Organizational Unit:
College of Design

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Now showing 1 - 8 of 8
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    Woven Speaker: Exploring the Potential of Technology and Craft Juxtaposition through Speaker Weaving
    (Georgia Institute of Technology, 2024-05-17) Romero, Lissette A.
    Curiosity is an essential quality that is integral to the human experience and plays a crucial role in fostering creativity and promoting engagement. By understanding how to evoke curiosity through design, designers can leverage curiosity as a means to cultivate exploration and strengthen engagement with their creations. One approach to evoking curiosity through design is bringing conflicting elements together to prompt individuals to seek deeper understanding of the underlying relationships and explore creative possibilities between them. With this in mind, there is potential in uniting craft and technology, two seemingly polarizing domains, to foster these behaviors. This work explores the juxtaposition of craft and technology through weaving to create speakers and investigates how this juxtaposition can be utilized to ignite curiosity and lead a deeper engagement with technology. Following a research-through-design approach, a material recipe and weaving-based technique for speaker construction was developed. Utilizing the material recipe we conducted a hands-on speaker weaving workshop with ten experienced makers to gather insights on the implications and limitations of using craft and craft materials to build electronics. By integrating weaving methods and craft materials into the process of building electronics, an acceptance of imperfection was fostered and curiosity was sparked, which facilitated further exploration of technology. This thesis demonstrates the potential of juxtaposing craft and technology in product design, offering new pathways for designers to enhance user experiences with curiosity and engagement.
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    TIMEFLEX: Exploring Time Perception without Numbers through Tangible Interaction Method
    (Georgia Institute of Technology, 2024-05-17) Cheng, Ernuo
    Modern people perceive time through precise but abstract and mechanical number time. However, the subjective nature of time perception and the need of flexible time management inspires us to explore the possibility of alternative time managing approach. This study introduces a concept of time that guide our lives based on the sequence and duration of events and explores the context where this concept can be more beneficial. Through a Concept-Driven interaction design approach and Research through Design method, this study designed an operable functional interaction prototype and conducted an exploratory user study to generate insights of the relationship between us with time.
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    Co-Design with Neurodivergent Students and Recent Graduates to Develop an Inclusive Pedagogy in Design Education
    (Georgia Institute of Technology, 2024-04-29) Bhattacharya, Karina Lani
    This thesis aimed to learn from co-design workshops with neurodivergent industrial design students and recent graduates and develop an educational product for inclusive teaching practices within design studio courses. This approach aligns with the biopsychosocial model of disability, which encompasses listening to individuals personally affected and redesigning external factors that impact them. Themes drawn from the co-design workshops informed the design of Naranote, a digital template that assists students in expressing a story of their design process for their studio projects. Naranote was implemented among junior-level industrial design students while completing their current studio projects, and it was also implemented among portfolio workshop participants who used Naranote to integrate storytelling into a past project. This thesis contributes to general knowledge by proposing a novel methodology and recommendations for co-design with neurodivergent students and recent graduates. Secondarily, it proposes co-design as an approach for informing products to support inclusive teaching practices while providing two user studies as starting points for testing educational interventions.
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    A Co-Designed Framework for Advancing American Sign Language (ASL) Digital Learning
    (Georgia Institute of Technology, 2024-04-29) Welkley, Avery White
    Since its origins at the American School for the Deaf in 1817, American Sign Language (ASL) has drastically increased in use among the Deaf, hard-of-hearing, non-verbal, and hearing populations in the United States and Canada. Despite its surge in popularity, ASL holds a web of complexities and misconceptions that differentiate it from spoken languages. This thesis explores in-depth some of the common challenges hearing adult ASL learners face, along with the gaps between in-person and digital ASL learning, employing inquiry-based methods. Then, using the co-design method, this thesis further investigates how to design future ASL learning appropriate to the community's expectations and provides a framework for future ASL learning platforms, identifying necessary qualities and topics of instruction to be included on digital platforms.
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    Incorporating interactivity into product design with printed tactile interactive elements
    (Georgia Institute of Technology, 2024-01-16) Huang, Han
    The rising prevalence of smart products accentuates the importance of embedding interactivity into industrial design. Currently, designers use mechanical electronic components like buttons and sliders and program them using a micro-controller such as Arduino board for prototyping. However, those conventional electronic components with fixed shapes and interaction methods are limited in terms of both the aesthetic and functional possibilities of prototypes. As a way to address the issue of the rigidity of the form and function of the prototypes, printed electronics, which are thin and flexible, offers an opportunity to develop interactive prototypes seamlessly integrating form and function. However, a drawback of printed electronics has been the absence of tactile feedback, restricting their application in tactile-dependent environments like eyes-free interactions. This project investigated a novel fabrication method to create printed electronics with tactile feedback and explored the usability and design space for visible and eyes-free environments. By comparing the usability of tactile electronic components with traditional flat printed electronic components, we collected design insights from users for utilizing and optimizing tactile electronic components. After that, a co-design workshop was conducted with eight designers to learn and explore potential design space of the proposed fabrication methods and summarize the design recommendations for applying tactile printed electronic components in visible and eyes-free environments. Through the study, I draw four main findings. First, tactile features enhance the usability of printed electronic components in visible environments by improving access, recognition, and utilization. Second, electronic components can be categorized into two groups based on their interactive methods and the intensity of the haptic feedback outcome. Third, in eyes-free environments, sliding elements benefit from a touchpad-like pattern with a clear starting point, direction, and boundary without detailed tick marks. Lastly, pressing elements benefit from confirmation spots, and a concave shape aids in verifying precise presses.
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    Applying tangible augmented reality in usability evaluation
    (Georgia Institute of Technology, 2016-01-15) Zhang, Xiaotian
    Feedback from users is an invaluable part of the product design process. Prototypes of varying levels of detail are frequently used to solicit feedback for attributes related to the physical and user experience aspects of a product. Using Tangible Augmented Reality Technologies to achieve natural interactions have significance in product design. TAR is one of Augmented Reality related technologies which enable the superposition of physical model in real environment and digital model on the screen many have possibility to solve this kind of problems. This study is to investigate whether usability input from AR/TAR technologies representations of a product with physical interface elements is similar to input based on a product/prototype. If AR/TAR technology inputs are found to be similar from the real product, it can be an evidence to indicate that AR/TAR can be a useful tool for collecting highly accurate inputs on a product concept focusing on physical controls. User testing was conducted with 20 participants. And, the conclusion shows the two AR methods are statistically significantly different with real product, but Tangible AR does not have a statistically significant difference with real product. The results of the data analysis strongly support that Tangible AR is doing effectively simulating the real product prototype in the user study.
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    Rethinking the bathtub for universal design
    (Georgia Institute of Technology, 2015-09-03) Cheuk, Jennifer
    Body cleansing is an integral part of people's everyday life. Between five and seven percent of people over the age of 65 experience problems when using the bathroom. Some investigators have postulated that disability in older persons can further occur when there is a gap, mismatch, or poor fit between personal capabilities and environmental demands. Current bathing fixtures do not support people with limited ability, and so the current bathing environment perpetuates bathing disability. Furthermore, because assistive bathing technology is meant for one particular user, it can impede other users when they need to bathe. A consequence of this is that the assistive bathing technology could be abandoned. The purpose of this study is to design and evaluate a bathtub for body cleansing regardless of an individual's physical ability and allow for all stakeholders to use the tub within the same space.