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A framework for the agency of sketching
Previous scholars have advocated the significant value of sketching in design process-es. This paper first explores how design sketching functions as an agent for design, building on insights derived from both theory and practice. Interviews with professional designers in the field reaffirm the functions and importance of sketching. Not only for designers themselves, but also for their clients and consumers. Given the value of sketching and the variety of stakeholders involved, this paper then aims to structure the affordances of design sketching in a practical framework. Considering that af-fordances must be discoverable and perceivable in order to be effective, this paper subsequently proposes ideas for transforming the framework into a tool that will help designers to discover design sketching and unlock its benefits
Intergenerational creative spaces, co-living, community: Design for longevity
Assisting our communities with design for longevity through creating opportunities to age in place requires multiple resources. Aging and longevity are essential emerging factors for many urban neighborhoods. In partnership with the Drexel University Writers Room and Second Story Collective, the Drexel Design Research for Health Lab is creating an innovative concept space and tool for inter-generational creativity through storytelling and artmaking. The interdisciplinary members of the project are developing a series of evidence-based urban spaces around Aging-in-Place. The group has received funding to conduct an age-friendly observational study of the central location for community writing activities. The current goal of this project is to develop a model for implementing age-friendly retrofits. This paper will describe the participatory work to date and the formulation of an initial measure as a part of the changing ways we see our creative community spaces
Revealing user tacit knowledge: Generative-Image-AI helps create better design conversation
In new product development, engaging users in co-creation provides valuable opportunities for innovation by uncovering their latent needs. However, user knowledge is often tacit and difficult to express. This study considers Generative-Image-AI as a tool to facilitate communication between users and designers, and explores how it intervenes in the design process to facilitate meaningful design conversations. We proposed the conceptual design iteration process model for Generative-Image-AI intervention in the product conceptual design phase and conducted a workshop with six designer-user dyads. The results demonstrated the positive impact of Generative-Image-AI on design conversations by fostering continuous communication, expanding possibilities, and encouraging reflection and iteration. We also discussed the new challenges that Generative-Image-AI brought to design conversations. Overall, Generative-Image-AI enriches the co-creation design conversations. Our research contributes to the integration of AI in human-human collaboration processes and provides a new perspective and foundation for AI-supported participatory design conversations
Vision Problems and Eyewear Design Opportunities for the Elderly
This study addresses the challenges of an aging population due to advancements in healthcare technology that have prolonged average lifespan. The consequent growth of the elderly population necessitates enhanced focus on their well-being and self-sufficiency. Vision plays a critical role, constituting 70-80% of human perception and in-teraction with the world. However, age-related vision problems pose significant chal-lenges, diminishing their quality of life and independence. The research involves a liter-ature review, a Visual Activities Questionnaire (VAQ) survey to understand daily vision problems and challenges, and an analysis of current eyewear products to identify gaps. By integrating these findings, the study aims to propose opportunities for future eye-wear design for the elderly, offering potential for enhancing their daily experiences. The results of this study can guide future visual-assistance product development for the elderly and related research
Felt Experiences, exploring non-heteronormative pleasure
We tend to sexualize everything around us, yet we find it hard to address sexuality in our research. At the same time, there is growing interest in considering the social, emotional, and bodily aspects of the human-computer experience. The subject of sex itself is an elephant in the room - present, but under-researched. In this pictorial, we present a project aimed at making sexual experience available for conversation in a design process. Our project explores how soma-aesthetics can con-tribute to designing objects that challenge standard heteronormative sex toys and attitudes towards pleasure. To do this, we combine a 1st person research approach with a 2nd perspective involving users in soma-design practices that encourage self-discovery towards non-genital sexual pleasure. We analyze the out-comes and argue for a broadening of HCI to include and encourage design for pleasure and pleasure activism
Strategy Design of AI-generated Customization for Streetwear Fashion Brands Based on the Big Five Personality Test
This research aims to revolutionize streetwear fashion brands\u27 customization services by incorporating the Big Five personality psychology test and AI-generated content (AIGC) technology. Focus group discussions with professionals and designers explored integrating AIGC technology into customization services. An analysis of 200 questionnaires examined consumers\u27 preferences for visual styles and image types in customized streetwear fashion brands. An experimental test matched AI-generated elements with personality dimensions, leading to personalized AI image-generation rules. This research identifies personalized needs and favored design elements, develops rules for data visualization, and offers insights into utilizing AI technology for data visualization. It presents a fresh approach to the future of customization services in streetwear fashion brands, combining AI technology with innovative psychological experiments. The study contributes to understanding the demand for customization services in the streetwear fashion industry, involving consumers and industry professionals
Designing (for) transitions and transformations: Imagination, climate futures, and everyday lives
The urgency of crises in planetary health—climate, biodiversity loss, inequality, and others—has made design’s role in transformative change ever-more important in the pursuit of sustainable, just and resilient futures. Arising from distinct disciplinary traditions within academia, design, futures, transitions, sustainability science and allied approaches (with their own norms, frameworks, and methods) are increasingly converging. Emerging from this space are new configurations and integrations, especially in practical applications where policymakers, communities, businesses, and new forms of organisation are engaging with challenges we face—often situated and local, but interdependent within complex systems of society and the environment. In design research, approaches such as transition design (Irwin et al, 2015) feed into a fertile landscape where futures studies, speculative and critical design, pluriversality (Leitão et al, 2021), imagination infrastructuring, justice (design justice, climate justice, just transitions), more-than-human and nature-inclusive perspectives (e.g. Veselova et al, 2022), emotions in transitions (e.g. Lindström et al, 2021), alternative economics, regenerative design, non-/decolonial perspectives (e.g. Juri et al, 2021), feminist perspectives, design education (and futures literacy), and many other lenses on transformative change overlap, creating a new space for exchange and exploration. This track aims to help this emergent community discover each other and cross-pollinate—enabling new connections, collaborations and learnings, and a first step towards building a DRS Special Interest Group. We build on tracks, conversations, and workshops at DRS 2018 (Boehnert et al, 2018) and DRS 2022 (Coops et al, 2022; Light et al, 2022) specifically focusing on designing for transitions or nurturing transformative futures by/through design
Health-Promotion Information Is Not Effective: General Goals of Health and Wellbeing Conflict with Young Adults’ Instant Needs in Cooking and Food Choices
Young adults are living in an era where nutritional and health knowledge is more accessible and advanced than ever before. However, young adults’ diets are still a concern. The PhD research reported on in this paper aims to suggest behavioural interventions that can align young adults’ individual dietary needs and their long-term goals of eating healthily. Using the methods of diary study, semi-structured interviews and card sorting, this research investigated young adults’ perceptions of their dietary behaviours and experiences of prior interventions, to understand the gap between their ‘knowing’ and ‘doing’ in terms of healthy eating. The findings indicated that ‘physical health’ is not a strong enough motivation for young adults to change and that young adults valued social attributes and emotional experiences built into cooking and eating. The paper concludes with possible behavioural interventions, based on the research, which may better align individual needs with long-term goals
Indicators for evaluating service design inclusivity in the healthcare sector: A review of the literature
To foster a culture of inclusive care and patients-centred solutions in the healthcare sector, being able to assess the inclusivity of services is an essential step for enhancing the design and improvement of services. What are the key indicators of inclusive service design in the healthcare sector? Based on insights from the field of the built environment, a thematic analysis of the literature on service design in the context of healthcare, psychology, and public service design is conducted. Indicators extracted from the literature are structured into four categories: physical, sensorial, cognitive, and psycho-social, and according to two phases: service design and delivery. The resulting indicators, in conjunction with indicators from the EU Accessibility Act, can be utilized by designers as a comprehensive source of aspects for designing novel and existing services, and by scholars as a catalogue of indicators for evidence-based inclusive design to reimagine the healthcare sector
Measuring Mental Wellbeing – Can We Measure It, And If So, What Should We Measure, And How? A Qualitative Provotyping Study
Mental wellbeing is a growing concern for many young adults today. The design of digital products and services that could support young adults is hampered by a lack of knowledge about what constitutes mental wellbeing, and what design requirements exist for interventions. This study applied a provotyping method to add to this knowledge. Results show that mental wellbeing is broader than hedonic and eudaimonic aspects, encompassing also social, psychosocial, health- and activity-related and relaxation-related aspects. Design requirements for interventions that automatically register and provide feedback on mental wellbeing include tailoring of defining aspects to personal situations, algorithms that learn from user input, continuous and unobtrusive measurement, and minimalisation of burden. This research shows that using sensors and algorithms for mental wellbeing support for young adults is still in its early stages, and offers insights to inform next steps in design research in this area