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2020 | Buch

Advances in Creativity, Innovation, Entrepreneurship and Communication of Design

Proceedings of the AHFE 2020 Virtual Conferences on Creativity, Innovation and Entrepreneurship, and Human Factors in Communication of Design, July 16-20, 2020, USA

herausgegeben von: Prof. Evangelos Markopoulos, Prof. Ravindra S. Goonetilleke, Prof. Amic G. Ho, Yan Luximon

Verlag: Springer International Publishing

Buchreihe : Advances in Intelligent Systems and Computing

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Über dieses Buch

This book brings together experts from different areas to show how creativity drives design and innovation to allow the integration of a wider spectrum of topics related to engineering design, industrial design and ergonomics in design. It presents theories and best practices demonstrating how creativity generates technological invention, and how this, combined with entrepreneurship, leads to business innovation. It also discusses strategies to teach creativity and entrepreneurial competencies. Moreover, the book discusses the role of human factors in understanding, communicating with and engaging users, reporting on innovative approaches, new typographies, visual elements and technologies applied to mobile and computer interfaces developments. It also discusses innovative strategies for design education and sustainable design. Based on the AHFE 2020 Virtual Conference on Creativity, Innovation and Entrepreneurship and on the AHFE 2020 Virtual Conference on Human Factors in Communication of Design, held on July 16–20, 2020, this book offers a fresh perspective and novel insights for human factors researchers, designers, communicators and innovators.

Inhaltsverzeichnis

Frontmatter

Creativity, Innovation and Entrepreneurship

Frontmatter
Democratizing Innovation. A Geo-Entrepreneurial Analysis and Approach Through the Company Democracy Model

Even that thinking, and innovative thinking, in particular, is supposed to be borderless and unbiased, it seems that most of the innovations globally derive from regions that have built a brand name on it. This limits the opportunities to bright ideas form bright people outside the innovation hubs, resulting in a general loss of intellectual capital for the global economy. This paper aims to democratize innovation by redefining geo-entrepreneurship through a reverse innovation framework that exposes the hidden intellectual capital around the world, evaluates innovation drives and opportunities and empowers the development, commercialization and utilization of innovation. Based on the Company Democracy Model the proposed framework impacts reversely national brain-drain contributes to innovation scouting, strategic partnerships, and redistributes success opportunities. This geo-entrepreneurial approach identifies innovation potential globally, reduces inequalities among all those who can and want to create opportunities regardless of where innovation takes place and by whom.

Evangelos Markopoulos, George Markopoulos, Hannu Vanharanta
Balancing Innovation and Tangibility Using the Spiraled Agile Design Sprinting Approach

Whether they seek to conduct scientific research or product development, practitioners of applied human factors and cognitive systems engineering must carefully consider how their resources shall be allocated to both yield innovation while ensuring tangibility to the outcomes of their work. For small businesses, academic teams, and consultants, these two objectives are oftentimes antithetic: Expanding resources towards one is done at the expense of the other. To solve this gap, we propose the Spiraled Agile Design Sprinting Approach (SPADES), an activity and schedule-based framework within which all stakeholders collaboratively optimize what they do and how, while ensuring that neither innovation nor tangibility is sacrificed for the other. We applied SPADES to research efforts in critical domains, ranging from aircraft maintenance and intelligence analysis to missile defense analytics and emergency management. We report here on the lessons learned over the course of these efforts.

Sylvain Bruni
Social Entrepreneurship in Cross-Cultural Context: Multiple Value Creation

This paper proposes a new model to conduct case comparative studies with respect to social entrepreneurship and sustainable development goals; examining different organizational processes, stakeholder perspectives and taking multiple value-creation into account (social, human, financial, intellectual, natural, and manufactured). This model was developed based on literature research and several pilot case studies of cases of social entrepreneurship in the region of Arnhem and Nijmegen (the Netherlands) with relevant social entrepreneurship in the region of Bangalore (India). Social entrepreneurs should identify, evaluate and prioritize sustainable development issues which maximize outcomes for the six capitals and hence their contribution to the UN Sustainable Development Goals (SDG) targets. To create social value, the activities of social entrepreneurs represented in their business models require inputs, transformation and output in terms of the six capitals. The authors propose a new Social Entrepreneurship Model that frames social entrepreneurship in a cross-cultural context where co-creation is essential by providing stakeholders with knowledge, insights and skills in how they can overcome social problems and improve communities in their local contexts.

Florentin Popescu, Ingrid Van Rompay-Bartels, Jorcho van Vlijmen, Annet de Lange, Koos Wagensveld
Tool Development in Support of Story-Planning for Design Pitching

Industrial design students generally have difficulty in making good design pitching to convincing the audiences to subscribe a design concept. Despite the values of stories for design communication have been greatly proposed by literature, in students’ practices there is usually no story or no complete story in their pitching. As what often been complained by the students that making stories takes effort and time, appropriate tools are promising to help. This paper presents an exploration of such kind of tools with the aim to support story-planning for design pitching. A tool called StoryPrea is introduced and a user test of this tool is reported. The results shown the positive role of the tool and also indicated the directions for design iteration in future work.

Qiong Peng, Jean-Bernard Martens
Pink Ocean Strategy: Democratizing Business Knowledge for Social Growth and Innovation

In a constantly and rapidly changing world, innovation and organizational sustainability keep on being redefined. The integration of Blue and Green Ocean strategies can deliver social innovation and impact directly the lives of millions of people globally while assuring the needed organizational sustainability and profitability. This approach introduces the Pink Ocean Strategy concept, which cares about human life, integrity and dignity to booster innovation efforts. The new Pink Ocean Strategy is executed through the Company Democracy Model, the model for people, to embrace anyone who has and can share data, information, knowledge as well as wisdom creation for the good of the society, community and the humanity. The paper presents the six stages of the Company Democracy Model adjusted to navigate organizations into Pink Oceans, the overall strategic management framework, the pre and post conditions of each stage and the expected results per stage, enables this navigation to Pink Oceans.

Evangelos Markopoulos, Maria Barbara Ramonda, Lisa Marie Carolin Winter, Haseena Al Katheeri, Hannu Vanharanta
Analysis of the Cognitive Processes Underlying Discussions in Complex Problem Solving

The efficiency of solving complex problems in groups determines the productivity of a society. Existing guidelines for these collaborations are action-focused, and the few cognitive-oriented ones require time and training to be executed accurately. This research aims to propose intuitive and light-weighted recommendations for Complex-Problem-Solving (CPS) collaborations. The underlying cognitive process in CPS discussion was explored, especially the explicit knowledge used. It was found that episodic memory functions better at expanding the conversation scope, while semantic memory appeared to be a more straightforward foundation to initiate new ideas. Since the episodic memory serves as an outstanding primer in the conversation, the results could imply that the better episodic memory is communicated, the more fluence the discussion could be.

Yingting Chen, Taro Kanno, Kazuo Furuta
Virtual Reality (VR) Safety Education for Ship Engine Training on Maintenance and Safety (ShipSEVR)

The training and educational skills expected today from maritime engineers surpass their ability to follow them consistently. Such knowledge gap can impact significantly ship safety and operations. On this reality, ship engineers face multiple challenges related with the time required to be educated on each engine type, time needed to spend off the ship to acquire this training, the continuous training cost, and the easy access to complete engineering documentation and schematics. This paper attempts resolve these challenges with ShipSEVR (Ship Safety Education with Virtual Reality). The technology delivered has been achieved with the contribution of the smart technology company Wärtsilä and Ade with the contribution of VR development. TUAS, Ade, and Wärtsilä work close on research to optimize this engine room virtual reality training environment and impact ship and maritime safety. The paper demonstrates the industry challenge, technology architecture, working prototype, implementation methods, and adaptation techniques.

Evangelos Markopoulos, Mika Luimula, Pasi Porramo, Tayfun Pisirici, Aleksi Kirjonen
Contribution of Open Source Software to the Management of Inclusive Entrepreneurships

People with disabilities, in Ecuador, are part of population that has been marginalized and discriminated against through processes of exclusion or restriction that have hindered the enjoyment of rights under equal conditions as the rest of the inhabitants. The Support Found “Messengers of Peace” together with the University of Azuay manages the social soap enterprise Aquamarinna, whose objective is to strengthen family and social capacities to identify, support and include people with disabilities in community living, allowing them to make informed decisions and respecting their diversity. As a support strategy, it was considered to adopt OSS, according to CMMI2 procedures, in the design and modeling of business processes by a BPM software solution. As a result, the adoption of this technology increased productivity, accelerate decision-making, response to market changes, and simplify daily tasks.

Esteban Crespo-Martinez, Diego S. Suarez-Briones, Juan Pablo Carvallo, Fabian Carvajal, Pedro Mogrovejo, Rosalva Vintimilla
Blockchain and Organizational Characteristics: Towards Business Model Innovation

Blockchain seems to challenge the current business models by providing opportunities for new value creation. However, several research gaps remain in literature in evaluating how firms can leverage new approaches to innovation management and opportunities created by blockchain. Supporting organizational characteristics affecting digital innovation management process also need attention in order to challenge the traditional theories while developing unique fundamental assumptions between innovation processes and outcomes. Thus, blockchain and organizational characteristics need to be understood as an encompassing, overarching and interrelated ecosystem in digital innovation management. Grounding on digitalization and innovation management, this research conceptualizes how blockchain technology and supporting organizational characteristics (i.e., R&D investment, strategic alignment, cultural support, top management knowledge and involvement, insights from customers and end-users) can be integrated for business model innovation. This research develops a conceptual framework involving multi-disciplinary collaborative actions that strengthen and empower business model innovation.

Khuram Shahzad
Design for Social Innovation: Redefining the Concept

Social innovation is currently an ill-defined concept, which hinders understanding of it. This paper addresses the issues with current definitions and proposes a framework within which to rewrite the definitions to enhance comprehension of the term ‘social innovation’.

Meg Schwellnus
The Cork Thread, A Sustainable Material: Branding and Marketing Implications from A Cultural Perspective

The present study addresses the textile technological innovation developed by Cork-a-Tex in terms of the cork thread, which presents itself as a sustainable object that answers to sociocultural changes and current mindsets, underlining a positive perception from the consumer’s point of view. The development of a thread using a natural and noble material, cork, allows for the creation of solutions that meet the growing need for sustainable production. Something that is clearly visible in today’s market and demands greater attention. This encourages and stimulates the development of new products based on this material, which plays an important role in the Portuguese context. Our paper will articulate the context and potential of this innovation with the main public access socio-cultural trend listings/descriptions that are the result of both empirical/business and academic research. Content and textual analysis of these texts and results will guide the critical approach and process to reach a justification and framework for the development of proposals and insights. This in terms of a cultural strategy that articulates the branding and marketing actions of this Portuguese company. Also, the result of the bibliographic review and systematization of this project aims to stimulate technological research and development for a new approach to this material in the context of fashion design.

Theresa Lobo, William Afonso Cantú, Nelson Pinheiro Gomes

Creativity and Entrepreneurship in Education

Frontmatter
Playful Approaches to Entrepreneurial Competencies in University Teaching: Introducing the 4Cs Model

A playful approach used as part of a teaching method in any university subject enhances university students’ entrepreneurial mindset and working-life skills. Playfulness has become more accentuated, and playful approaches in the working-life context have been studied, for example, within management and organizations. In university teaching, playful learning contributes to students’ problem-solving skills, creativity, foresight, as well as their ability to see things that do not yet exist. These skills are linked to entrepreneurial competences, such as creativity, vision, tolerance of uncertainty and ambiguity. We collected our data through participatory observation in a workshop organized for teachers and researchers at a business school. The workshop utilized playful artifacts as tools for idea generation and to support embodied and spatial co-creation and presentation. The findings indicate that playfulness is useful in teaching an entrepreneurial mindset and attitudes, offering first-hand experiences, invoking emotions, and sharing them with others.

Riikka Franzén, Katriina Heljakka, Lenita Nieminen
Developing a Method for Understanding How to Empower Creativity Through Digital Technologies: The Case of AI

The paper presents a method aimed at empowering human creativity to generate innovation by exploiting the opportunities and potentialities of the emerging digital technologies. The method, through the application of a Creativity 4.0 Model and Framework, aims at observing and understanding the impacts of a specific digital technology on the main dimensions of the human being, understanding how those impacts could positively or negatively influences the creative design process. The human centred method, currently in its early stage of theoretical development, aims to benefit design research, education and practice supporting them in understanding the ongoing human transformation and in making a wiser and consciously use of digital opportunities addressed to human creative enhancement for innovation.

Carmen Bruno, Marita Canina
Brain Dominance and Learning Style Preference of Quantity Surveying Students in South Africa and Malaysia

The purpose of this study was to investigate the brain dominance of quantity surveying students in South Africa and Malaysia to determine the learning style preference to which they best relate. It further aims to establish if there is any correlation in brain dominance of quantity surveying students in different countries. A quantitative research methodology was applied, making use of a questionnaire consisting of short questions. The research respondents were third-year undergraduate quantity surveying students at the University of Pretoria and Universiti Teknologi Malaysia. Data collection and analysis was undertaken at the University of Pretoria. The most dominant brain quadrant for South African quantity surveying students was the lower left quadrant B (organised, sequential, controlled, planned structured, detailed, and scheduled). For the Malaysian students, it was the upper left quadrant A (analytical, technical, logical, rational, and precise). A comparative analysis between the two student groups indicated that there was a difference in brain dominance, although not significant. Adapting teaching techniques according to these findings may help students to better process and engage with module content at a higher educational level.

Andries (Hennie) van Heerden, Michelle Burger, Elzane van Eck
Hotspots and Trends in Creativity and Design Research: A Knowledge Graph Analysis

Design creativity is the process or result of extending, presenting and interpreting creative ideas and concepts in a design way, the role of design creativity in corporate creativity activities has drawn increasing attention from the academic community. However, limited research has tried to holistically summarize the research trends and hotspots in the context of creativity and design. Through knowledge graph analysis, this paper analyzed the academic literature from Web of Science and visualized the knowledge domain in creativity and design research from 2010 to 2019. It has been found that the number of creativity-related design papers is increasing rapidly with a total of 498 papers. The top 15 co-occurring keywords include “design creativity”, “innovation”, “design making”, “engineering design”, “design education”, “divergent thinking”, “representation”, “student”, “knowledge”, “aesthetics”, “design process”, “perception”, “product design”, “fixation” and “quality”. The research that focuses on this topic could be summarized into eleven clusters namely industrial design, disability, design activity, explanatory design, design education, assessment, users, design fixation, design theoretic, TRIZ, and art education.

Yao Song, Yan Luximon
Research and Construction of the Innovation and Entrepreneurship Collaborative Education Pattern of Design Discipline

Today’s economic development of China is facing changes in the industrial structure adjustment and upgrading. Design innovation has become an important engine to promote the development of the industrial revolution. However, compared with other countries, the Education about design discipline in China set up relatively late. With more than 40 years of development, the evolution speed of Chinese design education is not synchronized with the needs of industrial development. As a significant place of design education, there are many problems in Universities, such as unitary teaching pattern and inadequate students’ innovation and entrepreneurship training. Based on the analysis of several typical cases of innovation and entrepreneurship education in universities located in Shanghai, this paper explores to establish a “Five-in-one cooperative education pattern”, which means university, society, industry, scientific research institutions, and enterprises are supposed to cooperate closely. Moreover, by the construction of the “LCS training model” for innovation and Entrepreneurship talents, this research finds a way to optimize the teaching mode and training mechanism for innovation and entrepreneurship in the design discipline. Ultimately the design innovation will be integrated into the industrial chain which can make the design industry play a more critical role in the national innovation system.

Wei Ding, Wenxin Hu, Junnan Ye
Research on the Kernel and Model of Shanghai Design Science Development

In Shanghai, 5 local universities jointed to constructing design science, which are Tongji University, Donghua University, East China University of Science and Technology, Shanghai University of Engineering Science, and Shanghai Institute of Technology. Then the Shanghai International Institute of Design and Innovation (SIIDI) was established as the actual operating carrier for this project. East China University of Science and Technology takes mainly responsible for the research direction on Intelligent Sustainable Design for Industries Transformation and Urban Life. Under this background, the kernel and model of Shanghai design science development are explored. Four teams have been united, their research respectively targets on “Urban Intelligent Public Facilities and Equipment Research”, “Intelligent Products, Human-computer Interaction and Service Design Research”, “Regional Characteristics and Urban Brand Research”, “Innovation Environment and Urban Renewal Research”. Five master studios have been constructed. From 2017 till 2019, 31 teams were funded to do relative research. In this exploration process, the research model of Shanghai design Science development is built from four dimensions, they are exploring the frontiers of science and technology, meeting consumption upgrades, serving the regional economy and country-oriented strategy.

Wei Ding, Bingyao Xu, Zhang Zhang
Interest in Design Studios: A Theoretical Framework of Teaching Creativity for Millennials and Generation Z

Millennials and Generation Z make up the new wave of students in design studios. These generations, while being tech-savvy, are undermined in creativity due to risk-aversion and collaboration-avoidance. Design educators need to consider these characteristics and create pedagogical approaches that can engage the students in learning creativity. The author proposes a theoretical framework to tackle the challenges Millennials and Generation Z bring to design studios by bridging the literature of design education and educational psychology. Scholars from both fields have highlighted the positive link between students’ interest and their performance in academic and creative tasks. Hence, it is plausible to hypothesize that task interest plays an important role in helping Millennials and Generation Z improve in learning creativity. This paper will discuss prominent studies that support the proposed theoretical framework and suggest pedagogical approaches for design studios with new-wave students.

Hoa Vo
Engineering Design Thinking and Making: Online Transdisciplinary Teaching and Learning in a Covid-19 Context

This paper introduces an engineering design thinking and making course that has been taught at Beijing Normal University since 2019. In its 2-year journey and iterations, both teachers and students learn to dance with ambiguity, collaborate in teams, build to think, and make ideas real. They embrace engineering design thinking and making and experience the maker culture of the China-US young maker competition in this 16-week semester-long course. This year because of the Covid-19, the innovative course changed to online teaching. The course focus on people’s basic needs during the Covid-19, including study, fitness, shopping, entertainments and long-distance relation-ships and communication with family members. Student teams collaborate online to solve the special challenges of Covid-19 in innovative ways and de-liver functional proof-of-concept prototypes along with in-depth documenta-tion that not only captures the essence of designs but the learnings that led to the ideas.

Jinge Huang, Wenjie Pan, Yao Liu, Xiaohan Wang, Wei Liu

Innovative Design

Frontmatter
Personal Experience in Concept Generation of New Products

The Designers create a new product for attention and differentiation. How do designers start the design process, given that they want to come up with a yet non-existent product? The concept generation phase in design is not a case of problem-solving but as a starting point for a journey of exploration. Designers have started to explore how the use of personal experience can help them accomplish the most important goals of design – that is, communicating their intentions, creating the context for the product form, drawing attention to their product, and constructing something new. The research aimed to explore the distinctive practice of professional designers and to document what inspired them in their creative process. The result of this research provided a basis for developing a design framework using images, stories, and personal experiences to support the concept generation of new products.

Suresh Sethi, Simrun Sethi
Designing for Unpredictable Households: Furniture Design Requests for a Flexible Use of Dwellings

New ways of living and a bigger variation on household’s geometry leads to an unpredictability on households’ functional needs throughout time, causing sometimes an inadequacy of dwellings’ space towards their users’ needs. Furniture solutions may enable a more flexible use of dwellings. What are the main requests to design furniture that will increase a flexible use of space? The answer for this question was found with the crossover of primary research, via direct observation/interviews on overcrowded dwellings, and literature review, leading to conclude that for furniture to provide a flexible use of the dwelling along the time, the designer must adopt user centered methodologies that focus on sustainability principles: i) a long usage period, supported by ii) durable materials, iii) services of maintenance and upgrade, iv) formal and/or functional adaptability and v) user inclusion on the design process to better understand the complexity on their present and future needs.

Rute Gomes
Exploration of Bio-Based Materials and Sustainable Product Design: A Case Study of BioPlastic Preparation and Design

In the contradiction of development, increasing and shortages of sources, we are forced to start considering for the development in the future to seek for more replaceable materials or solution cases. Petrochemical raw materials are not the only way to get the same function as plastic. Rethink people’s habits of manufacturing and using materials and try to turn bio-based materials into new materials of products. A new mode and pattern, or even new and alternative materials, are expected to replace the old one. Materials with “plastic” properties can also be obtained from raw materials such as sugar, algae or starch. The thesis sets the preparation of team “Bioplastic” design project and its product designs for example, introducing all kinds of ways of preparation of “Bioplastic” and discussing the possibility of bioplastic applying in product designs in the future. In the view of sustainable designs, it will compare and analyse the function between bioplastic and traditional petrochemical plastic.

Jiajia Song
Intuitive Product Design and the Twin Challenges of Innovation and Adoption: An Application

This paper frames the development of product features in terms of Intuitive Product Design (IPD). Using methods that assess knowledge transfer, IPD identifies which features would benefit from being enriched or restyled and which would benefit from better explanation. IPD is illustrated for a prototype onboard computer. Participants were more successful at using the prototype that was based on IPD, and reported greater intention to recommend it. Preliminary implications regarding technology adoption are discussed.

Sandrine Fischer
Life Sciences Product/Service Development Process: Lesson Learned from Thailand Center of Excellence for Life Sciences (Public Organization)

There is no argument on the benefit of innovation. Much evidence shows how innovation increase the value of the company; surpasses its outcomes, both product and service, and also improves the process’s efficiency. Many scholars proposed the model for creating innovation using the term “New Product (Service) Planning and Development Process: NPD process” by employing the inductive methodology, collected case studies and constructs to generate the models such as BAH Model and Stage-Gate Model, However, these models are still not crystalized and incompatible with business requirement, especially in high growth business like life science. There is evidence showing the general NPD process is not fit in the current situation of life sciences product/service development and should be modified to solve the problems. The portfolio management concept is the main principle of the idea screening phase. Ideas that were generated for the previous phase have been prioritized by correlation of market opportunity and operational feasibility and almost categorized as the star, cash cow, question and dog according to Boston Consulting Group: BCG recommendation. But the process cannot be applied with life sciences product/service, because it was selected by the readiness for operation such as good manufacturing practices (GMP) certification by food and drug association (FDA) approval. Although the company has the star category product/service, it cannot produce anything without FDA approval. As the above problem statement, A qualitative method and content analysis were used in this study to find a suitable process for the development of life sciences product/service. The study found a suitable process of development for life science products as pharmaceutical products and cosmetics. Although the results of the study derived from credible resources, quantitative methods are required to confirm the suitability and generalizability of the model in the future.

Varit Intrama
A Study on Gamification Product Service System Design of an Intelligent Parking Management System

The quick development of private car use in China has caused serious problems in parking management. The significant lack in parking space due to unbalanced distribution of urban land use is amplified by the suboptimal utilization of this limited resource. There is no effective parking management system and there is a good opportunity for design of a product and/or service to facilitate the parking. This paper proposed a solution using the gamification approach to design an intelligent parking management system in the framework of the product service system design (PSSD), to provide real time information for the drivers finding a suitable parking spot. The gamification mechanism and the PSSD framework with the key touch points for the drivers to interact with the system are presented in this paper.

Jie Xiao, Shuhan Luo, Jue Li, Long Liu
E-Sports Hotel, a Brand New Personalized Hotel in the Age of E-Sports

As a brand-new business model, e-sports hotels have no industry norms or general industry labels. As long as the rooms have e-sports facilities and allow consumers to conduct e-sports activities, they can be considered as e-sports hotels. Although many hotels claim to be e-sports hotels, they only move computers into the room mechanically, or turn the room into a mini Internet cafe. This model does not take into account the needs of users, so it cannot bring users a satisfactory experience. So we decided to create a hotel specifically for e-sports.

Lu Xiaoxian
The Global Constrains of South African Automotive Industry and a Way Forward

Global competitiveness is a very important part of any nation, particularly the south African automotive industry were the customers demand is constantly changing and radical decisions are needed in order for the organization to stay floating among the big auto players in the world. This justifies the fact that a decision support model is eminent for the success of the South African automotive industry and growth of the country’s economy.

John M. Ikome, O. T. Laseinde
Design of Urban Public Space Through Community Building

This article explores the logic of the production of urban public space and further explains the main misunderstandings. It argues that China’s urban public space often follows the rules created by power and capital, neglecting human life. And then it arouses urban residents to create public space from bottom-up in their own way. However, each of the three logics has its advantages and disadvantages. What the key is to build a hybrid community that keeps a dynamic balance between logic of power, capital and life, and promotes organic development. Therefore, it proposes four design models that facilitate community building.

Peng Xu

Communication of Design

Frontmatter
A Technique and Method for Mixed Reality Performance with Digital Augments, Gestural Data, and Living Plants

We propose a new method, technique, and practices for performing with mixed reality environments and technologies, informed by embodiment and electro acoustics, and critically underscored by new materialism and posthumanism. Through the Contact projects, Wright and Howden explore a practice-based approach to live performance in mixed reality, through a novel method that combines gestural controllers, living plants and digital augments. This research investigates potential for multimodal performance in mixed reality (MR), using a novel technical set-up that combines of the HTC Vive with a Leap Motion mount, the MIDI Sprout interface for sensing the bio-electrical signals of plants, transposed to visual data in Touch Designer, and Unity 3D for generating digital augments.

Rewa Wright, Simon Howden
Guidelines for Promoting Thai Television Program Production in Response to the Notion of Creative Economy

This research investigated three types of television program formats, i.e. news, documentary, and variety show or drama programs, which are suitable for and match the objectives of target audiences and also studied the audiences’ satisfaction toward Thai and foreign television programs. The survey research collected data from 548 participants. In addition, data from seven in-depth interviews showed that development of the program production process, funding sources, and promotion from the government and relevant independent organizations are factors influencing the ability of Thai television programs to support the concept of creative economy. Finally, the strategies for producing television content to create cultural products were also suggested in this paper.

Sasithon Yuwakosol
Wayfinding Systems: Digital Versus Analogical Media

In today’s society space is overloaded with visual information, thus digital platforms are being increasingly used in design and could contribute to hinder this trend, assuming digital media and mobile platforms as an alternative to analogical media (paper support). In what concerns wayfinding systems, they need to allow more then to reach a point, starting from another, they should allow the experience and the knowledge of space, by allowing several layers of information, that people can use or not, depending on their interests and ambitions. This paper presents a study about the preferences and difficulties of people over 50 years old in the use of analogical and digital maps and discusses the possibility of the use of wayfinding systems in digital means for this age group, regarding the Design principles and inclusivity.

Maria Luisa Costa
Practical Application of Bullet Point Systems for Constructing an Information Hierarchy

Bullet point systems are widely employed in digital communication. However, very few people are concerned with how bullet points work for communication purposes. There is a need to explore how bullet points could influence the attention of readers. Some aspects of typographic design are arranged as various data models. However, there is a limited understanding of how this data is transformed into information and knowledge. This study aims to explore ordinary people’s understanding of bullet points and their various functions in digital applications. In order to achieve this, a pilot study was conducted. The relationship between people’s attended information and elicited emotional changes was investigated. The relationship between emotional concerns and communication design those implied in bullet point systems application would be understood. The insights put forward in this study will suggest approaches that will enable information engineers to prepare the foundations of a well-organised document.

Amic G. Ho
The Invisible Art of Storytelling and Media Production

As the early filmmakers were magicians, cinema has developed from the early days of visible ‘tricks’ to invisible ‘effects’ [1]. As narrative cinema is to engage the audience with the story, many of the cinematic effects have been made to look invisible to the untrained eyes and ears. Film is both magical and make-believe. Like a magician who manages to hide his or her trick in a magic act, a filmmaker often hides his or her magic tricks from the audience. The invisible art of hiding cinematic effects is one of the important skills in media production. In storytelling, the hidden subtext can be as important as the visual text. This comprehensive article discusses the invisible art of storytelling and filmmaking.

David Kei-man Yip
The Impact of Website Design on Users’ Trust Perceptions

With rapid digitalization, trust has become a critical issue in designing and maintaining e-commerce platforms – without trust, no transaction takes place. Companies that design for trust have a strategic advantage over competitors. Although trust is a crucial factor in e-commerce, designing a trustworthy website can be challenging for companies that make most or part of their profits online. The study builds on prior research to propose a comprehensive and up-do-date checklist. Trust components are divided into three dimensions of website design; their impact on users’ trust perceptions is studied in an online experiment with two websites. The results present demonstrable evidence that website design has a powerful impact on users’ trust perceptions. Professional design, primarily visual aspects, is responsible for creating a positive user first impression. Furthermore, additional trust is built through different dimensions of website design, increasing the likeliness of buying from the site.

Kairi Fimberg, Sonia Sousa
Research on the Influencing Factors of the Communication Effect of Tik Tok Short Videos About Intangible Cultural Heritage

Tik Tok, as the top app of short video socialization in China, has also become a front for the spread of intangible cultural heritage in new media. However, only a few short videos on intangible cultural heritage have achieved effective transmission. Most of them still have problems such as inability to capture audience’s attention and low transmission effectiveness. In order to solve these problems, we construct a theoretical model of the effect of the Tik Tok intangible cultural heritage short video transmission and a qualitative analysis based on NVivo to explore the influencing factors of the communication effect, then we propose an improving path for the creation and dissemination of short videos on intangible cultural heritage, which provides an effective method.

Siqi Wang, Rongrong Fu
Visual Elements and Design Principles in Media Production

Visual elements such as dot, line, plane and color are the basic components of an image. By applying design principles to these visual elements in visual expression, the creative possibilities are infinite. Cinematic style is created by the filmmaker’s control over the medium. Many visual styles of media projects are the application of the design principles to the visual elements. This systematic approach is not only confined to a shot composition but also to the whole visual structure of the work involving the development of both story and visual elements. This article analyzes this design approach to visual styles by discussing the works of several film masters as examples of how media project can use this approach to design and structure visual content.

David Kei-man Yip
Reviewing the Usability of Mosaic Artwork Simulation Systems

Mosaic is a form of art created by assembling many small colored tiles. There are numbers of previous research works proposed for simulating various types of mosaic artworks. Most of them focus on generating virtual mimics of physical mosaic artworks that compute the shape of tiles and their arrangement. Though automated mosaics design could be treated as a packing optimization problem, the product could be aesthetically challenged and tedious for mosaicking. In this paper, we discuss existing computational mosaic simulation systems and suggest improvements to cope with mosaic artists.

Chi-Fu Lai, Jeff K. T. Tang
Documentation and Scientific Archiving: Digital Repository

Documentation and archiving tools were developed for using with descriptive linguistics and then became a discipline called Linguistics of Documentation in 1998. The aim of this discipline is to preserve documents and primary data of linguistic, anthropological, archaeological and humanistic research. In 2018 the University of Azuay signed a Framework Agreement for Scientific and Technological Cooperation with several partners: CONICET Argentina, the Peruvian Amazon Research Institute, the University of Chile, the National University of Formosa, the Center for Anthropological Studies of the Catholic University of Paraguay, the National University of San Juan, Argentina; and the Pontifical Catholic University of Peru to contribute to the documentation, preservation and dissemination of linguistic and cultural heritage. The main objective of this research is to create a website called ‘Documentation and scientific Archiving’ that facilitates the use and exchange access to a corpus of resources from various disciplines for scientific and educational purposes. The premise of the methodology used for the development of the website is an orientation to various disciplines. The synthesis focused on the review of the characteristics of sites of similar purpose. The study considered three major stages for the synthesis of the web application: 1) the detailed review of 11 websites allowed identification of the entities and attributes used as the basis for development; 2) the quantification of entities and the attributes found in those pages were the key to deciding that the website covered multiple disciplines or lines of research i.e. the key attributes for handling multimedia files were evidenced; 3) the identification of user requirements. The “Documentation and scientific Archiving” website is expected to be functional for both researchers and users to help maintain and preserve the country’s linguistic and cultural heritage. In addition to UDA researchers, other local and national universities can file their research inventories on the site where they can be preserved, reviewed, exchanged and used by other Latin American researchers. Finally, today, technology has become a fundamental aid for the development of research projects, building bridges between linguistic, anthropological, archaeological, humanistic research and the development and creation of applications and websites.

Priscila Verdugo, Catalina Astudillo-Rodriguez, Jackelín Verdugo, Juan-Fernando Lima, Santiago Cedillo
Research on the Design Strategy of Green Packaging from the Perspective of Chinese Young Consumers

Facing the fact that the focus of green packaging design in China is not clear and current green packaging design can’t attract young consumers, this paper attempts to propose some design strategies that meet young consumer preferences by Decision-Making Trial and Evaluation Laboratory (DEMATEL) method. By analyzing the data of 25 valid questionnaires, the scores of the prominence and influence of each factor are been calculated. Finally, a causal diagram is developed to illustrate the relationships between 9 main factors. The diagram shows that (1) the two most critical factors for green packaging design are packaging structure and the expanding use of packaging, (2) packaging’s extended is greatly influenced by other factors, which should be considered in all aspects of green packaging design, (3) pattern, convenience and green message’s presentation are the edge factors to be considered.

Jiaqian Xu, Ziwei Chen, Bing Xiao
The Influence of Emotional Experience Relating to Communication from a Typographic Perspective

Typography is not a tool that is limited to delivering messages; it is a foundation for compositional communication. Letterforms are valuable graphic elements in representing language and organising type in order to serve multiple roles in a composition. Designers organise the fundamentals of typesetting in order to use typography to explore new opportunities for interaction and storytelling. They consider the formal qualities of every typeface they select, as these typefaces create connections between the graphic form and the messages they aim to reinforce. This study reviewed the theoretical understanding of the interactions between the experience of designing and experiencing emotion. Selected masterpieces of typographic design are investigated and categorised by several features. These masterpieces and their various approaches require further analysis, in order for designers to apply them in their typographic work.

Amic G. Ho
Study on Thermal Comfort of Vehicle Interior Environment Based on Thermal Manikin

The average daily stay time of city people in the vehicle is more than one hour. For some office workers in megalopolis, the stay time in the vehicle will be longer. Therefore, the thermal comfort of vehicle air conditioning system has an important impact on the life of residents. Using the warm manikin to test the comfort of the interior environment of the vehicle under different working conditions, test the steady-state conditions and compare with the comfortable equivalent space temperature of different parts of the human body, and give the air conditioning design optimization program. The results show that the cooling comfort in summer is relatively good, and the discomfort areas are mainly concentrated in feet, shins and other parts. In some cases, the thighs are overheated due to strong solar radiation, and the equivalent space temperature exceeds the comfort area.

Wang Rui, Li Wei, Zhao Chaoyi, Gao Jianfeng
Research on Clothing Warmth Preservation Based on Thermal Manikin

The thermal manikin is a kind of equipment which can simulate the data of human body environment heat exchange and be used for the comfort test of clothing and so on. In this paper, the thermal resistance of the thermal manikin is measured according to the heat flow, surface temperature and environment temperature. The results show that the thermal resistance of the waist and abdomen is very close to that of the mountain suit. The thermal resistance of the local position is even better than that of the mountain suit, but the leg part of the thermal resistance value is only half of the mountain suit, which seriously affects the thermal resistance of the whole suit. Combined with the clothing surface temperature collected by infrared thermal imager, the test results are verified. It provides the basis for the design of clothing warmth preservation.

Wang Rui, Li Wei, Gao Jianfeng, Zhao Chaoyi
Ergonomic Test of Human Skin Contacting with Hot Surface

When human body operates some heating equipment, the surface temperature will affect the working efficiency and safety of workers. This study included the critical temperature of skin in contact with a hot solid surface and the method of assessing the risk of burns, that is, the application of the data provided by ergonomics in the process of risk assessment. Through the test results, how to choose a reasonable temperature limit value is put forward, and how to establish the same temperature limit value for different products with the same risk is proposed. The time of intentional and unintentional contact is different. Considering the distribution of human response time, when a healthy adult inadvertently contacts the hot surface, 0.5 s is the safe contact time, while the intentional contact time is longer. It is very necessary to choose the contact time, which can best represent the actual situation of contacting hot products.

Wang Rui, Li Wei, Zhao Chaoyi, Gao Jianfeng
Backmatter
Metadaten
Titel
Advances in Creativity, Innovation, Entrepreneurship and Communication of Design
herausgegeben von
Prof. Evangelos Markopoulos
Prof. Ravindra S. Goonetilleke
Prof. Amic G. Ho
Yan Luximon
Copyright-Jahr
2020
Electronic ISBN
978-3-030-51626-0
Print ISBN
978-3-030-51625-3
DOI
https://doi.org/10.1007/978-3-030-51626-0

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