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The Uses Of Enchantment: Playful Design Tools That Evoke ‘The Unsayable’ For Teenagers With Lived Experience Of Loneliness.
This project introduces tools that involve teenagers, with relevant lived experiences, in co-creating a social-purpose advertising campaign as a way of meaningfully engaging young audiences. Many co-creation methods rely on direct, text-based, or individual spoken contribution methods. These disregard young people’s unconscious knowledges and collective ways of knowing. The research was conducted through ethnographic methods alongside semi-structured interviews with the participants of a co-created campaign workshop. The result is a suite of novel playful tools which generate collective insight and creative ideas by engaging teenagers’ collective, embodied and imaginative ways of knowing. The key concept of ‘enchantment’ is used to make sense of the overall process in combination with three key insights, pertaining to saying “the unsayable”, seeing with an expanded perceptive range, and attunement to collective knowledges
The Role of Data an Intuition in UX Design
This paper explores the role of intuition in the adoption of data-driven ap-proaches in design within the broad domain of user experience design. To better understand the relationship between intuition and data-driven approaches, we conducted a mixed methods study entailing a qualitative exploration (n=10) of the challenges and opportunities professional designers face when working with data-driven methods, such as potential creativity constraints, knowledge gaps, tool deficiencies, collaboration difficulties, and ethical concerns. We then question whether these challenges stem from the intuitive nature of design work and the types of individuals it attracts and investigate this question using a quantita-tive online study (n=110). Contributions include a review of current practices in data-driven design and an analysis of how predispositions for intuition predict the use of data-driven approaches. This research could provide insights into why designers may resist data-driven methods
How do you sound design? Articulating experiences and cultures via listening
The SIG on Sound-Driven Design invites researchers and practitioners to delve into the multifaceted nature of sound, unraveling its physical, perceptual, emotional, and socio-technological dimensions, and contribute to the discovery and development of design methods and tools. In the sound-driven perspective, listening emerges as element that adds depth and richness to the design space, adding to the role of the senses in the experience of the form quality of products, services, and systems. We propose to reflect on the holistic and inclusive character of “sound-driven” as it combines the diverse sonic, experiential, technical, and cultural manifestations of sound with the creative, integrative, mitigative, and purposeful essence of designing. We welcome contributions that offer insights and actionable knowledge on the process of sound-driven design by: Exploring the sonic and creative aspects, with a focus on the sensory, emotional and aesthetic qualities of the audible embodiment to create unique and innovative sonic identity for projects Examining the experiential and integrative aspects, with a focus on how sound enhance and reinforce other sensory cues, such as vision and touch, and ultimately interacts with other design elements to create cohesive and coherent experiences Tackling the technical and mitigative aspects, with a focus on the sources and systems that produce unwanted or harmful sound, in order to create more comfortable and healthy environments Framing the cultural and purposeful aspects, with a focus on crafting culturally relevant and meaningful sound for specific audience or community, conveying values and practices, bridging communities, and fostering connections among stakeholder
Anticolonial prospects for overcoming the coloniality of making in design
Design has been instrumental in preserving the coloniality of making – a set of ideological, cultural, political, market and relational processes that operate to identify, categorise and hierarchise different making practices that benefit the metropolises at globalised production structures. This paper presents a theoretical examination of the coloniality of making based on the anticolonial scholarship of the Design & Oppression Network. The examination proceeds with three prospective studies to overcome this form of coloniality in fashion, interaction, and graphic design. The first part of each study denounces how design reproduces the hierarchy between intellectual and manual labour and justifies class, gender, race, technology, international geopolitics and further oppressive hierarchies. The second part announces the possibilities for reconnecting manual and intellectual labour while designing alter/native ways of being and living together
Flatfold3D: 3D printing structures on fabric to facilitate folding of pattern into wearable shoes.
This research paper introduces the FlatFold approach, a novel method for local footwear production that leverages Additive Manufacturing and 3D pattern design. The proposed approach presents a new method that simplifies the footwear production process from around fourteen into five steps, applying Additive Manufacturing to enhance efficiency and minimise waste. The approach also explores the use of printed patterns on fabrics, facilitating and guiding manual folding of planar patterns into shoes and allowing for detailed and customizable designs. Furthermore, the research explores different filament attachment techniques to ensure reliable integration with textiles, promoting the creation of complex shapes in footwear manufacturing. The proposed approach is validated through consultations with industry experts, highlighting its potential impact on the footwear industry. Overall, the FlatFold3D approach presents an solution for localised and efficient footwear production, with advancements in customisation
Critical service design for government innovation
This paper contributes to the discussion on the roles and pedagogy of design, based on a case study of collaboration between government and academia. The authors are design practice researchers and civil servants and present a collaborative case study from Spring 2023 that aimed at developing anticipatory innovation capability in the UK’s Government Digital Service, involving postgraduate service design students and exploring critical service design (Salinas, 2022, 2023) as an alternative way of contributing to the formulation of public policies and services. The collaboration led to new competencies in public design for those involved and resulted in the creation of a new in-house anticipatory innovation unit in government. The authors draw on the student proposal ‘Ministry of Biodiversity’ as an exemplar to contextualize and illustrate their collaborative practice. The paper concludes with a discussion of the insights gained from this collaboration regarding the roles and pedagogy of design in government
Landscape of agency of objects in public space: a collective expression
In this research human relationships with objects were traced through 25 participant documentations in 7 different cities. 25 different participant documentation portray the variety of the experiences emerging around objects in public space. The textual part of participants’ documentation was analyzed with thematic analysis. With thematic analysis, new themes were identified. This new themes illustrate a landscape of the agency of objects in public space. I asked participants to report a personal account of an everyday object in public space with text and photography. The collected material consisting of texts and photographs were analysed with thematic analysis inspired by grounded theory (GT). Here based on evidence from participant reflections, I convey a landscape of agency of industrial objects in public space, besides a priori agency of these objects which are their function and efficiency in the modernist design literature. From participants’ documentation, a landscape of agency in public space was formed
Revisiting the Uncanny Valley Effect: A data-driven analysis with curve fitting perspective
The Uncanny Valley (UV) is a vital part of design research because it directly affects users\u27 emotional responses and acceptance of anthropomorphic technical products. Traditional research relies on curve fitting to measure UV effects. However, these works often overlook the impact of data quality including scale and distribution on the accuracy and stability of fitting results. This study places a strong emphasis on the mediating role of data in UV, revisiting UV using a dataset comprising 1,000 static facial images of humanoid entities, evenly spanning the entire human likeness spectrum. The results reveal a different UV shape than Mori\u27s original curve, especially for humanoid entities with moderate to low human likeness. Additionally, this paper explores how data quality affects UV effect curve fitting results by using sampling technologies to construct subsets. We highlight the importance of data-driven design research and provide a new perspective on avoiding and alleviating UV effects
Small” blended practices in the campus-based architectural design studio: Examining student and instructor experiences and pedagogical implications
This paper reflects on the increasingly blended (online and in-person) nature of the traditional campus-based design studio and its pedagogical implications. Despite the widespread digitalization of learning and architectural design and construction practices and the post-COVID intensification of remote and hybrid operations, the architectural design studio is taught in predominantly in-person or campus-based mode. Post-COVID interviews of undergraduate and graduate students (N=27) and instructors (N=32) of US architecture programs indicate a continuing preference for in-person or campus-based studio teaching and learning to maximize tactile, social, and vicarious learning experiences. However, the participants also favored small but meaningful blending of online and in-person practices for office hours, lectures, group critique sessions, final juries, etc. Thematic analysis of the interviews suggests blended practices in campus-based programs deepen learning by extending students\u27 and instructors\u27 social, cognitive, and teaching presence and fostering relational proximity and a learning community amongst studio participants
Reimagining patient-centered multimedia distraction strategies in the emergency department
This paper investigates the application of immersive multimedia tools as an effective means of distraction in Emergency Departments (ED). With a focus on ageing populations exhibiting Acute Behavioural Disturbance (ABD) and the aim of reducing the reliance on psychotropic medications and sedatives. The study explores the use of immersive multimedia for distraction using readily available technology (VR headsets, curved displays, and 360-degree video on tablets). Consumer devices were customised through co-design collaboration with experienced ED clinicians to adapt to the unique challenges of the ED environment. Thirteen participants, representing the target demographic, were engaged in usability and user-acceptance testing and further co-design culminating in a proposed design prototype. Challenges with VR headsets were highlighted, including: discomfort, intimidation, and complexity, particularly for unsupervised, long-term usage. In contrast, screen-based multimedia distraction solutions were well-received, emphasising the importance of user familiarity, content customisation, and optional interaction