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19 records found

A consent for myself/ourselves

Designing for responsible use of autoethnography

This study explores the ethical complexities of using introspective methods, particularly autoethnography, in design research. Drawing from relevant literature, we identify six significant ethical risks – psychological or emotional, physical, privacy, social, career and economic, ...
Generative AI systems are increasingly capable of expressing emotions through text, imagery, voice, and video. Effective emotional expression is particularly relevant for AI systems designed to provide care, support mental health, or promote wellbeing through emotional interactio ...
This two-part article explores the concept of emotional connoisseurship—the art of appreciating lived emotional experiences in emotion-driven design (EDD). In Part 1, we aim to establish and position the concept within the current EDD theoretical landscape. We first review the co ...
Part 2 of this article introduces the Experience Design Introspection (XDI) workshop. This educational initiative aims to nurture designers’ emotional connoisseurship through a sensibility-oriented approach. We begin by discussing the philosophical underpinnings of XDI, which inc ...
Mind-wandering (MW) and fidgeting are both present as pervasive phenomena in everyday life and can positively impact ideation. Importantly, within the MW experience, MW can manifest in bodily behaviors such as physical fidgeting. Here, we use an extended mind framework to conside ...

Touchy-feely

A designerly exploration of haptic representations of three mood states

Human moods are diffuse, elusive, and often difficult to articulate, yet they hold immense potential for wellbeing-centric design because they play a significant role in shaping our everyday life experiences. A person’s mood influences their experiences with a designed system, an ...

Cultivating Researcher-Sensibility in Novice Designers

Exploring Genre-Specific Heuristics for Game Evaluation in a Design Studio

This paper presents an eight-day design studio that teaches heuristic evaluation of games to third-year bachelor students at the School of Design, Southern University of Science and Technology. Through this course, students gain the first-hand experiences of developing heuristics ...

What role an agent could play at home?

Exploring the social roles of smart home system based on a content analysis

Smart home systems not only serve users to fulfill pragmatic goals, but also ‘live with’ users. Despite the conceptual possibilities, it still remains unclear whether and what social roles current smart home systems are intended by the companies. In this paper, we report a retros ...
This article presents a comprehensive review of existing literature covering the topic of mood-focused design. It delves into how designers and design researchers currently address mood in the context of experience-driven design. Using a scoping review methodology, we identified ...

Inside out

Addressing the “how” of data collection in experience design research applying introspective methods

Introspective (or first-person) methods are carving out their niche in experience design research. Relevant epistemological conversations in recent years have led experience design researchers to appreciate the value of “researcher as subject” in understanding nuanced, rich, felt ...

Demystifying emotion for designers

A five-day course based on seven fundamental principles

This paper introduces a five-day intensive course, conducted over five years from 2018 to 2022, aimed at teaching emotion-driven design (EDD) to graduate students with diverse disciplinary backgrounds at Beijing Normal University. EDD is the practice of designing products or serv ...

Harmony in Design

A Synthesis of Literature from Classical Philosophy, the Sciences, Economics, and Design

Classical theories of harmony have been used to explain phenomena like beauty, happiness, health, virtue, pleasure, peace, and even ecological sustainability. With the intent of making these theories more accessible to designers, this article reviews the conception of harmony fro ...

Emotion deep dive for designers

Seven propositions that operationalize emotions in design innovation

This paper presents a five-day intense course that teaches “emotion-driven design” (EDD) to graduate students with a broad variety of disciplinary backgrounds at the Faculty of Psychology, Beijing Normal University. We introduce seven principles drawn from design-relevant emotion ...

Mood granularity for design

Introducing a holistic typology of 20 mood states

This paper introduces a holistic typology of 20 mood states that are presented with a componential approach, describing six aspects: subjective feeling, perception, reaction, tendency, liking, and disliking. In addition, each mood is illustrated with a short example narrative and ...
This manuscript describes the development of a collection of 80 mood‐expressive images to be included in a mood inspiration booklet. Four images were selected for each of 20 different mood states. Two main criteria guided the selection procedure: (1) each image clearly represents ...

The Same Person Is Never the Same

Introducing Mood-Stimulated Thought/Action Tendencies for User-Centered Design

How people think and act is influenced by their transient mood state. Different moods stimulate different (thought/action) tendencies, such as the tendency to be attentive (when cheerful), to be cautious (whenanxious), or to be impatient (when agitated). To support an understandi ...
We challenge the unquestioning pursuit of the appearance of objectivity and ingrained designer-user dualism in human-centred design research and propose a
resurrection of introspection as a valid approach to investigating subjective experiences. Through comparing epistemic pe ...