Designing Desire Under the Elms
ABSTRACT Eugene O’Neill was never satisfied with designs for Desire Under the Elms, apparently not even Robert Edmond Jones’s. The playwright complained to Kenneth Macgowan, “Has Desire ever been produced as I wrote it? Never! There have never been the elm trees of my play, characters almost, and . . . the house as character, the acts as smooth developing wholes have never existed.” In this interview, with accompanying visuals of their research and design processes, scenic designers Andrea Ball, Gennie Neuman-Lambert, and Richard Finklestein explore the play in light of Jones’s iconic 1924 scenic design.
- Conference Article
14
- 10.1145/3041021.3054173
- Jan 1, 2017
Designing 3D virtual scenes is essential for computer animation, computer game design, and virtual reality (VR) applications such as virtual museums. In this paper, we present a novel paradigm for participatory design of 3D virtual scenes on mobile devices. Designers and users are actively engaged in the design process so as to ensure that the results meet their needs with high standards of usability. Our new system allows the designers to construct an initial virtual scene via two tablet devices, one of which supports the scene assembly in a 2D window, while the other displays the corresponding 3D scene synchronously. Subsequently, the designers adapt the 3D scene based on real-time feedback of users exploring the virtual scene via a VR device, consisting of a smartphone with cardboard 3D glasses. The participants can then discuss how to further fine-tune the virtual scene by replaying the recorded footage of the user's experience process, interacting on their own respective tablets or smartphones. The system has been applied to the design of VR environments for virtual museums, residential decoration, firefighter training, and 3D games. Our user study suggests that this system not only increases the efficiency of the design process, but also gives rise to better designs.
- Supplementary Content
3
- 10.1080/14606925.2017.1352959
- Jul 28, 2017
- The Design Journal
This paper reports a study that focuses on the impact of design research department on a consultancy's design process. Six 10-business-day long field studies were conducted at design consultancies representing architecture, industrial design, and interaction design. The findings show that design research departments impact the design process through design research outcomes and processes. Design research outcomes mainly target the client; but also serve as a validation tool for designers, provide a checklist for designers to target, and work as a boundary object between the client and the design team. In contrast to research outcomes, the design research processes were observed to have a deeper impact on designers through collaborative learning, contextual information, shared user scenarios, focus on user experience, and project rooms. In conclusion, rather than the existence of a design research department, the active participation of designers in the user involvement process has the biggest impact on the design process.
- Single Book
- 10.5040/9781350139589
- Jan 1, 2022
How do you navigate a career as an entertainment designer while maintaining a sense of self-worth and value in the various off-ramps and sidestreets you may choose to take on the journey? The Art of Scenic Design provides an in-depth look at the scenic design process for young designers as well as creative entrepreneurs seeking to nurture a collaborative environment that leads to rediscovery and innovation in their work. Based on his 30 years of experience in stage design, exhibit design, art direction for film, and theme park and industrial design, Robert Mark Morgan demonstrates that while a design process for creating these types of works can seem like niche professions, the lessons learned in collaboration, testing and re-testing ideas, prototyping concepts, overcoming fears, venturing guesses, divergent thinking, and the creative process in general are applicable – and valuable – in nearly all disciplines and professions both inside and outside of the entertainment industry. In The Art of Scenic Design: A Practical Guide to the Creative Process you will follow an accomplished designer on a narrative of the theatrical design process from early phases of a design with a creative team encompassing visual research, idea-making, and collaborative relationships, to sketching, prototyping, and testing ideas, through to the execution and manifestation of the design with a team of artists and collaborators. The design journey is contextualized with backstage stories of “what if?” moments, provocative discussions, and lessons that are indispensable to your professional development.
- Conference Article
- 10.2991/nceece-15.2016.250
- Jan 1, 2016
Study and application of the training system of disaster prevention and early warning of electric power
- Research Article
- 10.1177/18479790231183511
- Feb 1, 2023
- International Journal of Engineering Business Management
The aim of this study is to investigate the effect of environmental management accounting information (EMAI) on the design process of environmental and sustainable products of Iraqi industrial companies. This process has five different sub-processes: research process, analysis process, conceptual design process, detailed design process and design production process. The study uses the quantitative approach as the questionnaire was designed and distributed to 87 quality managers, production managers, design managers and financial managers. The MANOVA analysis shows that EMAI has a positive and significant effect on three of these processes, namely research process, analysis process and detailed design process, while EMAI has an insignificant effect on conceptual design process and design production process. The study has practical implications for managers of industrial companies. The results provide practical and theoretical knowledge for design and production managers as well as senior management to plan the production of environmental or sustainable products.
- Dissertation
- 10.33915/etd.11609
- Jan 4, 2023
Undertaking the role of Scenic Designer of West Virginia University School of Theatre & Dance’s 2021 filmed production of King Lear by William Shakespeare was a formidable challenge. A detailed description of the entire scenic design process includes script analysis, research, design meetings, scenic art techniques, and the filming process. It illustrates the journey of what began as a series of renderings and models, transforming into the finalized version of the scenic design.
- Research Article
3
- 10.14361/dak-2021-0109
- May 3, 2021
- Dimensions. Journal of Architectural Knowledge
Editorial Summary: In her contribution »Reflexive, Reflexivity, and the Concept of Reflexive Design« Margitta Buchert frames the notion of reflexive design and research, pitting the various underlying concepts against one another and forming the framework for reflexive design research. As such, she emphasizes the punctuated distinction of reflection as an integrated component of research and of design and reflexion as alignment and attitude. In this sense she highlights the reciprocal interdependence of theory and practice as well as of the thinking and the making. Buchert introduces reflexive research in an attempt to investigate processes of architectural creation and design as well as their proceedings. »Reflexive Design« forms an open method to allow practices and processes of design and research to intertwine. [Katharina Voigt]
- Dissertation
- 10.31390/gradschool_theses.4632
- Jan 1, 2018
The course of creation never did run smooth. Every act of creation is a process of creation. While theatrical creation and execution may follow the same basic steps each time, the process will always be evolving. One may take many paths to reach the same destination. This project is a study of the process of creation and execution of a repertory theatrical lighting design for a professional company in an academic setting. In the spring of 2017, Swine Palace Theatre, the professional company associated with Louisiana State University’s (LSU) School of Theatre, produced Anton Chekhov’s The Seagull in full rotating repertory with Aaron Posner’s modern adaptation Stupid Fucking Bird. Different design teams were chosen for each piece but the scenic designer and the lighting designer would work on both. I served as the lighting designer. This project will track the design from inception to implementation, covering initial meetings, research, execution, and the changeover process. The final chapter will reflect on the success and failure of concepts and implementation methods and address areas that need further investigation. Finally, connections will be drawn between this process and the industry at large. Although repertory productions are not uncommon, very little of the repertory design and implementation process has been presented in a detailed written format. The goal of this work is to provide a case study of repertory design and execution through the documentation of the lighting design and implementation of The Seagull and Stupid Fucking Bird at Swine Palace Theatre. This work also bridges the gap between training and industry, illustrating how the presence of a professional company in an academic setting challenges professionals and students alike.
- Research Article
4
- 10.1109/tem.2020.3014811
- Aug 31, 2020
- IEEE Transactions on Engineering Management
From a managerial perspective, studying the design process provides the knowledge that research project managers need for managing and guiding DSR projects. In particular, research project managers can guide the search process by understanding when and why to explore different search spaces, to expand the solutions investigated, and to focus on promising solutions and to evaluate them. Overall, this research contributes to our knowledge of design and the design process, especially for highly research-oriented problems and solutions.
- Research Article
1
- 10.52783/jes.1716
- Mar 31, 2024
- Journal of Electrical Systems
Public space scenes are being transformed by virtual reality (VR) technology, offering immersive and interactive experiences that redefine how people engage with their surroundings. Through VR simulations, users can explore and interact with virtual public spaces in ways that were previously impossible. From virtual parks and plazas to digital replicas of iconic landmarks, VR technology allows users to experience the ambiance and atmosphere of public spaces from the comfort of their own homes. Moreover, VR enables designers and planners to experiment with different layouts, amenities, and features, facilitating participatory design processes and community engagement. This paper presents a visual design and evaluation framework for public space scenes using virtual reality (VR) technology, enhanced by Virtual Parallel Edge Hashing Computing (VPE-HC). The framework aims to optimize the design and user experience of public spaces by leveraging VR technology to create immersive and interactive simulations. Through simulated experiments and empirical validations, the effectiveness of the VPE-HC-enhanced VR-based design and evaluation process is evaluated. Results demonstrate significant improvements in user satisfaction, engagement, and usability compared to traditional design methods. For instance, users interacting with public space scenes designed using VPE-HC reported a 40% increase in perceived safety and a 25% improvement in overall satisfaction ratings. Additionally, the framework enabled designers to optimize spatial layouts and amenities based on real-time user feedback and performance data, leading to more effective and user-centric design solutions. These findings underscore the potential of VPE-HC in enhancing the visual design and evaluation of public space scenes based on VR technology, facilitating more inclusive and user-friendly urban environments.
- Conference Article
- 10.35199/epde.2021.56
- Jan 1, 2021
This paper discusses how MATLAB software was integrated into the research and design process by capturing and visualising data to inform a 4th year capstone undergraduate industrial design product development project. Examined within the project framework are perspectives on; data for design projects from the literature, data collection, understanding project data, designers alternate skill set, using data to justify design direction, associated technologies, and data driven change of state for UIs (User Interface). As technology rapidly embeds into almost every aspect of society, data is produced and captured at a diversity and scale previously unparalleled. Tools and systems to capture and assess such data at the same time are being democratised, bringing new understandings, or ability to more easily test a hypothesis with sensor based open-source hardware microprocessors and commercial data capturing systems. Designers developing smart products, smart system proposals, and IOT devices need to integrate these alternate tools into traditional product development and research processes. This is especially significant in projects where subtle technical innovation and application of new technologies, ‘technology epiphanies’, (Norman and Verganti 2014) or new user interfaces are present. These themes are particularly important to designers at present, engineers, data scientists and computing scientists are applying data analysis techniques to design problems previously in the product designer’s training skillset. An applied understanding of such processes permits designers to gain back control over domains slipping into the grasp of allied product development disciplines. Using a project as an example; an electronic mountain bike geometry adaptation device, a project framework and influences are discussed around the importance of multisignal data analysis skills for new product development in the forming of design projects involving testing of a hypothesis, control systems and natural user interfaces (NUI).
- Book Chapter
1
- 10.1007/978-3-319-64301-4_12
- Jan 1, 2019
This chapter provides an overview of an applied research and development process for engineering smart city learning solutions that incorporates a user experience (UX) design and research approach that has been leveraged in an emergency response and management context. The four phase model represents an iterative, progressive and agile prototype design process applicable for generating, refining, deploying and scaling wearable devices and Internet of Things (IoT) solutions to improve learning and performance at the city services level. The described User Experience (UX) integrative design and research process was employed in the development of an emergency management and response smart city solution prototyping process in the mid-Atlantic region of the U.S. Insights and lessons learned related to designing for user experience in smart city learning solution research and development through prototyping a specific wearable technology learning system will be addressed in the chapter.
- Research Article
28
- 10.1016/j.socscimed.2019.04.035
- Apr 25, 2019
- Social Science & Medicine
Research ethics for mobile sensing device use by vulnerable populations
- Research Article
- 10.1080/23322551.2016.1171605
- Apr 2, 2016
- Theatre and Performance Design
ABSTRACTAt the Prague Quadrennial of Performance Design and Space 2015 (PQ 2015) Serbia showcased the work entitled Process which was thematically, methodologically and spatially unified for both selection categories – the Section of Countries and Regions and the Students’ Section. Inspired by the phenomenon of ‘politics’ and the idea of ‘process’, the work represented the result of a research and creative process lasting for several months, throughout which the structure of the piece was gradually built and defined at all levels, staying open for further developments and interpretations until the final encounter with the public and space in Prague. The creative team consisted of 46 students, artists and curators, coming from different educational backgrounds, artistic disciplines and institutions. The work, for which Serbia’s team was awarded the Gold Medal PQ 2015 for ‘Provoking а Dialogue’, concludes a 20-year period during which scene design as an interdisciplinary field has been established in Serbia, introduced into the education system and formally recognised.
- Conference Article
1
- 10.1109/iccgiv57403.2022.00013
- Sep 1, 2022
In order to better realize the graphic design of animation scene, a method based on computer 3D technology is proposed. The point cloud computation time of the improved 3D animation scene is shorter than that of the binocular vision method. This is mainly because in the graphic design process of the 3D animation scene using virtual reality technology, the grid node representing the depth information of the animation field is first established in space, and the animation scene is obtained according to the relationship between the feature points of the animation scene image and the 3D point cloud. 3D feature points of the image. The experimental results show that when the number of experiments is 3, the improved method in this paper is 55.86 minutes, and the binocular vision method is 135.86 minutes. When the number of experiments was 6, the improved method was 64.14 min, and the binocular vision method was 152.41 min. When the number of experiments is 9, the improved method is 54.48 min. When the number of experiments is 12, the improved method in this paper is 48.97 minutes, and the binocular vision method is 128.97 minutes. It is proved that the application of 3D animation scene graphic design promotes the development of 3D animation industry and opens the door to a new world for people. The application of this technology has also promoted the progress and development of Chinese society to a certain extent.
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