scholarly journals Design for Breathtaking Experiences: An Exploration of Design Strategies to Evoke Awe in Human–Product Interactions

2020 ◽  
Vol 4 (4) ◽  
pp. 82
Author(s):  
Jialin Ke ◽  
JungKyoon Yoon

From looking up at a skyscraper to the Grand Canyon’s vastness, you may have experienced awe in one way or another. Awe is experienced when one encounters something greater or more powerful than themselves and is associated with prosocial behavior through a diminishment of self-importance. In design research, most studies on awe have been conducted in lab conditions by using technologies such as virtual reality because of its efficiency to simulate typical awe-stimulating conditions (e.g., nature scenes). While useful in inducing awe and assessing its effects on users, they give little guidance about how design can deliberately evoke awe. Most attempts focus on the response of awe instead of its eliciting conditions. With an aim to support designers to facilitate awe, this paper explores design strategies to evoke awe. Based on appraisal theory, the cause of awe was formulated, and its relevance to designing for awe was investigated. The conditions that underlie awe in design were explored through a survey in which participants reported 150 awe experiences, resulting in six design strategies. The paper describes these strategies and discusses how they can be used in a design process, giving attention to addressing the experiential value of awe.

2011 ◽  
Vol 37 (6) ◽  
pp. 663-683 ◽  
Author(s):  
Maja van der Velden ◽  
Christina Mörtberg

Script analysis is often used in research that focuses on gender and technology design. It is applied as a method to describe problematic inscriptions of gender in technology and as a tool for advancing more acceptable inscriptions of gender in technology. These analyses are based on the assumption that we can design technologies that do justice to gender. One critique on script analysis is that it does not engage with the emergent effects of design. The authors explore this critique with the help of two vignettes taken from their design research. In this article they ask: How to design for gender if gender and design are emergent? The authors present two design strategies, degendering design and undesigning design and propose a new approach to doing justice to gender in design. This perspective foregrounds ethics in the design process, in particular the accountability of technology designers.


2020 ◽  
Author(s):  
Shuva Chowdhury ◽  
Marc Aurel Schnabel

The recent development in Virtual Reality (VR) allows for novel engagement in participatory urban design. Despite that any design approach cannot include and address all items that are relevant or needed during a design process, social VR design instruments offer additionality via their real-time generation and visualisation possibilities that are unmatched in conventional realms. The research employs an anthropogenic approach to design research to engage end-users in the design process. An Immersive Virtual Environment (IVE) instrument 'SketchPad' allows laypersons to design successfully urban forms. SketchPad engaged laypersons in a meaningful design discussion and generations of urban spaces. The research discusses the findings of the experiments. The paper concludes with a reflection of how non-experts as co-designers can use IVE instruments to drive change of their neighbourhood proactively and to positively impact on the liveability of their neighbourhood.


2020 ◽  
Author(s):  
Shuva Chowdhury ◽  
Marc Aurel Schnabel

The recent development in Virtual Reality (VR) allows for novel engagement in participatory urban design. Despite that any design approach cannot include and address all items that are relevant or needed during a design process, social VR design instruments offer additionality via their real-time generation and visualisation possibilities that are unmatched in conventional realms. The research employs an anthropogenic approach to design research to engage end-users in the design process. An Immersive Virtual Environment (IVE) instrument 'SketchPad' allows laypersons to design successfully urban forms. SketchPad engaged laypersons in a meaningful design discussion and generations of urban spaces. The research discusses the findings of the experiments. The paper concludes with a reflection of how non-experts as co-designers can use IVE instruments to drive change of their neighbourhood proactively and to positively impact on the liveability of their neighbourhood.


2016 ◽  
Vol 11 (1) ◽  
pp. 34
Author(s):  
Maral Babapour Chafi

Designers engage in various activities, dealing with different materials and media to externalise and represent their form ideas. This paper presents a review of design research literature regarding externalisation activities in design process: sketching, building physical models and digital modelling. The aim has been to review research on the roles of media and representations in design processes, and highlight knowledge gaps and questions for future research.


2021 ◽  
Vol 1 ◽  
pp. 2409-2418
Author(s):  
Summer D. Jung ◽  
Erika Perttunen ◽  
Senni Kirjavainen ◽  
Tua Björklund ◽  
Sohyeong Kim

AbstractAs design research expands its horizon, there has been a recent rise in studies on nontraditional designers. Previous studies have noted the positive effect of diversity in generating ideas. Among different sources of influence, peers outside the design team have been noted for their positive impact on the design process, yet the research on this topic is still in its early stages. Using qualitative data from 40 small and medium-sized enterprises (SMEs) in the American and Finnish food and beverage industries, the current study examines their interactions with other SMEs, shedding light on the influence of peers on creating new design solutions. The findings suggest that peer companies can act as a frequent and impactful source of inspiration for product design ideas. The most prevalent forms of interaction were co-creating products, sharing information, and sharing ingredients. Furthermore, the interactions were voluntary, organic, and improvisational in nature, and physical proximity or previous connections often initiated the interactions. Taken together, a great number of peer influences contributed towards creative new solutions.


Author(s):  
Shabboo Valipoor ◽  
Sheila J. Bosch

While healthcare design research has primarily focused on patient outcomes, there is a growing recognition that environmental interventions could do more by promoting the overall quality of care, and this requires expanding the focus to the health and well-being of those who deliver care to patients. Healthcare professionals are under high levels of stress, leading to burnout, job dissatisfaction, and poor patient care. Among other tools, mindfulness is recommended as a way of decreasing stress and helping workers function at higher levels. This article aims to identify potential environmental strategies for reducing work-related stressors and facilitating mindfulness in healthcare settings. By examining existing evidence on workplace mindfulness and stress-reducing design strategies, we highlight the power of the physical environment in not only alleviating stressful conditions but intentionally encouraging a mindful perspective. Strategies like minimizing distractions or avoiding overstimulation in the healthcare environment can be more effective if implemented along with the provision of designated spaces for mindfulness-based programs. Future research may explore optimal methods and hospital workers’ preferences for environments that support mindfulness and stress management. The long-term goal of all these efforts is to enhance healthcare professionals’ well-being, reignite their professional enthusiasm, and help them be resilient in times of stress.


2016 ◽  
Vol 20 (2) ◽  
pp. 76-85 ◽  
Author(s):  
Cathy Treadaway ◽  
Gail Kenning

Purpose – The purpose of this paper is to present design research investigating the development of sensory textiles with embedded electronics to support the wellbeing of people with late stage dementia in residential care. Design/methodology/approach – The research presented is qualitative and uses a mixed method approach informed by grounded practical theory and positive design methodologies. It uses an inclusive and participatory co-design process involving people with dementia and their families with an interdisciplinary team of experts. Findings – Both the co-design process and the artefacts developed have been beneficial in supporting wellbeing. The textile artefacts have been found to soothe, distract and comfort people with dementia. They have also been shown to facilitate in the moment conversational bridges between family members and carers with persons with dementia. Research limitations/implications – The findings are based on a small cohort of participants, observational reports and descriptive accounts from family members and carers. Practical implications – The paper proposes ways in which simple hand-crafted textiles can be used beneficially to support the wellbeing of people with late stage dementia. It provides examples of how technology can be used to personalise and extend the sensory properties of the artefacts created. Social implications – It promotes an inclusive co-design methodology involving care professionals, carers and people with dementia with designers and technologists. Originality/value – The paper describes new ways of extending sensory properties of textiles through the integration of technology.


2021 ◽  
Vol 13 (11) ◽  
pp. 6259
Author(s):  
Jizhong Shao ◽  
Minge Yang ◽  
Guan Liu ◽  
Ye Li ◽  
Dan Luo ◽  
...  

As current society’s reflection on the rapid development of motorization and increasing emphasis on the ecological environment, the study of walkable cities has become one of the key points of urban sustainable design. Creating a walkable city is an effective way to build a low-carbon and healthy city. With the development of cities, walkability concepts and theories are constantly being given new life, and research methods and design strategies continue to be updated. A city’s walkability and walkability index have become current research hotspots. Based on prior research on walkability and related urban policies, this study selects Coomera Town on the Gold Coast of Queensland, Australia, as the research area because of Coomera Town policy regulations and environmental requirements. This study utilizes traditional qualitative and quantitative research methods, machine mining technology, and the deep learning big data analysis technology to conduct thematic design research in a real place. Its combines walkability evaluation with walkability design to construct a walkable city in a targeted manner. This provides a reference for related city design in the future.


Author(s):  
LeRoy E. Taylor ◽  
Mark R. Henderson

Abstract This paper describes the roles of features and abstraction mechanisms in the mechanical design process, mechanical designs, and product models of mechanical designs. It also describes the relationship between functions and features in mechanical design. It is our experience that many research efforts exist in the areas of design and product modeling and, further, that these efforts must be cataloged and compared. To this end, this paper culminates with the presentation of a multi-dimensional abstraction space which provides a unique framework for (a) comparing mechanical engineering design research efforts, (b) relating conceptual objects used in the life cycle of mechanical products, and (c) defining a product modeling space.


Author(s):  
Mats Nordlund ◽  
Taesik Lee ◽  
Sang-Gook Kim

In 1977, Nam P Suh proposed a different approach to design research. Suh’s approach was different in that it introduced the notions of domains and layers in a 2-D design thinking and stipulated a set of axioms that describes what is a good design. Following Suh’s 2-D reasoning structure in a zigzagging manner and applying these axioms through the design process should enable the designer to arrive at a good design. In this paper, we present our own experiences in applying Suh’s theories to software design, product design, organizational design, process design, and more in both academic and industrial settings. We also share our experience from teaching the Axiomatic Design theory to students at universities and engineers in industry, and draw conclusions on how best to teach and use this approach, and what results one can expect. The merits of the design axioms are discussed based on the practical experiences that the authors have had in their application. The process developed around the axioms to derive maximum value (solution neutral environment, design domains, what-how relationship, zig-zag process, decomposition, and design matrices) is also discussed and some updates are proposed.


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