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Research streams and frontier issues of visual perception in the 21st century 21世纪视觉感知的研究流与前沿问题
IF 1 4区 艺术学 0 ART Pub Date : 2023-07-24 DOI: 10.1080/14606925.2023.2238340
Xiao-dong Fang, Jinwei Zhu
Abstract Visual perception has always been the focus in design research. In order to systematically summarize the research streams and frontier issues related to visual perception since the beginning of twenty first century, 378 articles were retrieved under the ‘A&HCI‘ in the Web of Science Core Collection. Firstly, the research distribution of these articles is introduced, and four research streams of visual perception are identified through multi-dimensional scaling analysis, namely, ‘expert‘ research, ‘behavior‘ research, ‘expression‘ research and ‘quantization‘ research. Secondly, using the method of bibliometrics science mapping, the paper summarizes the research topics analysis of citing literature and the research community analysis of cited literature. Research directions worthy of further exploration are delineated: these are academic circle continuation, ‘hot’ new exploration, classic re-excavation and cross-field expansion. Finally, 25 frontier issues are summarized, and these provide some enlightenment for future research directions in visual perception research related to design.
摘要视觉感知一直是设计研究的热点。为了系统地总结21世纪初以来与视觉感知相关的研究流和前沿问题,在科学核心网的“A&HCI”下检索了378篇文章。首先,介绍了这些文章的研究分布,并通过多维尺度分析确定了视觉感知的四个研究流,即“专家”研究、“行为”研究、‘表达’研究和“量化”研究。其次,运用文献计量学科学图谱的方法,总结了引文文献的研究主题分析和引文文献研究共同体分析。提出了值得进一步探索的研究方向:学术圈延续、热点新探、经典再挖掘和跨领域拓展。最后,总结了25个前沿问题,为设计视觉感知研究的未来研究方向提供了一些启示。
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引用次数: 0
Design thinking adoption in software development organizations: A SAP LAP analysis 软件开发组织采用设计思维:SAP LAP分析
IF 1 4区 艺术学 0 ART Pub Date : 2023-07-24 DOI: 10.1080/14606925.2023.2237297
Gaurav Kabra, Hory Sankar Mukerjee
Abstract The design thinking approach (DTA) is recognized as a desirable and viable strategic plan for addressing the ever-changing dynamic needs of the customer in software products. However, the adoption of DTA in software development organizations (SDOs) remains low, which is of significant concern in developing countries such as India. DTA implementation appears complex, challenging and necessitates holistic investigation to understand the factors influencing the adoption. Consequently, the study seeks to propose a practice-based theoretical framework using the situation-actor-process and learning-action-performance (SAP-LAP) framework to advance our understanding of DTA utilization challenges in SDOs and suggest actions to improve the current scenario. The SAP LAP framework was developed using personnel semi-structured interviews with nineteen experts having more than ten years of experience from nine leading SDOs. Overall, the study identifies fifteen challenges and thirteen actions to overcome the challenges to DTA utilization in SDOs. Finally, implications for practitioners and policymakers are discussed.
摘要设计思维方法(DTA)被认为是一种理想且可行的战略计划,用于解决软件产品中客户不断变化的动态需求。然而,DTA在软件开发组织(SDO)中的采用率仍然很低,这在印度等发展中国家引起了极大的关注。DTA的实施似乎很复杂,具有挑战性,需要进行全面调查,以了解影响采用的因素。因此,本研究试图提出一个基于实践的理论框架,使用情境参与者过程和学习行动绩效(SAP-LAP)框架来推进我们对SDO中DTA利用挑战的理解,并提出改进当前情景的行动建议。SAP LAP框架是通过对来自九个主要SDO的十九位具有十年以上经验的专家进行人员半结构化访谈而开发的。总体而言,该研究确定了15项挑战和13项行动,以克服SDO中DTA利用的挑战。最后,讨论了对从业者和决策者的影响。
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引用次数: 0
Resistant and remediating design 抗性和补救性设计
IF 1 4区 艺术学 0 ART Pub Date : 2023-07-04 DOI: 10.1080/14606925.2023.2215422
J. Knight
Abstract Little is known about designers’ experience in fast-paced sprint work. This article draws on case work research within consulting and in-house design teams that sheds light on this important topic. The findings indicated differences in digital designers’ practices and occupational experiences. Designers reported stress in working in extreme agile delivery teams and struggles in maintaining design integrity in scrum development. Resilience strategies that habituate designers in work contexts were also identified from the research. These stratagems combined remediating methods together with principled practitioner resistance. In the final inquiry, fifty-seven participants from in-house and consulting design teams were surveyed. The results indicated significant differences between the cohorts including higher levels of job satisfaction for consultants. This group also applied the remediating practices and positive resistance strategies to a greater extent than their in-house peers. These differences suggest that the occupational context of design is a fundamental influence on real world practice.
摘要对于设计师在快节奏的冲刺工作中的经验知之甚少。本文借鉴了咨询和内部设计团队的案例研究,揭示了这一重要主题。研究结果表明,数字设计师的实践和职业经历存在差异。设计师们报告说,在极端敏捷的交付团队中工作有压力,在scrum开发中维护设计完整性有困难。研究中还确定了使设计师习惯于工作环境的弹性策略。这些策略结合了补救方法和原则性的从业者抵抗。在最后的调查中,来自内部和咨询设计团队的57名参与者接受了调查。结果表明,这两组人之间存在显著差异,包括顾问的工作满意度较高。该小组还比其内部同行更大程度地应用了补救措施和积极抵抗策略。这些差异表明,设计的职业背景是对现实世界实践的根本影响。
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引用次数: 0
Call for Editorial Board members 召集编委会成员
IF 1 4区 艺术学 0 ART Pub Date : 2023-07-04 DOI: 10.1080/14606925.2023.2217587
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引用次数: 0
Can I design for play? How pedagogues design for children’s play situations in school 我可以为游戏设计吗?教师如何设计儿童在学校的游戏环境
IF 1 4区 艺术学 0 ART Pub Date : 2023-07-04 DOI: 10.1080/14606925.2023.2215416
Anne-Lene Sand, H. Skovbjerg, Jens-Ole Jensen, H. Jørgensen, T. Bekker
Abstract The aim of this paper is to analyse how pedagogues are designing for children’s play situations in schools. Based on design-based research and play design methods, the paper analyses three empirical examples using three theoretical concepts: play order, reflection in action and improvisation. A core argument of the paper is that the way in which pedagogues constantly observe, improvise and reflect on pedagogical practice is evident in how specific play designs are carried out. It is the capacity of professional pedagogues who understand play and children’s perspectives and who consciously think about what they do while doing it, acting in the situation based on a specific reflection. This paper contributes to design for play activities, which are being developed in conjunction with the field of development within design practices and design research.
摘要本文的目的是分析教师是如何为学校的儿童游戏情境进行设计的。本文运用基于设计的研究方法和游戏设计方法,运用游戏秩序、行动反思和即兴三个理论概念对三个实证案例进行了分析。本文的一个核心论点是,教师不断观察、即兴创作和反思教学实践的方式,在具体游戏设计的实施中是显而易见的。这是专业教师的能力,他们理解游戏和儿童的观点,并在做游戏时有意识地思考自己在做什么,并根据具体的反思在情境中采取行动。这篇论文有助于游戏活动的设计,这是与设计实践和设计研究领域的发展相结合的。
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引用次数: 1
How we learn 我们如何学习
IF 1 4区 艺术学 0 ART Pub Date : 2023-06-28 DOI: 10.1080/14606925.2023.2229133
Noël Palomo-Lovinski
and ease of recall that comes with the learned experience. In the paper, ‘ Merging the gap between physical and virtual realities: A pilot study on the role designed props play in creating a more immersive virtual experience ’ the authors Noha Fouad, Guy Bingham
而且随着学习经验的积累,回忆起来也很容易。在论文《融合物理和虚拟现实之间的差距:关于设计道具在创造更身临其境的虚拟体验中所起作用的初步研究》中,作者Noha Fouad和Guy Bingham
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引用次数: 0
A human-centred design strategy for self-training healthcare service among visually impaired persons 视障人士自我培训医疗服务的以人为本的设计策略
IF 1 4区 艺术学 0 ART Pub Date : 2023-06-22 DOI: 10.1080/14606925.2023.2225718
Zhen Zhao, Meizi Huang, Z. Wang, She Lyu, Hailiang Wang
Abstract Challenges faced by healthcare services for visually impaired persons are becoming increasingly complex. There is a lack of interventions for people in the transitional stage of blindness (the process of vision loss). The present study described a human-centred design approach to help visually impaired persons to better adapt to the transitional stage. Fifteen visually impaired persons and their relatives were interviewed to understand user behaviors and need in the empathize phase. After discussing with stakeholders, we defined user personas and problem statements. In the ideate phase, a healthcare service, including a self-training space and a health management app, was developed to help visually impaired persons to train their auditory, tactile, and directional walking abilities in different environments through sensory compensation. The results showed a high usability score, which revealed how the human-centred design approach could help visually impaired persons to train themselves during the transitional stage effectively.
视障人士医疗服务面临的挑战越来越复杂。对处于失明过渡阶段(视力丧失的过程)的人缺乏干预措施。本研究描述了以人为本的设计方法,以帮助视障人士更好地适应过渡阶段。对15名视障人士及其亲属进行访谈,了解共情阶段的用户行为和需求。在与涉众讨论之后,我们定义了用户角色和问题陈述。在理想阶段,开发了包括自我训练空间和健康管理应用程序在内的医疗保健服务,帮助视障人士通过感官补偿在不同环境中训练他们的听觉、触觉和定向行走能力。结果显示了较高的可用性得分,这揭示了以人为本的设计方法如何帮助视障人士在过渡阶段有效地训练自己。
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引用次数: 0
Stakeholders’ involvement in social design practices in Turkey 利益相关者对土耳其社会设计实践的参与
IF 1 4区 艺术学 0 ART Pub Date : 2023-06-21 DOI: 10.1080/14606925.2023.2225707
Selin Gürdere Akdur
Abstract This paper scrutinizes a selection of social design initiatives functional in the last 15 years in Turkey. By aiming to understand the motivations and values, the roles of various stakeholders, the approaches and strategies of involvement and the local requirements on these issues are explored with a critical, locally-based approach. To achieve this, the author conducted semi-structured, face-to-face interviews for thirteen initiatives with various local initiators. Analysis of these interviews was made by template analysis with descriptive and in-vivo coding methods. In final, the paper makes local-based key inferences and recommendations regarding the overall characteristics and involvement procedures of social design applications.
摘要本文仔细研究了土耳其过去15年中的一些社会设计举措。通过旨在了解动机和价值观、各种利益相关者的作用、参与的方法和战略以及当地对这些问题的要求,我们采用了一种关键的、基于当地的方法。为了实现这一点,作者对13项倡议进行了半结构化的面对面采访,采访对象是当地的各种发起人。采用描述性和体内编码方法,通过模板分析对这些访谈进行分析。最后,本文对社会设计应用的总体特征和参与程序提出了基于局部的关键推论和建议。
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引用次数: 0
Picking a design, or a design team? The role of reflective practice and team learning in architecture competitions 选择一个设计,还是一个设计团队?反思实践和团队学习在建筑竞赛中的作用
IF 1 4区 艺术学 0 ART Pub Date : 2023-06-01 DOI: 10.1080/14606925.2023.2215418
Linus Tan, Anita Kocsis, J. Burry
Abstract This paper examines the role of Reflective Practice and Team Learning when architecture teams pitch their proposals in a design competition. Pitching proposals is significant to architects because pitching designs in competitions is one of the ways architects procure jobs. Previous researchers used the principles of Reflective Practice to describe how teams design together. This study adds to those works by using the principles of Reflective Practice to describe how teams communicate their design to clients. Additionally, this case study introduces team learning concepts to describe how clients perceive design teams when pitching their proposal. In 2018, we observed six architecture teams pitch their design in an architecture competition, analysed the documents presented, and interviewed the jury. Results revealed that the winning team demonstrated the most Framing, Moving and Evaluating language in their pitch. They were also perceived to have demonstrated the most team learning behaviours amongst all the competitors.
摘要:本文探讨了反思实践和团队学习在建筑团队在设计竞赛中提出他们的方案时所起的作用。提交方案对建筑师来说非常重要,因为在竞赛中提交设计方案是建筑师获得工作的方式之一。以前的研究人员使用反思性实践的原则来描述团队如何一起设计。本研究通过使用反思性实践的原则来描述团队如何与客户沟通他们的设计,从而增加了这些工作。此外,本案例研究还介绍了团队学习的概念,以描述客户在提交提案时如何看待设计团队。2018年,我们观察了六个建筑团队在建筑竞赛中展示他们的设计,分析了提交的文件,并采访了评审团。结果显示,获胜团队在他们的演讲中展示了最多的框架语言、移动语言和评估语言。他们也被认为在所有竞争者中表现出最多的团队学习行为。
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引用次数: 1
Wayfinding for modern healthcare: A participatory approach to designing a wayfinding system in a Chinese Hospital Setting 现代医疗保健的寻路:在中国医院环境中设计寻路系统的参与式方法
IF 1 4区 艺术学 0 ART Pub Date : 2023-05-25 DOI: 10.1080/14606925.2023.2216877
B. Hu
Abstract Healthcare spaces are often massive in scale and constantly under renovation, which may cause disorientation and, therefore, high levels of anxiety and stress for first-time visitors. In China, many hospitals lack a good wayfinding system: directions are often given verbally by hospital staff and healthcare seekers are often unsure when they have arrived at their destination. Designers are under pressure to develop a sustainable wayfinding system that takes users’ needs into consideration. To tackle this issue, participatory design (PD) was applied in the Shanghai Oncology Hospital (SOH), China. For this project, a diverse group of stakeholders, who are often excluded from the process of designing solutions in healthcare, were recruited. Through this project, new insights into the Participatory Design approach were generated that can be applied to future wayfinding projects within the Chinese healthcare industry.
医疗保健空间通常规模巨大,并且不断翻新,这可能会导致迷失方向,因此,对于第一次访问的人来说,焦虑和压力很高。在中国,许多医院缺乏良好的寻路系统:方向通常由医院工作人员口头给出,求医者往往不确定何时到达目的地。设计师们面临着开发一种考虑到用户需求的可持续寻路系统的压力。为了解决这一问题,中国上海肿瘤医院(SOH)采用了参与式设计(PD)。在这个项目中,招募了一个不同的利益相关者群体,他们经常被排除在医疗保健解决方案的设计过程之外。通过这个项目,对参与式设计方法产生了新的见解,可以应用到中国医疗保健行业未来的寻路项目中。
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引用次数: 0
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Design Journal
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