. The relevance of creating a comfortable urban environment is of great importance for leveling the negative processes of urbanization, burdened by globalization and COVID-19. The article presents the results of designing health-improving landscapes with their integration into the urban-ecological framework of the urban greening system of Sevastopol. The study of the design area was carried out using generally accepted methods of field research.

2021 ◽  
pp. 157-181
Chiara Del Gaudio ◽  
Samara Tanaka ◽  
Douglas Onzi Pastori

This paper is a contribution to the discussion on the ethical and political limitations of institutionalised, dominant design practices and on the need to rethink the ways in which they operate. It points out that institutionalised design processes act as a dispositive of power that not only capture and colonise forms of life, but that also shape territories, bodies and languages through normative models that are exogenous to them. This discussion is crucial when thinking about the role that design has played in nurturing current crises. This paper is an inquiry into the possibility of design practice that is not institutionalised either by sovereign designing designers or by subordinated designed users, but that constitutes itself according to dynamics where design emerges as a common project-process of creative possibilities of being and becoming. Crucial aspects for a non-institutionalised design practice are identified through the analysis of a design experience with communities in Rio de Janeiro favelas. This paper shows how this design experience is based on a design approach that, through discursive structures, dynamically supports and is informed by dissent and consensus, and by the interplay between resistance and counter-resistance.

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