1,159 research outputs found

    Play to prosper in Fashion: give my agency back!

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    The fashion industry plays a major role in driving planetary decline, primarily through encouraging overconsumption and fast fashion. While the industry’s impact is well-documented, less attention has been given to the role of consumers in sustaining these systems through their decisions and everyday practices. Engaging consumers in exploring the industry’s complex challenges is essential, and playful experiences offer a promising perspective. This contribution investigates the potential of games to foster transformative change. It begins with an overview of Italian case studies, showing that while educational games on sustainable fashion can raise awareness, they often fall short of prompting lasting behavioural change. To address this, a game-based project was developed in collaboration with an Italian B-Corp focused on eco-social sustainability. Using a participatory approach, company staff joined a one-day workshop to map the fashion supply chain and co-create game mechanics, dynamics, and aesthetics. A prototype was tested with participants of diverse backgrounds, using pre- and post-gameplay questionnaires to assess changes in interest, knowledge, and practices. Preliminary results suggest that gameplay can influence perceptions and behaviours, though revisions are needed to include more actionable content and everyday best practices

    A design perspective for bias detection in generative AI: addressing ageism through personal exposure

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    The current research places itself in the wider debate across the scientific community about the role of designers in the interaction with generative AI. Specifically, its purpose is to investigate how designers and researchers in design deal with bias detection in generative AI outputs. The objective of the research is to reflect upon the theme of personal exposure as a bottom-up strategy to deal with distortions in reality representation through AI. To do so, the contribution first introduces the definition of bias in generative AI and the opportunities as well as limits of debiasing strategies. It continues by presenting an exemplary case study by outlining an overview of ageism in AI, while the central part of the paper addresses this problematic issue by describing and discussing a preliminary research in the field conducted in May, 2024

    Design of Tools in Fire Management

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    The contribution of the paper is twofold. We introduce the concept of fire as a chaotic and complex system through the Overworld FIRE project as a case study by demonstrating how a Decision Support System (DSS) could contribute in organising firefighting teams and operations. We reflect on the lack of data and information accessibility for the decision makers involved in the system and address this issue through an interdisciplinary design-oriented process. By discussing the results of the visualisation of the data and information flow during firefighting operations, DSS primary users and their data needs are identified and two user task-oriented interfaces have been designed and prototyped

    Therapy gamification to improve children compliance. A systematic literature review

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    In the healthcare domain there is a growing body of literature addressing the use of games and gamification strategies which go beyond entertainment to positively affect the therapy outcomes and the health status of the patients. This represents an emerging field of experimentation that requires a holistic perspective to consider both the medical requirements and the patients’ characteristics and needs. When approaching this topic, a common framework to guide the game design process is missing. To fill this gap, this paper reports a systematic literature review about the use of games and gamification strategies to stimulate children’s compliance in different therapeutic contexts. The objective is to analyse the state of the art by identifying both opportunities and constraints, and derive a common framework to guide the future design of games. The results show that games and gamification strategies are used in both pharmacological therapy and non-pharmacological therapy, to directly increase the compliance (for practising rehabilitation exercises, for adopting healthy behaviours) or to indirectly affect the compliance for example by making the therapy enjoyable. By categorising the existing literature, it emerged a main conceptual distinction between “therapeutic games” and “games for therapy”, which have peculiar characteristics and implications for their design and evaluation

    Valorizzare la diversità nei percorsi di terapia compressiva attraverso la progettazione di un’esperienza di cura intelligente: il caso studio del progetto IKE

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    Il saggio presenta i primi risultati di un progetto di ricerca in corso nel campo del design per la salute, il benessere e l’inclusione. Sul piano teorico il contributo mette in luce la necessità di adottare un approccio di systemic codesign nella progettazione di dispositivi medici indossabili, che mira ad immaginare futuri progettuali alternativi attraverso il coinvolgimento degli stakeholder che popolano il sistema di riferimento. A partire dai limiti dell’attuale approccio di design nella progettazione di calze elastiche a compressione graduata per il trattamento dell’insufficienza venosa, il progetto di ricerca IKE si pone l’obiettivo di migliorare l’esperienza di cura di coloro che le indossano, valorizzando la loro diversità e abilitando un processo decisionale consapevole orientato al benessere individuale e ambientale

    Anche il design discrimina: sull’influenza di stereotipi e pregiudizi nel processo di progettazione

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    In questo libro le autrici riflettono sulle pratiche di design e su come stereotipi, pregiudizi e discriminazioni influenzano il processo progettuale, anche in modo inconsapevole. La riflessione si concentra sul processo più che sulle soluzioni progettuali: sulle dinamiche, le decisioni, gli assunti e i valori che si attivano prima ancora che la soluzione prenda forma. È in questo spazio, spesso trascurato, che si annidano molte delle cause profonde delle discriminazioni che ritroviamo nei risultati finali. Il punto di partenza è la comprensione dei concetti di stereotipo, di pregiudizio e di discriminazione, combinando la prospettiva cognitiva con la prospettiva sociale e culturale, per poi riflettere su alcuni approcci e metodi di design per ripensarli nell’ottica della progettazione responsabil

    Gamification of Orthodontic Treatment with Personalised Facemasks: Enhancing Patient Compliance Through Playful Engagement

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    Class III malocclusions, a dentofacial deformity requiring early intervention, pose significant challenges due to the need for prolonged use of facemasks by young patients. The SuperPowerMe project aims to improve compliance with the orthodontic treatment by integrating personalised, sensor-equipped facemasks with gamification. Through a design thinking process, the facemasks were custom-fitted using 3D facial scanning and 3D-printed with biocompatible materials to ensure comfort and ergonomic fit. Sensors embedded in the mask monitored wear time, and data collected were used to engage children in a video game allowing children to progress through game challenges as they complied with the treatment. Observational studies were conducted, evaluating patients’ adherence and comfort levels. The results indicated a substantial increase in daily wear time and patient satisfaction, with self-reported compliance closely matching sensor data. The personalised design and gamified elements fostered higher patient autonomy over the treatment period, although minor technical issues with the facemasks were noted. In conclusion, the results suggest that gamification paired with custom devices holds promise as a strategy for improving adherence to long-term orthodontic treatments in children. Further refinement of the system and broader trials are promoted to fully validate the efficacy of therapy gamification

    More-than-human health for the responsible innovation of wearable medical devices

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    The more-than-human is an emerging perspective that enlarges the focus beyond the human subject, to consider the connections between the human beings and other entities in the material world and in the natural environment. When this perspective is adopted in the design of wearable medical devices, it increases the complexity of the elements to consider and this requires the definition of a new unit of analysis beyond the patient-device interaction. To guide the design practice in this domain, we propose to focus the analysis on three levels: the human, the socio-cultural context and the natural environment. Through the discussion of a case study for the responsible innovation of compression therapy in treating venous disease, we propose some key lenses to guide the future design of medical wearable design for a more-than-human health

    Game Changing Matrix: un approccio innovativo alla progettazione di giochi per il cambiamento

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    Negli ultimi anni, l’esperienza ludica, sia attraverso giochi analogici che digitali, ha dimostrato di essere un potente strumento per promuovere cambiamenti sociali, comportamentali ed educativi. Nonostante la crescente attenzione a questo tema, manca un consolidamento di metodologie pratiche per la progettazione di tali giochi. Per colmare questo vuoto, il lavoro presenta la Game Changing Matrix, uno strumento innovativo che unisce approcci metodologici già ampiamente utilizzati nel mondo del design. La matrice è strutturata per adattarsi a diverse tipologie di giochi e mira a supportare i designer nella creazione di esperienze coinvolgenti ed efficaci, facilitando al contempo la misurazione dei risultati desiderati. Oltre alla presentazione dello strumento, il contributo dimostra l’applicabilità della matrice nel contesto della terapia ludica attraverso il caso studio del progetto SuperPowerM
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