Lifelines
There is an imbalance across design disciplines in how the user is theorised, represented and ultimately configured. It is suggested that normative user-centred design, as practiced in product design and human-computer interaction (HCI), can lead to a lack-based approach which, when applied in a health and wellbeing context, tends to align unreflexively with a medicalised view of the person. In contrast, the use of self in research is a concept well-developed in health care ethics and care professions, while the interpersonal relationship is valued and analysed in psychotherapy and counselling research and practice. Inspired by these, this article presents a discussion on the sometimes deeply relational nature of doing design with users when viewed through the lens of the Person-Centred Approach (PCA) (Rogers 1961/1967). A case study is used to illustrate an encounter of relational depth as experienced by students working directly with individuals to design prosthetics. Lifelines is a creative project brief developed by Jivan Astfalck (2008; 2011), which asks students to represent ten significant moments in their own lives through the creative use of materials and found objects. In this case, the brief was altered so that another person (the ‘user’) would be represented. The aim was that the student designers would experience moving beyond implicit conceptions of the user as defined by a need or perceived (dis)ability, and that the intimate and personal nature of identifying and representing significant moments would raise questions about expectations of objectivity in design and research. The case study demonstrates that working in this way can be experienced as profoundly moving, with powerful moments of personal transformation and interpersonal growth. In discussion, it is suggested that through such moments of encounter, it becomes possible to examine the qualities of the relational in action, and to analyse not only problematic processes of othering, but also their converse - meetings at relational depth. The Lifelines brief is proposed as a transformative way for designers to re-engage with the whole person, as both substantial (self-realising) and relational (in time, with others and the world), and as one creative exercise in a potential suite of tools for the strengthening of the “ethical reflex” necessary in Design and HCI (Vandenberghe and Slegers 2016, 514).
- Research Article
70
- 10.1007/s11423-012-9254-5
- Apr 26, 2012
- Educational Technology Research and Development
Studio-based instruction, as traditionally enacted in design disciplines such as architecture, product design, graphic design, and the like, consists of dedicated desk space for each student, extended time blocks allocated to studio classes, and classroom interactions characterized by independent and group work on design problems supplemented by frequent public and individual critiques. Although the surface features and pedagogy of the studio have been well-documented, relatively little attention has been paid to student and teacher participation structures through which design knowledge is co-produced among instructors and students within the studio. The purpose of this study was to investigate the nature of faculty–student interactions through which students learn to think and act as designers. To that end, we have collected and analyzed ethnographic data from five studio classrooms across three design disciplines (architecture, industrial design, and human–computer interaction). Our findings provide insight as to the ways that dialogue—the “right kind of telling”—and particular social practices in the studio support students as they learn to solve ill-structured design problems while being simultaneously inducted into practices that reflect the professional world of their discipline. In each of the studio classrooms, the instructors were able to create an environment where students and faculty practiced reflection-in-action and listening-in as a form of intentional participation, design knowledge was conveyed through modeling and meta-discussions, and focused assignments and in-progress critiques enhanced opportunities for the individual and group processes through which design knowledge was co-constructed in these studio classrooms.
- Research Article
7
- 10.1051/e3sconf/202016613019
- Jan 1, 2020
- E3S Web of Conferences
In the era of digital economy, the crowdfunding platforms provide the background to mitigate cross-country differences within project financing. In particular, creative projects are important as a vital driver in maintaining business and social sector competitive. Thereby, research problem lays upon the potential of providing crowdfunding support to overcome the creative project divide in different countries. The paper aims to provide scientific support on creative projects innovative financing in Ukraine and Poland within Kickstarter. The research methodology is based on Kickstarter data (10 years; 83 industries and 898 projects) processed by statistical analysis. The Concentration Ratio (CR) was modified to measure the concentration of efforts, considering the largest creative industries within Kickstarter platform. The results section represents high rates of concentration of efforts for Ukrainian creative projects that commercialize tangible physical goods: Product Design and Gadgets. At the same time, in Poland the main concentration of efforts is in the field of intangible intellectual products: Tabletop Games and Video Games. Thus, digital platform is a reflection of interrelations between intangible and tangible values in economies. The study results can be used within national programs of creative innovative projects financial support. In relation to other countries, more extensive study is required.
- Conference Article
3
- 10.1109/icsp54964.2022.9778329
- Apr 15, 2022
human-computer interaction design as the research object, combined with the father of Ajax Jesse James Garrett human-computer interaction design process, from the human-computer interaction operation single, computer program workers professional lack and human-computer interaction experience, based on the user experience of electronic product interaction design theory research on the basis of industrial product design application. The aim is to improve the human-computer interface interaction relationship of design objects from the function of computer electronic design, and put forward a design method combining user experience with user experience by using industrial design methods and means, combined with the current development trend of user experience. The design results of human-computer interaction interface based on user experience are summarized to promote the establishment of data and information processing model and improve the market competitiveness of the software platform. This design case has a good reference value for further improving the practical application of human-computer interaction design of electromechanical products.
- Research Article
- 10.6100/ir658063
- Jan 1, 2010
- Data Archiving and Networked Services (DANS)
Do you really know your consumers? : analyzing the impact of consumer knowledge on use and failure evaluation of consumer electronics
- Research Article
4
- 10.1093/icc/dtaa053
- Dec 12, 2020
- Industrial and Corporate Change
This study explores the causal relationship between conflict and actions taken by teams to accomplish their tasks. We differentiated between two forms of action trajectories, routines, and creative projects and used a laboratory experiment with a 2 (task conflict: yes vs. no) × 2 (interpersonal conflict: yes vs. no) factorial design to test how task and interpersonal conflicts affect teams’ decisions to enact routines or less routine creative projects. Teams subjected to task, interpersonal, or a combination of task and interpersonal conflict solved recurring challenges in the computer game Minecraft. We find that both task and interpersonal conflict independently increase teams’ tendency to pursue change by enacting creative projects. We conclude that task and interpersonal conflict lead teams to avoid developing routines and to attempt creative projects.
- Research Article
- 10.56397/jare.2025.07.03
- Jul 8, 2025
- Journal of Advanced Research in Education
At present, with the accelerated evolution and wide application of new-generation information technology, the digital economy is booming, and new quality productive forces is constantly released, which pushes the design industry to accelerate the change in the direction of intelligence, integration and cross-boundary, and puts forward a new challenge to the comprehensive quality and innovation ability of design professionals. This paper focuses on the innovation demand of new productivity on design education, combines the cross trend of artificial intelligence and design disciplines, and constructs the micro-course system of ‘Intelligent Design + Human-Computer Interaction’, which aims to cultivate composite innovative talents with design thinking and intelligent technology application ability, cultivate new design talents adapted to the needs of the artificial intelligence era, provide a digital transformation model for similar institutions, and effectively promote the development of design professionals in the field of human-computer interaction. It provides digital transformation demonstration for similar institutions and effectively promotes the organic articulation of design education chain, talent chain and innovation chain.
- Research Article
- 10.54097/hset.v23i.3129
- Dec 3, 2022
- Highlights in Science, Engineering and Technology
This paper investigates the use of human-computer interaction in the user experience design of cultural and creative products. Based on human-computer interaction, a human-computer system model of user experience design is constructed, and human-computer interaction is used to clarify the relationship between "user-cultural product-cultural environment". In addition, the cultural contact points of users are identified from the cultural experience layer, and finally, the feasibility of the method is verified through design cases. With the purpose of strengthening users' cultural experience, it analyzes users' cultural experience process using human-computer interaction, defines experience points from it and then completes the design. Starting from the source of users' initial contact with culture experience, the process of cultural experience of users before contacting physical products is deeply explored, and the design points of user experience are sorted out and optimized by taking Tujia brocade cultural and creative products as an example (products include Internet products and physical products). Ultimately, the Tujia brocade cultural service website is used as a carrier to deliver the user experience design of cultural and creative products for the purpose of optimizing cultural experience.
- Book Chapter
2
- 10.4324/9781315630830-9
- May 25, 2017
When participatory design is applied in educational contexts for the purpose of course or curriculum design, it is typically a long-term project with groups of students and educators who collaborate to improve general practices and curricula. This chapter explains how the author overcame the obstacles in the design and delivery of a fourth-level university course in human-computer interaction (HCI). It also demonstrates how the students' participation in the design of their own course improved their learning experience, engagement, and overall performance, as well as the teacher's pedagogical experience. Referring to the development of HCI curricula, Fincher, Cairns, and Blackwell explain how HCI educators with experience in methods such as participatory design and user-centred design refrain from using these techniques when designing their courses. Iterative prototyping is a staple technique in several design disciplines. The chapter describes a case in which participatory design was used to develop a fourth-level HCI course.
- Research Article
1
- 10.1080/14779757.2024.2441110
- Feb 13, 2025
- Person-Centered & Experiential Psychotherapies
In recent years, the topic of ‘relational depth’ has attracted the attention of researchers and practitioners. This paper aims to critically examine Mearns and Cooper’s relational depth model. We question whether relational depth is an advancement to the practice and theory of the person-centered approach. We describe how there are two different understandings of what relational depth means. The first, despite differences in terminology, is essentially descriptive of person-centered therapy and theory. In contrast, the second is a version in which relational depth has become unanchored from its person-centered origins, encouraging a more instrumentalised approach to therapy. We conclude that the existence of these two different understandings has led to confusion rather than advancement. Relational depth by the first understanding is simply repetitive of the person-centered approach, and by the second, it is incompatible. We recommend that future researchers clarify which of these understandings informs their use of the term.
- Research Article
149
- 10.1016/s0305-0548(01)00041-7
- Apr 10, 2002
- Computers & Operations Research
A new approach to quality function deployment planning with financial consideration
- Single Report
- 10.31880/10344/7522
- Jan 1, 2019
The Government of Ireland has positioned design as integral to the innovation landscape. In particular, it encourages innovations from designers that align with six thematic areas identified in the Innovation 2020 report. Those areas are health & medical, information & technology communications (ITC), food, energy, manufacturing & materials and service & business processes. However, research is yet to show the current contribution of design consultancies and their project outcomes categorised within these six priority thematic areas. This paper presents empirical findings on a review of 571 projects advertised on the websites of 26 design consultancies in Ireland. It shows that just under half of the reviewed design projects fall within the thematic project areas. Furthermore, this paper shows the differences between three design disciplines (product design, user-experience design and branding design) and their contribution of projects to each thematic area. The results of this empirical study are relevant and of use to design practitioners, clients and policy makers. For designers, this research identifies opportunities for new business and innovation within the Government of Ireland key thematic areas. For design clients, this research offers opportunities to seek input from relevant design disciplines according to the thematic alignment of their project. For policy makers, this research offers context of the six key thematic areas within the design disciplines in Ireland. Lastly, the results of this research suggest that across the disciplines of product, user-experience and branding design, preferred priority themes are evident.
- Conference Article
6
- 10.1145/3411763.3450370
- May 8, 2021
Businesses and the software built for them are usually associated with models that have economic benefit at their core. The various disciplines of design, such as communication design for branding or design for human computer interaction (HCI), support those value-creating processes. Wabi-Sabi, a Japanese philosophy and aesthetic concept that is not rooted in creating monetary value, approaching a discipline within HCI, or vice versa, therefore asks for pathways that allow open, interdisciplinary and intercultural learning. We used speculative and narrative methods such as poetic writing and scriptwriting to prototype and create a narrative to illustrate our concepts. This paper investigates how Wabi-Sabi principles could be applied to the user experience of digital products, specifically business software. It further highlights a methodological approach that has proved valuable in investigating two initially contrary themes.
- Research Article
- 10.21015/vtcs.v3i2.100
- Jan 25, 2014
- VAWKUM Transactions on Computer Sciences
The fields like Software Engineering (SE) and Human Computer Interaction (HCI) are considered dissimilar.. SE based process model mostly discuss modeling of functional requirement while the HCI based approaches are mostly concerned with the modeling of quality attributes. The quality attributes are mostly discussed during late phases of software development. The non-functional requirements as quality attributes can be integrated in software products by considering quality or non-functional modeling approaches during all of the phases of software engineering process model. The separation of SE and HCI concerns restricts formal specification of quality attributes during all of the phases of SE process model. The software systems or products are generally less user centered because SE process models can’t address formal specification of quality attributes in SE process models. In this research a methodology for the formal specification of approaches that model functional requirements and quality attribute during SE process model is proposed. The proposed methodology is based on waterfall SE process model. It can be utilized in design and development of users centered software products. Our proposed methodology also bridges gap between SE and HCI fields.
- Conference Article
28
- 10.14236/ewic/hci2010.22
- Jan 1, 2010
- Electronic workshops in computing
To achieve dependable, usable, and well-engineered interactive devices in healthcare requires applied Human Computer Interaction (HCI) research and awareness of HCI issues throughout the lifecycle, from design through to procurement, training and use. This paper shows that some healthcare devices fall far short, and thus identifies a gap in applied HCI. We use a basic, interactive hospital bed as a case study, arguably so routine and simple enough that there should have been very few problems. However, the bed’s interactive control panel design violates standard HCI principles. It is also badly programmed by the manufacturer. Evidently, something has gone wrong, somewhere from design to procurement, and we argue most of the problems would have been managed or avoided by conventional HCI processes. Driven by the case study, this paper explores the problems and makes recommendations. There are many similarly poorly designed medical devices. Manufacturers and healthcare purchasing groups should adhere to HCI processes and guidelines, as well as those provided by regulatory agencies for the design, regulation, and procurement of devices, products, or systems that contribute to patient safety. The challenge is to make HCI knowledge and priorities available to and effective in this important domain in any places that can make a difference. Eye-tracking, awareness tools, machine learning, coordination, expertise
- Research Article
1
- 10.1155/2022/5836965
- Jun 25, 2022
- Wireless Communications and Mobile Computing
Designing human-computer interaction, as the name suggests, is a branch of the study of how humans and machines (or systems) communicate or operate to better adapt machines to humans. We must first have a complete understanding of the human body. Only by fully understanding your own body’s ability to stretch and range of activities can you be confident in your own abilities, so that people can better use us in the design and construction of machinery or systems. This article aims to study the role of intelligent multimedia man-machine exchange in product design, so as to realize the application and development of intelligent multimedia man-machine exchange technology in various fields. This paper proposes to focus on human-computer interaction design and also proposes the algorithm of PNSR index and the method of remote control of equipment and human-machine monitoring. Through the performance, development prospects, and development trends of human-computer interaction design in product design, human-computer interaction is introduced. The importance is of interaction design in today’s product design. The experimental results of this paper show that the intelligence coefficient of my country’s main intelligent network equipment has reached 245, which has exceeded the world average coefficient level and its utilization rate has exceeded 39%. Therefore, the conclusion of this paper is that human-computer interaction design plays a role in promoting the development of mobile products. It plays an important role.