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2022 ◽  
Vol 29 (2) ◽  
pp. 1-59
Author(s):  
Joni Salminen ◽  
Sercan Şengün ◽  
João M. Santos ◽  
Soon-Gyo Jung ◽  
Bernard Jansen

There has been little research into whether a persona's picture should portray a happy or unhappy individual. We report a user experiment with 235 participants, testing the effects of happy and unhappy image styles on user perceptions, engagement, and personality traits attributed to personas using a mixed-methods analysis. Results indicate that the participant's perceptions of the persona's realism and pain point severity increase with the use of unhappy pictures. In contrast, personas with happy pictures are perceived as more extroverted, agreeable, open, conscientious, and emotionally stable. The participants’ proposed design ideas for the personas scored more lexical empathy scores for happy personas. There were also significant perception changes along with the gender and ethnic lines regarding both empathy and perceptions of pain points. Implications are the facial expression in the persona profile can affect the perceptions of those employing the personas. Therefore, persona designers should align facial expressions with the task for which the personas will be employed. Generally, unhappy images emphasize realism and pain point severity, and happy images invoke positive perceptions.



2022 ◽  
pp. 1-40
Author(s):  
Madhurima Das ◽  
Maria Yang

Abstract Designers routinely create informal “thinking” sketches to explore a design space, “talking” sketches to communicate design ideas during the early phases of the design process, and “learning” prototypes to test potential concepts. This study presents two new tools to assess novice designers' sketch attributes and prototyping reflections in the context of an introductory design course. First, it proposes a rubric for assessing the quality of early stage design sketches including line smoothness, proportion, and understandability. Of particular note is the contribution of assessing understandability as a metric for sketches as communication tools. This study also presents a tool to capture designer reflections after each iteration of a prototype. Not only does this record what is learned about a design, but also personal and emotional reactions to the process. Sketching-related results show a positive correlation between sketch quality and understandability, indicating the importance of sketch quality especially when designers use sketches to communicate. Results also indicate that early stage sketch quantity, but not quality, is linked with design outcomes. The study also finds a link between frequency of sketching and higher maximum sketch quality scores (i.e. at least one excellent sketch) as well as a correlation between individuals' maximum sketch quality scores and overall design outcomes. Preliminary results around prototyping indicate that reflection on both the technical and emotional aspects of prototyping may be a worthwhile area of further study. Finally, several results point to novice designers' lack of consistent focus on users in their prototyping reflections and presentations.



Molecules ◽  
2022 ◽  
Vol 27 (2) ◽  
pp. 340
Author(s):  
Junyan Gan ◽  
Xue Zhang ◽  
Wei Zhang ◽  
Rui Hang ◽  
Wuxi Xie ◽  
...  

Bonding agents are an important type of additive that are used to increase the interfacial interaction in propellants. A suitable bonding agent can prevent the dewetting between the oxidant and binder, and thus effectively improve the mechanical properties of the propellant. In the current paper, the bonding mechanisms and research progress of different types of bonding agents such as alcohol amine bonding agents, borate ester bonding agents, aziridine bonding agents, hydantoin bonding agents, neutral polymer bonding agents, and so on, are reviewed and discussed. The evaluation methods of their bonding performances including molecular dynamic simulation, contact angle method, in situ loading SEM, characterization analysis, and mechanical analysis are summarized to provide design ideas and reference for future studies.



MODUL ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 155-161
Author(s):  
Shirley Wahadamaputera ◽  
Bambang Subekti ◽  
Dian Duhita Permata

Review on structure behaviour and visual appearance of a building is needed in generating creativity in the making of an architectural design. The use of any specific structure software will facilitate this in the process. This research aims to prove the effectiveness with which designers can compose alternative forms of architectural appearance through the use of the software. One of the tools in the creative process used in the exploration of 2-dimensional frame structures is DR FRAME. The observations were carried in the Structure and Construction IV Studio at Itenas Architecture Study Program Bandung through a digital simulation using DR. FRAME software demo version. Several students are invited to explore various forms of wide-span truss structures at the level of unified integration. The results through the program execution show various diagrams which can be implemented in the design of the form and the type of structural components. DR.FRAME software enriches ideas in the wide-span structure design which provides an understanding of the relationship between structural behaviour and the appearance of architectural design. The use of other supporting software is supposed to be applied as an alternative search for various structural design ideas for architecture students



Designs ◽  
2021 ◽  
Vol 6 (1) ◽  
pp. 3
Author(s):  
Faten Ezrin Azhar ◽  
Eujin Pei

This research investigates the communication barriers between designers and engineers in designing 4D Printing parts. We have proposed a conceptual design framework for 4D Printing symbols as the communication tool. Then, we have recruited sixty-fifty designers and engineers who participated in our online experiments. The focus of the online survey is to find out how designers and engineers understand reciprocal communication by using the proposed symbols. Our results showed that 85% of participants could understand the 4D Printing symbols correctly. The study concludes that using the conceptual framework can help designers and engineers communicate 4D Printing element information and stimulate design ideas effectively.



2021 ◽  
Vol 3 (6) ◽  
pp. 222-227
Author(s):  
Ya-nan Wang

The cultural development of “Tao” and “Qi” has lasted for thousands of years. The theory of “Tao” began with Laozi and Zhuangzi. Through “The Book of Changes · Xici,” it is developed as “the metaphysical is the Tao, and the figurative is the Qi [1]”. “Tao” and “Qi” are interdependent as philosophical concepts. It first guided the philosophy of Taoism, Confucianism and other scholars in the pre-Qin period, and then promoted the development of national system in Xia, Shang and Zhou Dynasty, which gave birth to the aesthetic system of the ancient imperial court. With the development of modern design ideas, the design ideas of “Tao” and “Qi” are integrated. After thousands of years of civilization development and technological changes, today’s ideas of “Tao” and “Qi” are booming, and have in-depth exchanges and integration with foreign cultures.



2021 ◽  
Vol 12 ◽  
Author(s):  
Yang Wang ◽  
Tianfu Liu ◽  
Xiang Li ◽  
Hui Sheng ◽  
Xiaowen Ma ◽  
...  

Ferroptosis, a new iron- and reactive oxygen species–dependent form of regulated cell death, has attracted much attention in the therapy of various types of tumors. With the development of nanomaterials, more and more evidence shows the potential of ferroptosis combined with nanomaterials for cancer therapy. Recently, there has been much effort to develop ferroptosis-inducing nanomedicine, specially combined with the conventional or emerging therapy. Therefore, it is necessary to outline the previous work on ferroptosis-inducing nanomedicine and clarify directions for improvement and application to cancer therapy in the future. In this review, we will comprehensively focus on the strategies of cancer therapy based on ferroptosis-inducing nanomedicine currently, elaborate on the design ideas of synthesis, analyze the advantages and limitations, and finally look forward to the future perspective on the emerging field.



2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Kylie Peppler ◽  
Anna Keune ◽  
Maggie Dahn ◽  
Dorothy Bennett ◽  
Susan M. Letourneau

Purpose Science museums provide a context for developing and testing engineering activities that support visitors in creating personally meaningful objects. This study aims to propose that narrative design elements in such engineering activities can foster empathy to support engineering engagement among girls ages 7–14. Design/methodology/approach Taking a constructionist approach to engineering design, the authors present results from an observational study (n = 202 girls) of engineering activities across three museums that were designed to foster girls’ engineering engagement by integrating narrative elements aimed to foster empathy in activities. Using quantitative counts from observation protocols, the authors conducted statistical analyses to explore relationships between narrative, engineering and empathy. Findings Linear regression demonstrated a statistically significant relationship between empathy and increased numbers of engineering practices within museum activities. Additionally, this led us to explore the impacts the potential narrative design elements may have on designing for empathy – multiple linear regressions found both narrative and empathy to be independently associated with engineering practices. Overall, the authors found that using narrative to design activities to elicit empathy resulted in girls demonstrating more engineering practices. Originality/value The authors offer design ideas to foster aspects of empathy, including user-centered design, perspective-taking, familiarity and desire to help.



Author(s):  
Tetiana Rusevych ◽  
Olha Severina

Conceptual design is the most creative part of architectural activity. In the professional work of architects, conceptual design is given great importance. Various architectural and design forums, exhibitions, competitions are dedicated to him. In Soviet times, an interesting example of the formation of conceptual solutions is the work of Alexander Brodsky and Ilya Utkin (who signed their works as a tandem of "Brutus"). We have other solutions of interesting concepts - the object of the competition "The World of El Lysytsky" - the Globe Theater in Novosibirsk. Here the authors start from the main idea - that the cube is the main form that characterizes the spirit and style of the Russian avant-garde of the twentieth century. Conceptual design ideas are implemented in the construction of unusual hotels, atypical urban environment, non-traditional building materials. All this allows you to think about life according to other rules. Than those prescribed in building codes. The world around us is more interesting and diverse, so we can, in part, paint it in bright colors.



2021 ◽  
Author(s):  
◽  
Shuva Chowdhury

<p>The distance between urban design processes and outcomes and their communication to stakeholders and citizens are often significant. Urban designers use a variety of tools to bridge this gap. Each tool often places high demands on the audience, and each through inherent characteristics and affordances, introduces possible failures to understand the design ideas, thus imposing a divergence between the ideas, their communication and the understandings.   Urban design is a hugely complex activity influenced by numerous factors. The design exploration process may follow established design traditions. In all instances, the medium in which the exploration takes place affects the understanding by laypeople. Design tools are chosen, in part, to facilitate the design process.  Most urban design community engagement does not use Virtual Environments (VE) as a means of communication and participation in the early stage of the design generation. There has been little research on how the use of VE for urban design can engage laypeople as contributors to the design process. It has been suggested that VE instruments can allow laypeople to express, explore and convey their imagination more easily. The very different nature of perceptual understanding of VE and its capability to produce instant 3D artefacts with design actions may allow laypeople to generate meaningful design ideas. An experiment setup has developed to leverage laypeople in authentic design collaboration.   This thesis examines in the context of New Zealand’s National Science Challenge ‘Building Better Homes, Towns and Cities’ the drivers of change that contribute to the shaping of places, development and design of future neighbourhoods. A series of experiments have been conducted in the site of a neighbourhood to investigate the relative effectiveness of immersive VE to facilitate people in collaborative urban design. The findings support the hypothesis that VE with the generation of 3D artefacts enhances design communication for laypeople to design an urban form for their neighbourhood. The thesis concludes by discussing how New Zealand’s future neighbourhoods can be shaped and developed with VE assisted participatory urban design.</p>



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