Merging Digital and Physical-Based Design

Author(s):  
Monica Bordegoni ◽  
Umberto Cugini

Product designers are more and more addressing the design of product experience, in addition to the more traditional product design, where the focus of the design practice is on the interaction between the product and its users. Traditional methods and tools used so far for the design of products are not suitable to the design of experience. Among the emerging methods, experience prototyping seems effective and well addressing the new requirements of experience design. The paper describes the emerging technologies enabling experience prototyping, and provides some examples where this new methodology for experience design has been applied.

2021 ◽  
Vol 2021 ◽  
pp. 1-14
Author(s):  
Zishun Su ◽  
Qiaoling Zou ◽  
Xinying Wu ◽  
Junnan Ye ◽  
Jianxin Cheng

Health QR code is an Internet product designed and developed by China to combat the COVID-19 pandemic. In order to build a public health and epidemic prevention barrier, the Chinese government’s health QR code product is a useful attempt to deal with epidemic prevention and control and social governance in the way of “Internet plus big data”. In the process of health QR code product design and development, we conduct a security analysis of information data and employ project management, product design, development and testing, online, and operational product experience design methods. User requirements and product definitions for the health QR code include management, design, development, and testing. The main participants of health QR code product experience design are divided into product manager, design and development team, and users. The relationships among the product manager, the design and development team, and users are established using the evolutionary game method. It is found that the cost of information security has an important influence on the choice of the user policy. Product managers, driven by benefits and values, may ignore the importance of information security when choosing the strategy for health QR code products, which will affect users' enthusiasm to use them to some extent and limit their use scenarios and application scope. Therefore, in order to achieve healthy user interaction and sustainable experience design of health QR code products, it is necessary to strengthen data security protection and reduce the cost of information interaction and sharing. Furthermore, on the basis of enhancing user viscosity and improving the usability of health QR code products, our research results show the further need for demand mining and version upgrading of health QR code products.


2021 ◽  
Vol 13 (6) ◽  
pp. 168781402110284
Author(s):  
Weiwei Wang ◽  
Ting Wei ◽  
Suihuai Yu ◽  
Jian Chen ◽  
Binhong Guo ◽  
...  

To solve the problem of the fuzzy and dynamics of requirement caused by users’ cognitive bias, a dynamic requirement and priority capture method based on user scenarios is proposed, aiming at effectively improving user experience. The method consists of the following steps: Firstly, users with similar characteristics are filtered to form a user cluster, then obtain the user’s product experience in different usage scenarios and acquire preliminary requirements by using service design methods. Secondly, the requirement path model tree will be designed and the requirement path matrix will be constructed through the evaluation of the user cluster. Then the pathfinder algorithm will be used to calculate the required correlation of user clusters and prioritize the requirements. Finally, the direction of the product design will be provided. Taking the design of the intelligent office chair as an example, the effectiveness of the method is verified by evaluating the satisfaction of user experience.


2012 ◽  
Vol 271-272 ◽  
pp. 787-790
Author(s):  
Rong Biao Yu

Through the analysis of design ethics principle and content, the design concept of humanism, sustainable development and harmonious are applied to the Touch mouse product design practice, and analyzed the its positive significance in market research, product design positioning, concept sketches design, computer aided industrial design and shell structure design, effectively avoid the appear of various product function, complex modelling, large energy consumption and pollution mode, so as to design a fashion practical and green environmental protection Touch type new mouse, and provide a high quality IT products for consumers. Finally, the goal of balance and harmony between the people, resources and environment is realized.


Author(s):  
Muireann McMahon ◽  
Tracy Bhamra

Today there is an impetus on professional designers to practice in a responsible and ‘sustainable' manner, with equal emphasis on society, economy and environment (Fletcher & Dewberry, 2002). This is an enormous challenge as the competencies needed to develop these types of holistic solutions are extremely complex. This chapter describes a Pedagogical Innovation in the discipline of Product Design regarding the important role international collaborative projects can play in introducing these competencies into design practice. Iterative cycles of Action Research describe three such projects. A brief over-view of the project logistics is followed by an analysis of the participant experiences. The findings show that building capacity for sustainable design, through collaboration, is not a simple or ‘one size fits all' approach. The research learning advises on how future projects should be structured and delivered and how the competencies acquired could bring about a change in designers behaviours towards a more sustainable future.


2014 ◽  
Vol 9 (2) ◽  
pp. 65-79 ◽  
Author(s):  
Serena Graziosi ◽  
Francesco Ferrise ◽  
Guilherme Phillips Furtado ◽  
Monica Bordegoni

Author(s):  
Shuichi Fukuda

As diversification is quickly increasing, industries are making tremendous efforts to cope with it. But this paper points out that these efforts are too much producer-centric. Our customers are not passive consumers as most industries assume. They are very active and would like to customize our products to their own needs and to their preferences. We should note that this act of customization is deeply associated with our basic need of self actualization. That is why their requirements are diversifying. We have to change our product development much more to customer-centric. New emerging technologies such as 3D printers enable them to get involved in product design and manufacturing. But if we consider the capabilities of the present states of these technologies and expertise of our customers, it is much easier to realize such customer-centric product development, if we extract the feature parts or feature points from a product that relate to personalization and let our customers develop them with the help of us, experts. The parts that do not substantially contribute to personalization may be developed as a common platform and these parts can be developed by experts without customer’s involvements. In this way, customers would feel they are actualizing themselves and would be more satisfied.


2011 ◽  
Vol 201-203 ◽  
pp. 1147-1150
Author(s):  
Teng Wen Chang ◽  
Sei Wo Winger Tseng

Generative design system is a complex system that often focus on the technical and complex details thus away from building a system from the product designer’s thinking patterns. In addition, by focusing on the mechanism, the system is hard to construct and difficult to use for practical situation. Horizontal/vertical design thinking patterns are often used in product design practice, thus how designers make decision affect the generation reasoning. With the cognitive design researches on design thinking patterns, two research stages (experiment and implementation) are conducted and policy/generation rules are discovered during the experiment with 30 5-year design experts as focus group. An experimental system called thinking pattern-based generation system, a.l.a. ThinkGen is developed for testing the hypothesis.


Author(s):  
Vicky Lofthouse

This paper proposes that there is a need to prepare undergraduate design students to be responsible practitioners when they enter the workplace. The multi-faceted approach adopted by the Design School at Loughborough University to achieve this is presented. The paper outlines and reflects on the differences between the idealistic environment provided within an educational setting and the actual situation in the design industry, where there is little evidence of mainstream sustainable design practice. The paper concludes that it is valuable to provide students with a range of skills that support sustainable design thinking, even if they are not currently required by the design industry because doing so turns the students into informed individuals with the potential to lead the next generation of design practitioners.


2014 ◽  
Vol 654 ◽  
pp. 396-399
Author(s):  
Yuan Ren ◽  
Yue Zhang ◽  
Xuan Lu

From the basic concept of product funny design, this paper explored its esthetic concept sources, focused on the feelings of the product experience and the pleasure brought to our lives. It is advocated to concern funny product design when we design household products, and to use new materials and processes, so that the product design is more close to people, and achieve the goal of “Human oriented design”, and then we can feel our product in experience, realized the emotional value of the product.


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