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Interdisciplinary Practice in Industrial Design最新文献

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Design and interdisciplinarity for sustainable and innovative valorization of agro-industrial waste and residues 设计和跨学科的可持续和创新的农业工业废物和残留物的价值
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002979
B. Pizzicato, Elena Cioffi, S. Pacifico, M. Buono
The paper aims to deepen the debate regarding the design discipline in relation to science, especially focusing on the possible outcomes generated by a concerted action between design and science in addressing the urgent environmental issues.In the research context, interdisciplinarity encourages new results and synergies through the exchange of knowledge and the construction of new paths, also promoting the adoption of different perspectives other than established research perspectives and paradigms. It brings together different scientific approaches, skills, methods and expertise to deal with complexity, to master technical challenges and to carry out research with different complexity levels. Although design is intrinsically interdisciplinary, nowadays the figure of the designer is changing, moving from the role of central planner to that of a participant in the design of complex systems. The boundaries of design as a discipline tend to blur more and more, with designers markedly approaching and operating at the intersection of other disciplines, researching, and even experimenting on matter first hand in their works.However, although there is a lot of data and insights on collaborative research programs, there is a lack of empirical evidence on how to best implement interdisciplinarity, on the added value it produces and on how to overcome narrow disciplinary restrictions.The difference between design and scientific research processes is well-established in design literature, it contrasts design and science on the basis that science is concerned with understanding real needs generally describing the nature course, and design is about using possibilities to create new particular conditions (e.g. a new product).These considerations lead to a critical reflection: if the scientific future occurs out of legitimate necessity, then how does the role of the designer take shape in this scenario, beyond the more recognized contribution of design to scientific research such as constructing models of representation and simulation, designing artifacts for testing and experimentation, ideating scenarios, visualizing scientific ideas and helping to disseminate scientific knowledge? The design can actively join scientific research by bringing new inputs, finding new applications for scientific research outcomes, providing means of experimentation and reflection, challenging scientists’ perceptions and encouraging the pursuit of new research directions. The topic of the sustainable valorisation of agro-industrial waste and by-products – which counts numerous examples in literature- is presented as a case study of virtuous collaboration between design and science. The agro-industrial sector represents a driving force in the global economy however, it is accompanied by remarkable amounts of residues and waste generated by agronomic practices and industrial manufacturing which, according to sustainability and circularity principles, can be transformed into valua
本文旨在加深关于设计学科与科学之间关系的辩论,特别是关注设计与科学之间协调行动在解决紧迫的环境问题方面可能产生的结果。在研究背景下,跨学科通过知识交流和新路径的构建鼓励新的成果和协同作用,也促进采用不同的观点,而不是既定的研究观点和范式。它汇集了不同的科学方法、技能、方法和专业知识来处理复杂性,掌握技术挑战并开展不同复杂程度的研究。虽然设计本质上是跨学科的,但如今设计师的角色正在发生变化,从中央计划者的角色转变为复杂系统设计的参与者。设计作为一门学科的界限越来越模糊,设计师们明显地接近和操作其他学科的交叉点,研究,甚至在他们的作品中进行第一手的实验。然而,尽管有很多关于合作研究项目的数据和见解,但缺乏关于如何最好地实施跨学科、跨学科所产生的附加值以及如何克服狭隘的学科限制的经验证据。设计和科学研究过程之间的区别在设计文献中已经确立,它将设计和科学进行了对比,科学关注的是理解实际需求,通常描述自然过程,而设计是利用可能性来创造新的特定条件(例如新产品)。这些考虑导致了一个批判性的反思:如果科学的未来是出于合理的必要性而发生的,那么在这种情况下,除了设计对科学研究的更公认的贡献,如构建表征和模拟模型、设计用于测试和实验的人工制品、构思场景、可视化科学思想和帮助传播科学知识之外,设计师的角色是如何形成的?设计可以积极参与科学研究,带来新的投入,为科研成果寻找新的应用,提供实验和反思的手段,挑战科学家的观念,鼓励对新的研究方向的追求。农业工业废物和副产品的可持续增值的主题——在文献中有许多例子——作为设计与科学之间良性合作的案例研究提出。农业工业部门是全球经济的推动力,然而,它伴随着农业实践和工业制造产生的大量残留物和废物,根据可持续性和循环原则,可以通过系统方法将其转化为宝贵的资源。特别是,通过在整个过程中采用可持续性和循环原则,以及对实验室中产生的有机基质废物的回收进行进一步的批判性思考,讨论了化学家和设计师之间从葡萄酒和可食用花卉生产链的生物质中提取生物活性化合物的合作所产生的机会,并尽可能征求设计应用。
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引用次数: 0
Relation between the reality of digital and texture information using Onomatopoeia 拟声法研究数字真实感与纹理信息的关系
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002984
Wonseok Yang, Misato Akiba
In recent years, virtual spaces and metaverse using VR technology have been attracting attention from web and application infrastructure services, and it has become commonplace to represent real information in the digital world. The spread of multiple devices has made it possible for anyone to browse and collect information on the web. Against this background, many businesses are accelerating the shift to e-commerce, meaning information on the texture of objects must be read digitally, creating a gap between the impression of the web and reality. Therefore, information that is difficult to read from such visual information is increasingly supplemented by elements such as language, motion, and sound. Among these, a verbal presentation can accurately convey ambiguous information, and among the verbal elements, onomatopoeia can be used to express detailed information as well as impressions based on sensitivity. In a previous study, it was found that onomatopoeic impressions have an intimate relationship with texture information through a system that can quantitatively capture onomatopoeic impressions. With the proliferation of e-commerce, the use of onomatopoeia is considered effective in narrowing the gap between digital images and impressions.This study clarifies the extent to which users can capture texture impressions from images and how the presentation of onomatopoeia affects texture impressions.In this experiment, 12 samples were displayed on the PC screen and evaluated in six categories (slippery/sticky, flat/uneven, smooth/rough, soft/hard, warm/cold, and moist/dry). The evaluation was performed using the SD method. In addition, we presented the appropriate onomatopoeia for each sample and conducted the same evaluation to clarify how the impression changed with and without onomatopoeia. The results indicated that the impression was positive for all samples, with significant results for four samples (slippery, soft, sticky, and uneven). In particular, the impression was reversed for all samples except for the slippery sample, indicating that onomatopoeia had a significant effect on the impression of the object. These results suggest that the respondents had little experience with objects and could not narrow down their impressions to a single texture image; their impressions were low without onomatopoeia, and the presentation of onomatopoeia enhanced the texture image. In addition, there were six samples with high impressions (smooth, flat, warm, rough, hard, and dry) even without the presentation of onomatopoeia. The tendency for high impressions is thought to be that the respondents can read the mono impression from the image and imagine the tactile texture from the visual information because it is difficult to cause a shift in recognition.In conclusion, the presentation of onomatopoeia is effective when the texture of an object can be read as multiple impressions, and it was found to have a positive effect on the impression of the object.
近年来,使用虚拟现实技术的虚拟空间和虚拟世界已经引起了网络和应用基础设施服务的关注,在数字世界中代表真实信息已经变得司空见惯。多种设备的普及使得任何人都可以在网上浏览和收集信息。在这种背景下,许多企业正在加速向电子商务的转变,这意味着关于物体纹理的信息必须以数字方式读取,这在网络印象和现实之间造成了差距。因此,难以从这种视觉信息中读出的信息,越来越多地被语言、动作、声音等元素所补充。其中,言语表达可以准确地传达模棱两可的信息,在言语元素中,拟声词可以表达详细的信息,也可以表达基于敏感性的印象。在之前的研究中,通过一个可以定量捕获拟声印象的系统,发现拟声印象与纹理信息有密切的关系。随着电子商务的普及,拟声词的使用被认为是缩小数字图像和印象之间差距的有效方法。本研究阐明了用户从图像中捕捉纹理印象的程度,以及拟声词的呈现如何影响纹理印象。在本实验中,在PC屏幕上显示12个样品,并对6个类别(滑/粘、平/不平整、光滑/粗糙、软/硬、暖/冷、湿/干)进行评估。采用SD法进行评价。此外,我们为每个样本提供了合适的拟声词,并进行了相同的评估,以阐明有和没有拟声词的印象是如何变化的。结果表明,对所有样品的印象都是积极的,对四个样品(滑的、软的、粘的和不均匀的)有显著的结果。特别是,除了光滑的样本外,所有样本的印象都是相反的,这表明拟声词对物体的印象有显著的影响。这些结果表明,被调查者对物体的经验很少,不能将他们的印象缩小到单一的纹理图像;在没有拟声词的情况下,它们的印象较低,拟声词的呈现增强了纹理图像。此外,即使没有拟声词的呈现,也有六个样品具有高印象(光滑,平坦,温暖,粗糙,坚硬和干燥)。高印象倾向被认为是受访者可以从图像中读取单一印象,并从视觉信息中想象触觉纹理,因为它很难引起识别的转变。综上所述,拟声词的呈现是有效的,当一个物体的纹理可以被阅读为多个印象时,它被发现对物体的印象有积极的影响。因此,我们认为通过呈现语言信息可以表达模棱两可的纹理印象,缩小现实与拟声词之间的差距。
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引用次数: 0
Synthesizing Humans with the Planet: Regenerative Agriculture and its relevance and application to Industrial Design 人类与地球的结合:再生农业及其在工业设计中的应用
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002982
Braden Trauth
Humans came from the earth and we have the ability to enhance or destroy its ecological processes. For approximately 10,000 years we have, in general, found ways to exploit the earth’s bounty while leaving degraded eco-systems. Sustainability, arguably, is about learning how to realign and co-create with the earth and its regenerative processes. Regenerative Agriculture is a pioneering example of this potential, learning from both traditional practices and ecological science. This paper/presentation introduces and explains concepts around Regenerative Agriculture (RA) and how it can be applied to the production of renewable materials for physical products. Products employing these materials can help humans synthesize with the planet and its productive processes while healing it and fulfilling human needs. It will explain RA’s principles, parameters, types, processes & applications and what materials are being produced currently that designers can integrate into their products to solve the Ecological Crisis. RA is pioneering new ways that humans can enhance the planet. A foundation for understanding RA, is how farmers are applying these processes for efficiency to ensure its success at providing both ecological services and low cost production of materials. This is critical for the success of Circular or Mutualistic Design when it comes to renewable materials. It will also explore how RA can play a significant role in reversing climate change, as these practices were identified as some of the lowest hanging fruit to decarbonize the atmosphere to pre-industrial levels in one generation as identified by Drawdown.org. Thus, integration of these materials into mass produced products can, if applied appropriately, accelerate climate decarbonization. This is a pioneering field that holds promise both ecologically and economically. It is estimated to be a $700 Billion industry in the coming decades. This paper/presentation will also identify products pioneering regenerative materials. Lastly, it will introduce several Regenerative Verification Programs, one that the Author co-created, that exist to help designers make wise choices in specifying materials that are contributing to Mutalistic future.
人类来自地球,我们有能力增强或破坏地球的生态过程。总的来说,在大约一万年的时间里,我们找到了利用地球资源的方法,同时留下了退化的生态系统。可以说,可持续发展是关于学习如何与地球及其再生过程重新调整和共同创造。再生农业从传统实践和生态科学中学习,是这一潜力的一个先锋例子。本文介绍并解释了再生农业(RA)的概念,以及如何将其应用于物理产品的可再生材料生产。使用这些材料的产品可以帮助人类与地球及其生产过程合成,同时治愈它并满足人类的需求。它将解释RA的原理,参数,类型,过程和应用,以及目前正在生产的材料,设计师可以将其整合到他们的产品中以解决生态危机。RA开创了人类改善地球的新方法。理解农业生产的一个基础是农民如何有效地应用这些过程,以确保其在提供生态服务和低成本生产材料方面取得成功。当涉及到可再生材料时,这对于循环设计或互惠设计的成功至关重要。它还将探讨RA如何在扭转气候变化方面发挥重要作用,因为这些做法被确定为在一代人的时间内将大气脱碳到工业化前水平的一些最容易实现的成果。因此,如果应用得当,将这些材料整合到大规模生产的产品中可以加速气候脱碳。这是一个开创性的领域,在生态和经济上都有希望。据估计,在未来几十年,这将是一个价值7000亿美元的产业。本论文/报告还将确定再生材料的先驱产品。最后,它将介绍几个再生验证程序,其中一个是作者共同创建的,它的存在是为了帮助设计师在指定有助于互惠未来的材料时做出明智的选择。
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引用次数: 0
Designing Mobile Service Robots: Roles of the Visual Interface and Manipulators for Human Perception 设计移动服务机器人:视觉界面和操纵器对人类感知的作用
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002985
Y. Ghim
The increasing use of mobile service robots in public spaces has led to more frequent encounters and interactions between humans and robots. However, our understanding of how people would perceive and react to these autonomously moving robots in real-world situations is still limited. Previous research suggests an optimal degree of human-likeness for anthropomorphic robots, but it remains unclear what level of anthropomorphism makes a robot most acceptable in a specific use context and how designers can achieve it. This study investigates the effect of a mobile service robot’s visual interface and manipulators on its morphology, human-likeness, and human perception. A conceptual framework is developed from literature to define the design elements that comprise robot morphology and their effects on human-likeness and human perception. The framework is then tested through an online survey using four design variations of a mobile service robot. The study finds that a robot’s visual interface and manipulators increase its human-likeness and enhance understanding of its intended function. However, no clear correlation is found between human-likeness and perceived capabilities in this study’s use context.
移动服务机器人在公共场所的使用越来越多,导致人与机器人之间的接触和互动越来越频繁。然而,我们对人们在现实世界中如何感知和应对这些自主移动的机器人的理解仍然有限。先前的研究表明,拟人机器人与人类的最佳相似程度,但目前尚不清楚在特定的使用环境中,什么样的拟人程度使机器人最容易被接受,以及设计师如何实现这一目标。本研究探讨了移动服务机器人的视觉界面和操纵器对其形态、人形和人类感知的影响。从文献中开发了一个概念框架来定义组成机器人形态的设计元素及其对人类相似性和人类感知的影响。然后,通过使用移动服务机器人的四种设计变化,通过在线调查对该框架进行测试。研究发现,机器人的视觉界面和操纵器增加了其与人类的相似性,并增强了对其预期功能的理解。然而,在本研究的使用情境中,人类的相似性和感知能力之间没有明显的相关性。
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引用次数: 0
Sports Apparel Warm and Cool Touch Effusivity Spectrums Based on Human Perception 基于人体感知的运动服装冷暖触觉热流光谱
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002967
Susan L. Sokolowski, Emily Karolidis, A. Hakimian
In the sports product industry, technical apparel materials can be developed to be perceived warm or cool to the human touch. Those created for warm touch are typically for cold environments - generating warmth for athlete comfort, whereas cool touch materials are developed for hot environments – making the athlete’s skin surface feel cool and fresh. These attributes can be engineered into the face or back side of the material – providing different point-of-purchase and next-to-skin perceptual experiences. The goal of this study was to define warm and cool touch effusivity spectrums that the sports apparel industry can reference when developing new technical materials. The warm and cool touch characteristics of common sports materials were evaluated mechanically with a Modified Transient Plane Source (MTPS) sensor and perceptually with a human subject fingertip test protocol. From the data collected, cool and warm touch effusivity spectrums were determined for face and back material sides. For the face side of the material specimens, subjects’ perception of warmth was at an average effusivity value of 145.9 (+/-23.1), and cool at 182.2 (+/-19.7). For the back side of the specimens, the materials were perceived warm at 138.6 (+/-22.6), and cool at 177.3 (+/-19.3). The results of this study provide sports apparel material developers insight into target effusivity value ranges for athlete warm or cool touch perceptual experiences.
在运动产品行业,技术服装材料可以被开发为温暖或凉爽的感知到人类的触摸。那些为温暖触感而创造的材料通常适用于寒冷的环境——为运动员提供舒适的温暖,而凉爽触感材料是为炎热的环境而开发的——使运动员的皮肤表面感觉凉爽清新。这些属性可以设计到材料的正面或背面,提供不同的购买点和近皮肤的感知体验。本研究的目的是定义运动服装行业在开发新技术材料时可以参考的温暖和凉爽触摸渗出光谱。采用改进的瞬态平面源(MTPS)传感器对常见运动材料的冷热触摸特性进行了机械评估,并采用人体受试者指尖测试方案进行了感知评估。根据收集到的数据,确定了表面和背面材料侧面的冷触和暖触渗透光谱。对于材料标本的正面,受试者对温暖的感知平均为145.9(+/-23.1),对凉爽的感知平均为182.2(+/-19.7)。对于样品的背面,材料在138.6(+/-22.6)时被认为是热的,在177.3(+/-19.3)时被认为是冷的。本研究的结果为运动服装材料开发商提供了运动员冷暖触觉知觉体验的目标溢度值范围。
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引用次数: 0
Designing in the Wild: Problem-solving for specialized apparel and soft products 野外设计:专业服装和软制品的问题解决
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002012
M. Strickfaden, Joyce Thomas
The aim of this paper is to propose and elaborate on the concept of designing in the wild theoretically and practically through a case study on an apparel system created for people working in the oil and gas industry. Through our explorations we elaborate on motivating factors for designing in the wild, offer some of the fundamental theories on problem-solving in design, and provide an overview of human-centred practices to compare and contrast these with designing in the wild. Naturally there are a myriad of different ways that designers can approach designing. They can take a designer-centric approach, an artifact-centric approach, use- or user-centric approach, or a combination of these. Typically, designers will select one of these approaches especially when creating ready-to-wear apparel, soft products, and accessories. For example, apparel and soft product designers are often expected to peruse the market, speculate on new styles, and forecast trends (both are generally artifact-centric approaches) with a vision to realizing designs that will be easily produced and sell well. Alternatively, designers who are involved in creating products for specialized markets such as design for disability or safety wear take more use- and user-centric approaches where there is a greater focus on the use environment (use-centric approach). Furthermore, user-centric approaches in apparel design have been popularized around sizing, scaling and fit to the human body, usually as the study of anthropometrics, which is interestingly also quite artifact-centric because designers are consulting databases and documents with numbers that indicate how apparel and soft products need to interface with bodies. These approaches to creating apparel and soft products have provided the domain with tools towards developing apparel that fit the shapes and needs of consumers, but not necessarily the expectations and desires within specialized product realms. With the growing needs for more specialized apparel and soft product design due to specific work situations and environments, aging demographics and people with special needs, and niche markets it is essential that a more holistic problem-solving approach and acknowledgement of the complexity of design scenarios be taken. Designing in the wild plays on the work of Callon and Rabeharisoa’s Research ‘in the wild’ and the reshaping of new social identities (2003). Like “research in the wild” designing in the wild offers various methods to get at and understand the complexity of human experiences including the nuanced relationships among person-apparel-environment. Designing in the wild takes a two-pronged approach: (1) where the designer is required to understand themselves to design better for others; and (2) where a more in-depth methodology for understanding others is employed. Consequently, designing in the wild focuses on a more complex understanding of authentic human behavior to design for the portable environments of
本文的目的是通过一个为石油和天然气行业工作人员创建的服装系统的案例研究,从理论上和实践上提出并阐述野外设计的概念。通过我们的探索,我们详细阐述了野外设计的激励因素,提供了一些解决设计问题的基本理论,并概述了以人为本的实践,将其与野外设计进行比较和对比。当然,设计师可以采用无数种不同的方式进行设计。它们可以采用以设计师为中心的方法、以工件为中心的方法、以用户或用户为中心的方法,或者这些方法的组合。通常,设计师会选择其中一种方法,尤其是在设计成衣、软产品和配饰时。例如,服装和软产品设计师经常被期望仔细研究市场,推测新的风格,并预测趋势(两者通常都是以人工制品为中心的方法),以实现易于生产和销售的设计。另外,参与为专门市场(如残疾人或安全服装设计)创造产品的设计师采取更多以使用和用户为中心的方法,更关注使用环境(以使用为中心的方法)。此外,服装设计中以用户为中心的方法已经在尺寸、比例和适合人体方面得到了普及,通常作为人体测量学的研究,有趣的是,这也是相当以人工制品为中心的,因为设计师们正在咨询数据库和文件,这些数据表明服装和软产品需要如何与人体相结合。这些创造服装和软产品的方法为该领域提供了开发适合消费者形状和需求的服装的工具,但不一定是专业产品领域的期望和愿望。由于特定的工作环境和环境、人口老龄化和有特殊需求的人群以及利基市场,对更专业的服装和软产品设计的需求不断增长,采取更全面的解决问题的方法和认识到设计方案的复杂性是至关重要的。《野外设计》借鉴了Callon和Rabeharisoa的《野外研究》和新社会身份的重塑(2003)。就像“野外研究”一样,野外设计提供了各种方法来获取和理解人类体验的复杂性,包括人-服装-环境之间的微妙关系。野外设计需要采取两种方法:(1)要求设计师了解自己,以便更好地为他人设计;(2)采用更深入的方法来理解他人。因此,野外设计侧重于对真实人类行为的更复杂理解,以设计服装和软产品的便携式环境。我们的结果是对我们的案例研究的丰富描述,什么是野外设计,以及如何在解决专业服装和软产品设计问题时使用这种方法的指导。
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引用次数: 0
Stretching and Using Designers’ Empathic Horizons 拓展和运用设计师的共情视野
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002970
Joyce Thomas, M. Strickfaden
This paper builds upon previous research where we discovered gaps related to how empathy is understood and how the empathic horizon is characterized within design studies. First, we offer concrete definitions of empathy through various perspectives to clarify misconceptions. Second, we offer a brief historical overview of the ‘empathic horizon’, which can be traced back to the 1960s. Third, we offer a critical analysis of empathy/empathic horizons and begin to characterize what is meant by empathic horizons through the literature reviewed. Fourth, we illustrate how designers’ empathic horizons may be unintentionally and intentionally stretched. That is, we believe that each person has an empathic horizon that evolves spontaneously, is connected to personal individual embodied experiences, and evolves dynamically across their life journey. Literature shows that a person’s empathic horizon is predominantly developed unintentionally but it can be intentionally stretched or expanded, particularly when awareness is brought to the value of doing so. Fifth, we use our Jellybeans Empathic Modeling Activity that 1145 people have participated in since 2011 to flush out the definitions we’ve established. This paper contributes information not currently found in design literature by bringing together theoretical and practical definitions and characteristics about empathy and empathic horizons that are relevant to design practitioners and design educators.
本文建立在之前的研究基础上,我们发现了与如何理解共情以及在设计研究中如何表征共情视界有关的差距。首先,我们从不同的角度给出共情的具体定义,以澄清误解。其次,我们对“共情视界”进行了简要的历史概述,它可以追溯到20世纪60年代。第三,我们对共情/共情视界进行了批判性的分析,并开始通过文献综述来描述共情视界的含义。第四,我们说明了设计师的共情视野是如何被无意和有意地延伸的。也就是说,我们相信每个人都有一个自发发展的共情视界,它与个人的具体经历有关,并在他们的人生旅程中动态发展。文献表明,一个人的共情视界主要是在无意中发展起来的,但它可以被有意地拉伸或扩大,特别是当意识到这样做的价值时。第五,我们使用Jellybeans共情建模活动(自2011年以来,已有1145人参与了该活动)来梳理我们已经建立的定义。本文通过汇集与设计从业者和设计教育者相关的共情和共情视界的理论和实践定义和特征,提供了目前在设计文献中未发现的信息。
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引用次数: 0
Evaluating XR Techniques in Air Travel Design for Early Technology Readiness Levels 评估早期技术准备水平下航空旅行设计中的XR技术
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002014
S. Kelsey, Chantal M. J. Trudel, Samantha Astles
Extended Reality (XR) is an emerging technology and potential tool to support the creation of design concept sketches for remote review and evaluation. Design and engineering for air travel can be a lengthy and expensive process, interfering with rapid innovation. In the field of air travel design, researchers, designers, and engineers have been studying the use of XR (e.g., Virtual Reality and Augmented Reality) to support design workflows and comparing this technique to traditional industrial design methods. Early steps in aerospace design, i.e. research and brainstorming, have largely employed traditional methods, including sketching concepts and eliciting user feedback on early development work. In recent years, XR tools have been adopted to augment the design process and help drive innovative solutions, such as using virtual (VR) and augmented reality (AR) for simulated architecture design. However, XR development has primarily focused on simulating experiences; comparatively fewer resources are available to support the implementation of XR in the early phases of the design workflow. In response, this study investigated the application of XR techniques to support the early stages of the air travel design workflow with a focus on the industrial design contribution to the process. Specifically, the study evaluated the use of XR techniques to support the early stages of design within the Technology Readiness Levels (TRL) framework. The study used VR as a tool for 3D sketching and VR/AR hardware and software to engage users in evaluating the 3D design sketches generated using VR. The concepts generated were related to aircraft cabin concepts focused on a timely event, namely, creating concepts to support air travel during the COVID-19 pandemic.The study consisted of two phases: (1) comparing sketching in VR to traditional sketching methods from the researcher’s first-hand experience; and (2) the distribution of traditional 2D versus 3D VR developed sketches for design and evaluation. In Phase 1, we compared the use of VR versus traditional methods for design sketching by way of journaling first–person experience. In Phase 2, 2D and 3D sketches developed were shared in an online survey with two user groups: designers and non-designers (general population). These groups reviewed the sketches remotely via an online survey, and their experience was evaluated using the System Usability Scale to evaluate the system (traditional 2D illustrations versus VR/AR simulation). The designers completed an additional questionnaire (Technology Acceptance Model) to evaluate the ease and usability of the use of XR techniques in designer workflow. This paper presents initial results of Phase 1: A comparison of VR vs traditional sketching. An analysis of Phase 2, with a focus on the sharing of completed designs as traditional sketches vs VR/AR simulation is underway. The findings will support the development of best practices for embedding XR within the aerospace de
扩展现实(XR)是一种新兴的技术和潜在的工具,它支持创建用于远程审查和评估的设计概念草图。航空旅行的设计和工程可能是一个漫长而昂贵的过程,妨碍了快速的创新。在航空旅行设计领域,研究人员、设计师和工程师一直在研究使用XR(例如,虚拟现实和增强现实)来支持设计工作流程,并将这种技术与传统的工业设计方法进行比较。航空航天设计的早期步骤,即研究和头脑风暴,主要采用传统方法,包括绘制概念草图和征求用户对早期开发工作的反馈。近年来,XR工具已被用于增强设计过程并帮助推动创新解决方案,例如使用虚拟(VR)和增强现实(AR)进行模拟建筑设计。然而,XR的开发主要集中在模拟体验上;在设计工作流的早期阶段,用于支持XR实现的资源相对较少。作为回应,本研究调查了XR技术的应用,以支持航空旅行设计工作流程的早期阶段,重点关注工业设计对该过程的贡献。具体来说,该研究评估了XR技术在技术准备水平(TRL)框架内支持设计早期阶段的使用。该研究使用VR作为3D草图的工具,并使用VR/AR硬件和软件来吸引用户评估使用VR生成的3D设计草图。所产生的概念与关注及时事件的飞机机舱概念有关,即在COVID-19大流行期间创建支持航空旅行的概念。该研究分为两个阶段:(1)比较VR中的素描与传统素描方法的第一手经验;(2)用于设计和评估的传统2D与3D VR开发草图的分布。在第一阶段,我们通过记录第一人称体验来比较VR与传统设计素描方法的使用。在第二阶段,开发的2D和3D草图通过在线调查分享给两个用户群体:设计师和非设计师(一般人群)。这些小组通过在线调查远程审查草图,他们的体验使用系统可用性量表来评估系统(传统的2D插图与VR/AR模拟)。设计人员完成了一份额外的问卷(技术接受模型),以评估在设计人员工作流程中使用XR技术的易用性和可用性。本文介绍了第一阶段的初步结果:VR与传统素描的比较。第二阶段的分析正在进行中,重点是将完成的设计作为传统草图与VR/AR模拟进行共享。研究结果将支持在航空航天设计和评估过程中嵌入XR的最佳实践的发展。
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引用次数: 0
Vernacular Products: An Example to Circular Design 乡土产品:以循环设计为例
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002026
J. Vicente
Throughout most mankind’s history our daily life artifacts have been designed, produced, and used with respect for social and environmental constrains and within the carrying capacity of ecosystems. Also, they have been created to fulfill tangible and specific needs (not desires) of individuals and communities to their daily tasks and have sustained a thorough process of evolution and adaptation to the cultural and environmental context and, so, have been perfected over time. It has been only with the technological and cultural changes implemented with the industrial revolution that several unbalances have been created in the relation between our material culture and the natural world. It stands to reason that there are lessons to be learned from those previous times, from their habits and, with a design perspective, from their products. This paper presents an analysis of vernacular objects identifying design features related to morphology, functionality, production, material, and use. This text presents as case study a set of vernacular objects from the rural life collection of the Portuguese National Museum of Ethnology. The analysis was made with support of literature, drawing and photography, and adapting some examples from previous studies of vernacular heritage and architecture. These products serve as example of the incorporation of circular product design strategies.
纵观人类的大部分历史,我们日常生活用品的设计、生产和使用都尊重社会和环境的限制,并在生态系统的承载能力范围内。此外,它们的创造是为了满足个人和社区对其日常任务的有形和具体需求(而不是欲望),并且经历了一个彻底的进化和适应文化和环境的过程,因此,随着时间的推移,它们得到了完善。只有随着工业革命带来的技术和文化变革,我们的物质文化与自然世界之间的关系才出现了一些不平衡。从他们的习惯和设计角度来看,从他们的产品中可以学到很多东西,这是理所当然的。本文分析了乡土物品在形态、功能、制作、材料和使用等方面的设计特征。本文提出的案例研究一套从农村生活的葡萄牙国家民族学博物馆收藏的白话对象。分析是在文献、绘画和摄影的支持下进行的,并采用了以前对乡土遗产和建筑的研究中的一些例子。这些产品作为循环产品设计策略的范例。
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引用次数: 0
The Application of Visual Translation in Synaesthesia to Product Design 联觉视觉翻译在产品设计中的应用
Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002027
Xiaodong Gong, Yue Ji
The purpose of the study is to extract and construct the development and method of synaesthetic visual translation in product design, provide new design thinking, and enrich user experience. This paper employs a mixed method of case study, practice, fuzzy evaluation, etc. Through case analysis, the manifestation of visual translation in product design is summarized, the translation law between vision and other senses is abstracted, a method to achieve visual translation is built, and research conclusions are verified through design practice. Based on fuzzy evaluations, the development of synaesthetic visual translation is established, and a reusable visual translation design method is proposed, which enriches product connotation while improving comprehensibility, and realizes a multi-dimensional and in-depth user experience.
本研究旨在提炼和建构通感视觉翻译在产品设计中的发展和方法,提供新的设计思维,丰富用户体验。本文采用了案例研究、实践、模糊评价等混合方法。通过案例分析,总结视觉翻译在产品设计中的表现形式,抽象出视觉与其他感官之间的翻译规律,构建实现视觉翻译的方法,并通过设计实践验证研究结论。在模糊评价的基础上,建立了通感视觉翻译的发展,提出了一种可重用的视觉翻译设计方法,丰富了产品内涵,提高了可理解性,实现了多维度、深度的用户体验。
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引用次数: 0
期刊
Interdisciplinary Practice in Industrial Design
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