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Authored
9 records found
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
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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
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Mood in Experience Design
A Scoping Review
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
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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
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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
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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
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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
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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
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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
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Contributed
11 records found
Designing for Experience-driven Safety in the Efteling
Positively influencing guest behaviour to avoid falling phones during the ride of Baron 1898.
The rollercoaster Baron 1898 in the Efteling is a unique and thrilling experience. However, the Safety Department observes an unwanted phenomenon: Occasionally, guests do not safely store their small personal belongings, such as phones, which then fall out during the ride. The re
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Empowerment Through Customization
System of Tools to Present NAVii® Protective Cover to Users and CPOs
Prosthetic limbs are devices that change users’ lives in every aspect. They allow the wearer to live and be independent again. Nevertheless, despite the numerous benefits, they carry cultural stigmas, as well as physical and mental discomfort, along with various daily challenges.
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Me and My Smartphone - The influence smartphones have on our lives
Using critical designs as a tool to raise awareness for our societal issues related to smartphones
Smartphones have become an inseparable gadget and beneficial tool in our lives. Imagining a future without them would truly be impossible. When a new technology arrives, society needs time to adjust and become aware of the impact products have on people and our ways of behaving..
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A mindfulness toolkit for designers to enhance insight
The development and evaluation of The mindful designer
Overview
This project describes the development and evaluation of a mindfulness course for enabling design practitioners to develop enhanced creative insight possible, both in a moment of practice during daily design work and in the long-term development of character. The course
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Constructing Fidgeting
Integrating Extended Cognition, Mind Wandering, and Mindless Interaction in Pursuit of a Productive Mood State
Object-mediated fidgeting (pen clicking, ring spinning, paper folding, etc.) is a pervasive and often unaware human behavior. Despite its prevalence, fidgeting has no consensus cause or effect in existing scientific literature. This graduation project seeks to operationalize fidg
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Graduation Letter from My Dog
A conversation tool to provide appropriate guidance and support for pet loss
Coping with pet loss will be difficult for these pet owners without support or guidance.
The pet market has seen increased prosperity as people’s living conditions have improved. Taking the Chinese market as an example, by the end of 2018, the number of pets had surpassed 100 mi
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A shin guard to boost my confidence and protect your legs
Positive design for child amputees’ sports performance
Children living with lower limb differences can utilize prostheses for mobility and conformity. However, children’s prostheses is a small market where development happens slowly, with a very small selection of products.
Products in the children’s prosthetics market prioritize pr
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Mindful Music Listening
Fostering Wellbeing on Music Streaming Platforms through Positive AI
Recommender systems have become a core strategy of countless online sites and platforms including music streaming services like Spotify. These recommender systems are associated with limiting our exposure to a narrower range of content, this is even the case for features designed
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Reimagining the work break through play
Exploring active play to energise workers at the office
Most people are familiar with play as entertainment in the form of toys and games for children, but the same cannot be said for play as a means to energise for adults. And taking breaks to refresh during work is not something that we are generally good at, as was reflected in the
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PrEmo Toolkit
Measuring emotions for design research
The product generated in this project aims to develop offline version of an emotion measure instrument and the objective of the project is to combining the convenience of physical product and the clarity of animations. By analysing some other emotion measurement instrument as wel
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Gardening together
Enhancing the shared experience of gardening through designing with dilemmas
Within this report, we explore the opportunities of the enhancement of well-being among hobby gardeners in the Netherlands using the principles of Positive Design realized through the methodology of Dilemma-Driven Design. Data was collected through qualitative in-depth interviews
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