310 research outputs found
Metaphors we design by: The use of metaphors in product design
Imagine a coffee maker that subtly references the serving gesture of a butler or a car that explicitly mimics the sleek and streamlined form of a jet plane. Such metaphors are frequently used by designers as a means to render the values and meanings they want to assign to a product into a physical form. By their nature, metaphors build meaningful relationships between two distinct entities, which urge us to see things in a new light. For this reason, designers resort to metaphors to exhibit original and aesthetic solutions to design problems. Still, so far the use of metaphors has not taken up the importance in design academia as it did in design practice. In this thesis, it was aimed to propose a structured means to incorporate metaphor in design research by investigating a product metaphor’s characteristics and the peculiar type of thought process that generates it. Through four empirical studies conducted with designers, we gradually built a framework that accounts for the processes underlying product metaphor generation and examine the success of the decisions taken in this process. On the basis of the results, we also formulated a set of practical recommendations to designers, which they may use as an inspiration for creating good metaphors.Industrial DesignIndustrial Design Engineerin
Influence of compositions and size on the giant magnetocaloric effect in (Mn,Fe)2(P,Si)-based compounds
RST/Fundamental Aspects of Materials and Energ
The Demand for Technical Excellence: A mixed methods approach towards conceptualizing the influence of training and technology innovation on organizational effectiveness
Policy Analysi
Rice husk ash as a mineral admixture for Ultra High performance Concrete
Materials and EnvironmentCivil Engineering and Geoscience
Ukrainian Polissya natural dendroflora as a source of enriching cultural dendroflora of the region
The paper presents the data on the species composition of Ukrainian Polissya dendroflora. The author suggests an assortment of woody plants for their wider use in various types of green plantations considering their ornamental and ecological peculiarities for environment optimization
Teamwork Gamification: A designer's perspective
The possibilities of applying game elements for positive behavior change in non-game contexts (i.e. gamification) seem limitless, ranging from politics to treatment of mental illness. However, the number of applied gamification studies is still limited. Our research (part of CRISP G-Motiv) aimed to contribute to the knowledge about designing and applying game elements for teamwork.First, we defined four basic design components that constitute a ‘gameful’ experience (i.e. feeling as if playing a game): goals, rules, objects, and freedom. Next, we explored the application of game elements in two lab- and two field experiments. In the lab, we developed a multiplayer computer game to examine the effect of different rules on interdependent behavior and we developed a physical game with coins to investigate the effect of different rule-sets on output in group-brainstorm meetings. In the field, we implemented and investigated the effect of gamified interventions to improve the cohesion within the operating teams of a strip-galvanizing factory and at a consultancy firm, we developed and tested a game with coins to change the attitude of participants of ‘red team’ meetings.The results of these studies showed that in teamwork, game elements seem mainly valuable for raising attention and changing goal-driven behaviors and experiences. In order to design and research a gamification that positively influences teamwork it is important to consider: 1) the above-mentioned four basic design components and 2) to what extent they pervade in the emotions, attention, and behavior of team members.Design AestheticsHuman Information Communication Desig
First district sanitary doctor of Katerynoslav
The life and professional activity of Vasyl Tymofiiovych Skrylnikov — a famous doctor-hygienist, scientist, and public figure have been represented. V.T. Skrylnikov contributed to the development of sanitary-prophylaxis direction in zemstvo medicine in Katerynoslav province in the second half of the 19th century; he was the first district sanitary doctor in Katerynoslav. The scientist actively studied medical features of natural agents, namely Tymofiivska clay. He successfully worked at Sloviansk resort, was the editor of a local newspaper. V.T. Skrylnikov is an author of many works on balneotherapy
Scientometric Portrait of Nobel Laureate S. Chandrasekhar
Scientometric analysis of the publications productivity of Nobel Laureate S. Chandrasekhar is documented
Social gaming rules: Changing people's behavior through games
In this paper we propose an approach towards designing social games or game elements for changing people’s social behavior for serious applications. We use the concept of the magic circle, which outlines the experience of a game world as different from the real world. We can design a connection between these worlds through space, time, and people. A rules-perspective proves to be helpful, particularly on the social level. Rules not only shape social behavior but social behavior also shapes the rules.Industrial DesignIndustrial Design Engineerin
Personalized gamification to enhance implementation of eHealth therapy in youth mental healthcare
This dissertation focused on the added value of personalized gamification as a factor to enhance implementation potential of eHealth interventions in youth mental healthcare. Mental health disorders are the leading cause of disability in adolescents. It is important for these adolescents to go into therapy, as adolescence is a period in live in which essential developments occur on which mental health disorders have a negative impact. Although psychosocial therapies are effective in reducing psychiatric symptoms in adolescents with mental disorders, there is still room for improvement. For example, because of premature termination of treatment, poor attendance of treatment‐sessions and a low or non‐adherence to homework assignments...Design Aesthetic
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