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Titolo: | Advances in Industrial Design : Proceedings of the AHFE 2021 Virtual Conferences on Design for Inclusion, Affective and Pleasurable Design, Interdisciplinary Practice in Industrial Design, Kansei Engineering, and Human Factors for Apparel and Textile Engineering, July 25-29, 2021, USA / / edited by Cliff Sungsoo Shin, Giuseppe Di Bucchianico, Shuichi Fukuda, Yong-Gyun Ghim, Gianni Montagna, Cristina Carvalho |
Pubblicazione: | Cham : , : Springer International Publishing : , : Imprint : Springer, , 2021 |
Edizione: | 1st ed. 2021. |
Descrizione fisica: | 1 online resource (1142 pages) |
Disciplina: | 745.2 |
Soggetto topico: | Engineering design |
Industrial design | |
User interfaces (Computer systems) | |
Human-computer interaction | |
Engineering Design | |
Industrial Design | |
User Interfaces and Human Computer Interaction | |
Persona (resp. second.): | ShinCliff Sungsoo |
Nota di bibliografia: | Includes bibliographical references and index. |
Nota di contenuto: | Intro -- Advances in Human Factors and Ergonomics 2021 -- Preface -- Contents -- Emerging Design -- Data Visualizations for Interdisciplinary Communication in HFE -- 1 Introduction -- 2 Literature Review -- 3 The Purpose of This Study -- 4 Development of Visualization Examples -- 5 Discussion -- References -- Case Study: How Industrial Design Students Develop Videos to Connect with Potential Investors and Promote Their Ideas -- 1 Crowdfunding Websites -- 2 Industrial Design and Types of Crowdfunding -- 3 Student Crowdfunding Campaign Videos -- 4 Student "Virtual Company Websites" -- 5 Conclusions -- References -- When the Silos Come Down: Helping Organizations Perceive Disciplinary Differences as They Mature Toward Interdisciplinarity -- 1 Introduction -- 2 A Critical Rebrand -- 3 A Heuristic Voice -- 4 A Unified Brand -- 5 Discussion -- References -- Shape-Changing Control Interface Design: Augmenting Physical Affordances to Enhance a Digital Interface Experience in Cross-Device Interaction -- 1 Introduction -- 1.1 Physical Affordances and Cognitive Load -- 1.2 Sequential Affordances -- 2 Tangible Dial -- 2.1 Information Architecture and Sequential Affordances -- 2.2 Applying Sequential Affordances in Tangible Dial -- 2.3 User Interface Scenarios -- 3 Prototyping and Testing -- 4 Discussion and Conclusion -- References -- User Interface Characteristics of Mobile Applications Across Cross-Cultures -- 1 Introduction -- 2 About Hofstede's Culture Dimensions -- 3 Research Method -- 4 Research Content and Results -- 4.1 Research -- 4.2 Analysis -- 4.3 Consideration -- 5 Conclusion -- References -- Utilization of Behavior Data Due to Differences in Determination of Activity -- 1 Introduction -- 2 Literature Review -- 3 Research Methodology -- 4 Results -- 5 Proposal -- 6 Conclusion -- References. |
Research on Dynamic Visual Information for Concentration on Fitness -- 1 Introduction -- 2 Research Method -- 3 Research Content and Results -- 4 Conclusion -- References -- Ageless Design: Interdependency Between Complexity and Simplicity in Visual Perception of Product Aesthetics for Product Longevity -- 1 Introduction -- 2 Ageless Design for Product Longevity -- 2.1 Ageless Design: Definition, Framework, and Limitations -- 2.2 Enduring Aesthetics for Product Longevity -- 2.3 Simplicity in Design -- 3 Complexity and Simplicity -- 3.1 Complexity and Simplicity -- 3.2 Correlation Between Visual Complexity and Order/Entropy -- 4 Conclusion and Discussion -- References -- Co-process in Design and Engineering -- Integrated Design Process for an Elbow Joint Rehabilitation Device -- 1 Development Background and Strategy -- 2 Research on Existing Rehabilitation Tools -- 3 Design Requirement Definition -- 3.1 Interview with Rehabilitation Medical Specialists -- 3.2 Occupational Therapy Room Observation and Fugl-Meyer Assessment -- 3.3 System Design Requirement -- 4 Elbow Joint Rehabilitation Device Design -- 4.1 Concept Design -- 4.2 Integrated Design Process -- 4.3 Design Outcome -- 5 Conclusion -- References -- Understanding Challenges of Designing for Complex Users by Adapting the Existing Framework -- 1 Introduction -- 2 Design Approach -- 2.1 Background Overview -- 2.2 QFD Approach -- 3 Framework Adaptation -- 4 Conclusion and Future Study -- References -- Slipper Design Opportunity Identification Based on Material and Manufacturing Process Characteristics -- 1 Introduction -- 2 Design Analysis -- 2.1 Analysis of the Existing Slipper Production Processes -- 2.2 Market Analysis Through a Point-of-Sale Survey -- 3 Design Development -- 3.1 Design Keyword Definition -- 3.2 Design Ideation -- 3.3 Design Solution -- 3.4 Prototype. | |
4 Conclusion and Future Study -- References -- Design, Creativity and Strategy -- Teaching Strategies Considering Interdisciplinary Practice in Industrial Design Curriculum -- 1 Introduction -- 2 Interdisciplinary Course Design -- 3 Collaborative/Sponsored Projects -- 4 Conclusion -- References -- User Characteristics Through Lifestyle: A User Typology of Robot with Smartphone Based on AIO Scale -- 1 Introduction -- 2 Related Work -- 3 Study -- 3.1 Method -- 3.2 Results -- 4 Discussion -- 5 Conclusion -- References -- Assessment of Work Posture of CFA Workers and Designing a New Workstation -- 1 Introduction -- 2 Methodology -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- Explorations in Industrial Design Education -- Validation in a Distance Learning Environment -- 1 Introduction -- 2 Spring Semester 2020 -- 3 Fall Semester 2020 -- 4 Final Designs -- 5 Project Reflections -- Rapid Idea Development, Translating Face-to-Face Interactions to Virtual Platforms -- 1 Introduction -- 2 Ideation Process Framework -- 2.1 Version 1.0 -- 2.2 Version 1.1 -- 2.3 Paper Templates -- 3 Moving Ideation to the Virtual Space -- 3.1 Rapid Ideation on Mural.co -- 3.2 Rapid Ideation on Miro.com -- 4 Conclusion -- References -- Expressive Design: An Intersection of Design and Meaning -- 1 Introduction -- 2 Why Expressive Design? -- 3 Where Do We Introduce Expressive Design? -- 4 What Do We Mean by Expressive Design? -- 4.1 The Artist, the Work, and the Viewer -- 4.2 Value and Meaning -- 4.3 Expressive Design -- 5 Assignments -- 6 Student's Thesis Statement -- 6.1 Step 1 -- 6.2 Categories -- 6.3 Validation -- 6.4 Step 2 -- 6.5 Application -- 7 Summary -- Trash to Treasure: An Upcycling Project Case Study -- 1 Introduction -- 2 Project Constraints and Process -- 3 Plastic Composite Fabrics and Textiles -- 4 HDPE Plastic Grocery Bags, Bottles and Wood Pallets. | |
5 Corrugated Plastic Yard Signs -- 6 Conclusion -- References -- What if...? Strategies to Teaching Communication, Empathy and Teamworking for Design Students by Design Students -- 1 Introduction -- 2 Design Research and Methods -- 2.1 Procedures -- 3 Results -- 4 Conclusions -- References -- Predicting Inclusive Futures: Wearables, Automation, and Design Speculation -- 1 Introduction -- 2 Wearables and Exclusion -- 3 Futures: Pushing Wearables Forward -- 3.1 Somatic Expression Through Wearables -- 3.2 Futuring Wearables: Speculative Design and Transdisciplinary Co-creation -- 4 Conclusion -- References -- Design Education Strategy -- Studio-Based Learning Strategies Inspire Thoughtful and Purposeful Designers -- 1 Introduction -- 2 Learning Strategies -- 3 Learning Assessments and Outcomes -- 4 Student Reflections -- 5 Conclusion -- References -- Three Cube Rules -- 1 Introduction -- 2 Point-of-View Considerations -- 3 The Three Cube Rules -- 3.1 Angle of Convergence -- 3.2 Rate-of-Convergence -- 3.3 Observed Width -- 4 Application -- Development of a Simplified Insulin Pump Interface for Improved User Interaction -- 1 Introduction and Background -- 2 Methodology -- 2.1 Survey -- 2.2 Interviews -- 2.3 Participatory Design Workshops -- 3 Arriving at the Design Solution -- 3.1 The Wrist-Worn Controller Concept -- 3.2 Implementing the Concept as an Interactive Prototype -- 4 Results and Discussion -- 4.1 Evaluating the Controller Design Concept -- 4.2 Evaluating The CGM -- 4.3 Programming a Meal Bolus -- 5 Conclusion and Recommendations -- References -- Learning Design Thinking Through a Collaborative Focus on Social Justice -- 1 Introduction to Design Thinking -- 2 Human Centered Product Solutions Focusing on Social Justice -- 3 Three Project Explorations -- 4 Reflections -- 5 Conclusion -- References. | |
Behavioral Barriers to Adoption of the Safer Illinois App: A Human-Centered Approach -- 1 Introduction -- 2 Literature Review -- 3 Methodology -- 4 Findings -- 5 Limitations -- 6 Conclusion -- References -- Digital Ethnography for Social Design: Challenges and Opportunities in the Pandemic -- 1 Introduction -- 2 Digital Ethnography -- 3 Method of Study -- 4 Research in Pandemic - Challenges and Opportunities -- 5 Redefining Social Space -- 6 Establishing a Connection and Trust -- 7 Ethical Considerations -- 8 Conclusion -- References -- De-sign a Greater Reality -- 1 Sign: An Indicator -- 2 Stop Signs -- 3 Product Semantics - Object Language -- 4 Sematic Product Design -- 5 The Reality of Form and Function -- 6 Aesthetic Needs Examples -- 7 Functional Aesthetics -- 8 Conclusion De-Sign a Greater Reality -- References -- Designing for Inclusion: Methodologies and Future Trends -- Design for Inclusion. Different Approaches for a Shared Goal -- 1 Introduction -- 2 The Cultural Assumptions of Design Approaches for Inclusion: Differences Between Legal Systems -- 2.1 The Civil Law and the Prescriptive Approach -- 2.2 The Common Law and the Descriptive Approach -- 3 The Different Approaches of Design for Inclusion: Affinities and Differences -- 3.1 Universal Design -- 3.2 Inclusive Design -- 3.3 Design for All -- 4 Conclusions -- References -- Designing an Inclusive Theatre Environment: Co-creating a Relaxed Performance Within the Segal Centre for Performing Arts in Montreal -- 1 Introduction -- 2 The Setting and Participants/Partners -- 3 Methods -- 4 Results -- 4.1 Adaptation of a Physical Environment and Security for Audience -- 4.2 Technological Tools and Visual Impairment -- 4.3 Linguistically Accessible Documentation -- 5 Conclusion -- References. | |
How Co-design Leads Mobility Innovation Towards a More Inclusive and Senior-Friendly Transportation System. | |
Sommario/riassunto: | This book addresses current research trends and practice in industrial design. Going beyond the traditional design focus, it explores a range of recent and emerging aspects concerning service design, human–computer interaction and user experience design, sustainable design, virtual and augmented reality, as well as inclusive/universal design, and design for all. A further focus is on apparel and fashion design: here, innovations, developments and challenges in the textile industry, including applications of material engineering, are taken into consideration. Papers on pleasurable and affective design, covering studies on emotional user experience, emotional interaction design and topics related to social networks, are also included. Based on the AHFE 2021 International Conferences on Design for Inclusion, Interdisciplinary Practice in Industrial Design, Affective and Pleasurable Design, Kansei Engineering, and Human Factors for Apparel and Textile Engineering, held virtually on 25–29 July 2021, from USA, this book provides, researchers and professionals in engineering, design, human factors and ergonomics, human computer interaction and materials science with extensive information on research trends, innovative methods and best practices, and is expected to foster collaborations between experts from different disciplines and sectors. |
Titolo autorizzato: | Advances in Industrial Design |
ISBN: | 3-030-80829-7 |
Formato: | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione: | Inglese |
Record Nr.: | 9910491025903321 |
Lo trovi qui: | Univ. Federico II |
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