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Crafting Playful Data Engagement: Designing Textile-Based Workshops For Participants From Diverse Backgrounds, Chengtian Li, Jianrui Zhao, Xinru Zhu, Chihiro Sato, Kayoko Nohara Dec 2025

Crafting Playful Data Engagement: Designing Textile-Based Workshops For Participants From Diverse Backgrounds, Chengtian Li, Jianrui Zhao, Xinru Zhu, Chihiro Sato, Kayoko Nohara

IASDR Conference Series

Building on craft’s material, narrative, and embodied dimensions—well established in design research—this study explores how textile-based making can foster playful engagement with personal data. As data practices shift beyond performance-oriented dashboards toward more expressive and situated forms, textile craft offers an alternative mode for materializing data through hands-on interaction. We conducted three workshops with participant groups of varying expertise in craft and data—crochet hobbyists, data-science students, and community organisers—with each workshop employing textile techniques tailored to their backgrounds. Our findings show that participants creatively negotiated material constraints and affordances to engage with their data in ways aligned with the playful …


User Engagement And Continued Learning Intentions In Digital Cultural Heritage Education: Beijing's Central Axis Via Bayesian Sem And Fsqca, Mengjuan Zhang, Bo Deng, Aili Zhang Dec 2025

User Engagement And Continued Learning Intentions In Digital Cultural Heritage Education: Beijing's Central Axis Via Bayesian Sem And Fsqca, Mengjuan Zhang, Bo Deng, Aili Zhang

IASDR Conference Series

In the context of Beijing ’ s Central Axis heritage development, this study explores determinants of user engagement and sustained learning intentions in digital cultural heritage education—a critical focus for advancing "Design Next" principles in interactive heritage design. Integrating the Hedonic Motivation System Adoption Model (HMSAM), Embodied Cognition theory, and Information System Success Model, the research evaluates the "Kanwo Tiandi Zhongzhou" VR device, introducing variables like Situational Immersion (SI) and Perceived Control (PC) with curiosity and entertainment as mediating factors. Using Bayesian-SEM and fsQCA on 310 survey responses, findings reveal that system quality and information quality of the VR device …


Social Influences Of Virtual Characters In Virtual Reality-Based Industrial Training: Sense Of Being Watched, Social Pressure, And Complacency, Zhengchun Jia, Jeffrey C. F. Ho Dec 2025

Social Influences Of Virtual Characters In Virtual Reality-Based Industrial Training: Sense Of Being Watched, Social Pressure, And Complacency, Zhengchun Jia, Jeffrey C. F. Ho

IASDR Conference Series

The study reported in this paper examines the social influences caused by virtual characters in virtual- reality-based training. The adoption of virtual reality (VR) has becoming more common in professional and industrial training. In addition to simulating the workplace environments and task-related tools, virtual characters are often placed in the VR environment to make the environment more natural. However, virtual characters may have social influences on trainees (like real human does), which is one of the often overlooked aspects in VR-based industrial training. We conducted an exploratory study with 42 participants performing industrial tasks in VR while being observed by …


Making Meaning Manifest: Communication And Relevance In Design Thinking, Luke Feast Dec 2025

Making Meaning Manifest: Communication And Relevance In Design Thinking, Luke Feast

IASDR Conference Series

This paper examines communication in design thinking, drawing on Sperber and Wilson's Relevance Theory as an alternative to the prevailing information-processing model. While design thinking is commonly framed as problem-solving, we propose that designed artefacts function as ostensive stimuli that guide users' inferential processes rather than encoding fixed meanings. The ostensive-inferential model reveals how designers communicate through intentions, where users actively infer meaning based on evidence, context, and relevance. This framework explains complex communicative phenomena, including affordances, metaphors, cross-cultural design considerations, and ethical dimensions of design practice. This perspective has significant implications for design thinking education and practice, emphasising communication …


What A Look Can Tell? Matching Robot Overall Appearances To Roles For A Safer Robot Design, Vithor Hugo Costa Da Silva, Shinichi Koyama Dec 2025

What A Look Can Tell? Matching Robot Overall Appearances To Roles For A Safer Robot Design, Vithor Hugo Costa Da Silva, Shinichi Koyama

IASDR Conference Series

In countries with rapidly aging populations and shrinking workforces, socially assistive robots offer a potential solution to societal development. The robots' appearance serves as a clue to the various forms of interaction, indicating how safe it may be to interact with them and what functions to expect. This study investigated how the overall appearance of 15 socially assistive robots contributes to emotional perception, including Anshin-kan (anxiety, fear, surprise), Acceptance (willingness to interact, societal benefit, likability, ease of use, and usefulness), and Social Perception (familiarity, friendliness, intelligence, and kindness). We also explored the strength to which specific appearances are associated with …


Re-Perceiving The Value Of Land Systems: A Participatory Design Practice Based On The Xiangli Gongsheng Ecological Farm In Xingang Village, Hangzhou, Meiyan Leng, Tangxiang Huo, Jingjing Wang, Yan Yang, Jia Ren, Binbin Shao, Tie Ji, Han Meng Dec 2025

Re-Perceiving The Value Of Land Systems: A Participatory Design Practice Based On The Xiangli Gongsheng Ecological Farm In Xingang Village, Hangzhou, Meiyan Leng, Tangxiang Huo, Jingjing Wang, Yan Yang, Jia Ren, Binbin Shao, Tie Ji, Han Meng

IASDR Conference Series

The intensifying trends of urbanization and functional simplification of land use have exacerbated ecological degradation and the disconnection between people and the land. Thisstudy, groundedin Field Design Work (FDW),takesthe Symbiotic Rural Farmin Xingang Village, Liangzhu, Hangzhouasa case study to explore how design can serve as a lens to re-identify and activate the multifaceted values of land systems. Through field research, in-depth interviews, multisensory experiences, and digital sensing technologies, the research team uncovered and refined the latent resources of the land, revealing it not merely as a material asset but as a complex system embodying emotion, wisdom, and culture. The study …


Knowledge Graph Application In Input-Defined Design Education Under Transdisciplinary Contexts, Liang Dong, Can Lu, Yijun Huang, Xuejing Feng, Chun-Hsien Chen, Meng Wang Dec 2025

Knowledge Graph Application In Input-Defined Design Education Under Transdisciplinary Contexts, Liang Dong, Can Lu, Yijun Huang, Xuejing Feng, Chun-Hsien Chen, Meng Wang

IASDR Conference Series

As transdisciplinary design education evolves to meet complex societal and technological demands, it is increasingly challenged by curricular fragmentation and pedagogical inefficiencies. To address these issues, this paper first proposes the Input-Output Design Education Model (IODEM), which conceptualizes design education as a structured interplay between three categories of knowledge inputs (procedural, product, and contextual) and three types of design outputs (conceptual, representational, and critical). Subsequently, the course Product Design Based on Origami Structures is introduced as a representative case to examine how a Rigid Origami Knowledge Graph (ROKG) can facilitate transdisciplinary education, which is developed by synthesizing structural engineering knowledge …


Mm-Wims: A Navigation Interface In Ich Multiscale Virtual Environments, Chenxin Zhang, Yong Hu, Ananta Satriadi Kadek, Xukun Shen Dec 2025

Mm-Wims: A Navigation Interface In Ich Multiscale Virtual Environments, Chenxin Zhang, Yong Hu, Ananta Satriadi Kadek, Xukun Shen

IASDR Conference Series

Navigating complex spatial-semantic structures in immersive environments remains a key challenge in the digital preservation and public engagement of Intangible Cultural Heritage (ICH). This paper presents a navigation interface that integrates Multiples and Multilevel Worlds-in-Miniatures (MM- WiMs) to support efficient and meaningful exploration of multi-scale cultural information in VR. We conducted three formative workshops to identify six design considerations in immersive ICH exploration. Based on our findings, we designed a dual-view interface combining overview and semantic detail perspectives. A user study comparing MM-WiMs with single-view WiMs across four tasks shows that MM-WiMs significantly improves navigation efficiency, reduces cognitive load, and …


Designing Ai Based Service For Dementia Care Through Innovation Management Lens: A Model Of Trust Through Imperfect Technology, Chu-Yun Lin, Mimi Nguyen Dec 2025

Designing Ai Based Service For Dementia Care Through Innovation Management Lens: A Model Of Trust Through Imperfect Technology, Chu-Yun Lin, Mimi Nguyen

IASDR Conference Series

As AI technologies increasingly enter ethically sensitive domains like healthcare, questions emerge about how to design for trust, transparency, and appropriate human-AI interaction. This paper examines how imperfection in AI systems - when made interpret able and ethically governed - can become a design feature rather than a flaw, especially in the context of dementia care. Situated in Taiwan’s rapidly ageing demographic, the study engages with the dual tensions between technological efficiency and relational care. Through a quantitative survey (n=70) and statistical analysis, it interrogates how design strategies such as 'controllable imperfection' and 'exiting mechanisms' influence user trust, emotional attachment, …


Exploring The Factors Associated With The Effectiveness Of Airline Safety Briefings: An Information Design-Based Perspective, Yuhan Cao, Chunxi Huang, Hao Tan Dec 2025

Exploring The Factors Associated With The Effectiveness Of Airline Safety Briefings: An Information Design-Based Perspective, Yuhan Cao, Chunxi Huang, Hao Tan

IASDR Conference Series

In air travel, passengers’ safety knowledge is a critical factor in ensuring their survival in life-threatening or hazardous situations. Aviation regulations require airlines to provide safety briefings that inform passengers about in-flight safety procedures to ensure appropriate responses in emergencies. However, the effectiveness of in-flight safety briefings remains a concern. To this end, the current study explores the factors associated with the effectiveness of airline safety briefings from an information design- based perspective. More specifically, a 2×2×2 experimental design was employed, considering three key variables: information format (i.e., narrative vs. non-narrative), information framing (i.e., gain vs. loss), and information presentation …


Collaborative Learning Experience Design For Kindergarten: The "Marumaru Play Labo" Wood-Based Learning And Play Program, Bente Sutas, Masashi Igaki, Nanami Inoue, Mitsuyo Oshima Dec 2025

Collaborative Learning Experience Design For Kindergarten: The "Marumaru Play Labo" Wood-Based Learning And Play Program, Bente Sutas, Masashi Igaki, Nanami Inoue, Mitsuyo Oshima

IASDR Conference Series

This study describes the “MaruMaru Play Labo” Wood-Based Learning and Play Program, a project structured using Learning Experience Design (LXD). The intervention intentionally employed a co- creation framework, involving diverse partners, including university Design and Childcare departments, the kindergarten, and local environmental groups, to enhance productive learning design. The experimental program, centered on Japanese wood-based learning (Mokuiku), aimed to enhance working memory (WM) and non-cognitive skills in 11 kindergarten children, with parental participation required across all five lessons. Quantitative analysis of WM scores showed no significant difference between groups, suggesting a need to reassess the assessment tool and consider external …


Mapping Taiwan's Design Ecosystem: A Policy-Oriented Approach, Tang-Ling Kuo, Li-Ting Huang Dec 2025

Mapping Taiwan's Design Ecosystem: A Policy-Oriented Approach, Tang-Ling Kuo, Li-Ting Huang

IASDR Conference Series

Amid the rising international recognition of design as a driver of innovation, this study addresses a gap in the design policy literature regarding the under representation of non- Western perspectives by adapting and contextual ising European-derived ecosystem frameworks to Taiwan’s unique policy environment. This paper presents a comprehensive case study of Taiwan’s design ecosystem, using a policy-oriented mapping approach to support agenda-setting and the formation of a national design policy. Drawing on a mixed-methods participatory design research process (2020–2024), the study conducts a stakeholder analysis, performs a strengths, weaknesses, opportunities, and threats (SWOT) assessment, and offer strategic policy recommendations. The …


A Design And Feasibility Study Of Virtual Navigation Tasks For Early-Stage Alzheimer's Disease Detection, Cuiyi Lin, Peiheng Cai, Zhuoya Wang, Ruyin Zhang, Weining Ning, Min Hua Dec 2025

A Design And Feasibility Study Of Virtual Navigation Tasks For Early-Stage Alzheimer's Disease Detection, Cuiyi Lin, Peiheng Cai, Zhuoya Wang, Ruyin Zhang, Weining Ning, Min Hua

IASDR Conference Series

Early detection of Alzheimer's disease (AD) is critical, with spatial navigation impairment being a promising biomarker. This study validates the feasibility of using immersive navigation tasks in Virtual Reality (VR) and Mixed Reality (MR) for cognitive screening. By integrating design thinking into task construction, the study also examines how narrative framing and spatial layout influence user comprehension and engagement. Eleven healthy young adults completed the Montreal Cognitive Assessment (MoCA) and performed egocentric and allocentric navigation tasks across three difficulty levels on Meta Quest 3. Results demonstrated high task accuracy in both environments, with MR showing significantly lower motion sickness and …


Heuristic Evaluation Of Interaction Structure For A Pediatric Emotional Care Mobile App, Chia-Yin Yu Dec 2025

Heuristic Evaluation Of Interaction Structure For A Pediatric Emotional Care Mobile App, Chia-Yin Yu

IASDR Conference Series

This study presents the user-centered development and heuristic evaluation of a mobile application designed to support emotional care for children aged three to six during medical visits. Drawing on a spiral development model, the research integrated expert interviews, caregiver surveys, and user interviews to define user needs, identify use scenarios, and establish a comprehensive interaction structure. Four primary functions were proposed: (1) symptom tracking, (2) health education, (3) disease information, and (4) therapeutic games. Based on the defined structure, a static prototype was created and evaluated through a heuristic evaluation by five interdisciplinary experts using Nielsen’s usability principles. The heuristic …


Designing Wearable-Supported Contextualised Eco-Feedback System For Enhancing Sustainable Office Energy Behaviour, Leheng Chen, Jiayi Chen, Nianchong Qu, Qi Wang, Yongqi Lou Dec 2025

Designing Wearable-Supported Contextualised Eco-Feedback System For Enhancing Sustainable Office Energy Behaviour, Leheng Chen, Jiayi Chen, Nianchong Qu, Qi Wang, Yongqi Lou

IASDR Conference Series

As global environmental challenges intensify, sustainable human-computer interaction (SHCI) research has gained increasing importance. Eco-feedback technology, which monitors and provides feedback on individuals' environmental impact, plays a crucial role in promoting sustainable behaviors. However, existing eco-feedback mechanisms exhibit significant limitations, including monotonous feedback formats and content, lack of fine-grained perception of individual energy behaviors and personalized feedback, and inadequate integration of multi-source energy information for real-time targeted responses. These limitations result in users' vague understanding of their energy consumption patterns and difficulty translating energy conservation awareness into concrete actions. This problem is particularly pronounced in office environments where users typically …


Hybrid Prototyping Design Framework For Npd: A Case Study Of Industry-Academia Collaboration, Tsu-Yu Shen, Chien-Hsu Chen, Wei-Ting Hsiao, Tse-Yen Yeh Dec 2025

Hybrid Prototyping Design Framework For Npd: A Case Study Of Industry-Academia Collaboration, Tsu-Yu Shen, Chien-Hsu Chen, Wei-Ting Hsiao, Tse-Yen Yeh

IASDR Conference Series

With the increasing digitization of design tools, virtual collaboration has become increasingly prevalent in design teams. Within teams composed of members from diverse backgrounds, Visual Design Representations (VDRs) serve as crucial mediators for communication and collaboration. While the emergence of generative AI has accelerated the visualization of design concepts, the experiential insights gained through physical prototyping remain irreplaceable in practical design processes. Numerous studies have also emphasized that both virtual and physical prototypes possess distinct communicative advantages and are suited to different contexts, while hybrid prototyping can enhance iterative efficiency. This study uses an industry-academia collaboration project focused on titanium …


Participatory Design Insights From Ai Mobility Projects In Amsterdam, Heng Gu, Senthil Chandrasegaran, Euiyoung Kim Dec 2025

Participatory Design Insights From Ai Mobility Projects In Amsterdam, Heng Gu, Senthil Chandrasegaran, Euiyoung Kim

IASDR Conference Series

How much participation is “enough” for artificial intelligence (AI) in public space? We investigate three Amsterdam urban mobility system (UMS) projects —crowd-monitoring cameras, parking-scan vehicles and value-based routing—to examine participatory trajectory with the goal of projecting legitimacy beyond technical execution. To trace who gained voice (and when) across conception, deployment, and operation of the projects, we combined Arnstein’s Ladder and stakeholder mapping as a minimal toolkit. Findings reveal recurrent gaps and challenges in identifying and engaging impacted stakeholders. We sought first-hand, in-depth accounts from project managers of the UMS projects to offer richer context to the decisions made throughout the …


Application Study Of Adhd Design Based On Kano-Qfd-Z-Pareto Methods, Zixiang Feng, Yiwei Mo, Zhaochuan Fang, Wenjinhan Chen Dec 2025

Application Study Of Adhd Design Based On Kano-Qfd-Z-Pareto Methods, Zixiang Feng, Yiwei Mo, Zhaochuan Fang, Wenjinhan Chen

IASDR Conference Series

In the past and current research and design practices, individuals with ADHD are predominantly defined as “patients,” with most design efforts focusing on the normalization needs of children and adolescents. However, there remains a significant gap in addressing the everyday and social support needs of adults with ADHD. This study adopts the lens of neuro diversity to explore the intersection of social and personal needs among adults with ADHD. By integrating the Kano-QFD-Z-Pareto methodology, the research systematically identifies and translates user needs into actionable design elements. Through a comprehensive literature review and Kano model analysis, 17 core user needs were …


"Just Summarize It In A Bite-Sized Way": Evaluating A Conversational Agent To Support Information-Seeking About Motor Neurone Disease Management, Allison Hall, Mark Quinlan, Wen Mo, Youngjun Cho Dec 2025

"Just Summarize It In A Bite-Sized Way": Evaluating A Conversational Agent To Support Information-Seeking About Motor Neurone Disease Management, Allison Hall, Mark Quinlan, Wen Mo, Youngjun Cho

IASDR Conference Series

People with Motor Neurone Disease (MND) and those who care for people with MND require timely, accurate information to manage a progressively debilitating condition. However, common information- seeking tools such as search engines, online forums, and websites can be inaccessible, misleading, or overwhelming. This paper evaluates a prototype of a conversational agent designed with input from people with MND, carers, and professionals who work directly with people with MND. Study 1 identified participants unmet informational needs and source preferences through surveys and interviews. Drawing on the information needs and evidence-based sources specified by participants, a conversational agent prototype was created …


Peacebuilding: Scoping An Empathic Design Approach Through Speculative Fiction, Koskinen Ilpo, Philip Ely, Markus Wernli Dec 2025

Peacebuilding: Scoping An Empathic Design Approach Through Speculative Fiction, Koskinen Ilpo, Philip Ely, Markus Wernli

IASDR Conference Series

Despite an apparent period of geopolitical stability following the establishment of the UN in 1945, questions of war and peace remain as perennial concerns. . This paper presents an attempt to scope a design approach for peace building. It grounds its approach on Johan Galtung’s notion of positive peace as justice and John Paul Lederach’s middle-ground theory of peace building but underlines the importance of an empathic dialogue that brings parties in conflict together to find common ali ties and develop skills useful in post-conflict societies. The paper scopes an approach through a piece of speculative fiction about a design …


"A Second Glance": Anthropomorphic Tools As Speculative Companion, Yixuan Wei, Dag Aarsland, Wei Liu Dec 2025

"A Second Glance": Anthropomorphic Tools As Speculative Companion, Yixuan Wei, Dag Aarsland, Wei Liu

IASDR Conference Series

This paper explores how anthropomorphic design can function as a speculative pathway toward alternative futures. Drawing on the vision of design as a form of critical speculation, it proposes that endowing objects with human-like qualities, often accompanied by unexpected behaviours and effects, invites new modes of engagement that are emotional and narratives of the self. By examining selected design cases and artefacts that evoke anthropomorphic thinking, the study argues that such designs do not simply imitate life but provoke reflections on human entanglement with objects they live around and interact with every day, the fragility of agency, and the companionship …


Encountering Automation Surprise In Everyday Automated Driving: An Exploratory Phenomenological Inspired Study Using A Wizard‐Of‐Oz Vehicle On Real Motorways, Haoyu Dong, Yuanzi Wang, Pavlo Bazilinskyy, Miguel Bruns, Marieke Martens Dec 2025

Encountering Automation Surprise In Everyday Automated Driving: An Exploratory Phenomenological Inspired Study Using A Wizard‐Of‐Oz Vehicle On Real Motorways, Haoyu Dong, Yuanzi Wang, Pavlo Bazilinskyy, Miguel Bruns, Marieke Martens

IASDR Conference Series

Automation Surprise (AS) has traditionally been studied as a system‐ or user‐induced failure in high‐risk or safety‐critical domains. However, as automated vehicles (AVs) enter everyday mobility, wearguefora shift in perspective: from As as failure, to ASasalivedexperience. This study explores how ASunfolds during non‐critical automated driving, using a phenomenologically informed, design research approach. We conducted a Wizard‐of‐Ozstudy in which participants experienced automated driving on realroads. By mainly interpreting interview data, we show how subtle mismatches between AVbehaviouranduser expectations can trigger surprise, even when the system performs technically correctly. These moments involved embodied sensations, attentionalshifts, and sensemaking of the environment. We propose …


Digitalization Methods Of Design Cultural Resources From The Perspective Of Authenticity: A Case Study Of Traditional Chinese Doors And Windows, Qijun Tian, Tie Ji, Hanling Zhang Dec 2025

Digitalization Methods Of Design Cultural Resources From The Perspective Of Authenticity: A Case Study Of Traditional Chinese Doors And Windows, Qijun Tian, Tie Ji, Hanling Zhang

IASDR Conference Series

Based on the concept of cultural heritage authenticity, this study addresses key challenges such as insufficient semantic clarity and limited adaptability in the digitalization of cultural resources. It proposes a three-stage digitalization pathway: "cognitive authenticity, recording authenticity, expressive authenticity," and develops a structured methodological framework for applying digitalized cultural resources to design contexts. Using traditional Chinese doors and windows as case studies, the research systematically undertakes semantic identification, three-dimensional data acquisition, and semantic modeling of cultural elements, subsequently establishing a knowledge representation mechanism that facilitates creative generation. Through the "data-tool-design" process, this study demonstrates the effectiveness of the proposed framework …


Cultural Resonance – Understanding Food Cultures To Inform Adaptive Ai For Healthy And Sustainable Eating, Emily Groves, Zeynep Erol, Sebastian Baez-Lugo, Nicolas Henchoz, Margherita Motta Dec 2025

Cultural Resonance – Understanding Food Cultures To Inform Adaptive Ai For Healthy And Sustainable Eating, Emily Groves, Zeynep Erol, Sebastian Baez-Lugo, Nicolas Henchoz, Margherita Motta

IASDR Conference Series

applications in this domain often disregard the complex array of factors that shape food perceptions and practices, leading to exclusion and disengagement. At the same time, AI offers opportunities to adapt digital systems based on individual preferences and behaviours. This paper reports the first stage of work to design an AI-powered digital tool that introduces users to principles of healthy and sustainable eating across different cultural contexts. Using cultural probes and semi-structured interviews, we investigate lived experiences and socio-cultural connections to food and eating practices. Our findings reveal the diversity of eating frameworks and highlight the need for adaptive AI …


Design For All: Mitigating Systemic Bias And Hidden Violence In Ai Voice Assistants For Visually Impaired Users, Jie Meng, Yufei Zhang, Ziwei Lin Dec 2025

Design For All: Mitigating Systemic Bias And Hidden Violence In Ai Voice Assistants For Visually Impaired Users, Jie Meng, Yufei Zhang, Ziwei Lin

IASDR Conference Series

AI voice assistants promise greater accessibility, yet misalignments in their design can reproduce systemic bias. This study examines the usability of AI voice assistants for blind and low-vision users through a multi-method qualitative approach. We combined a literature review with observation- assisted usability sessions (n = 23) and semi-structured interviews (n = 8) with participants in China and the UK. Thematic ally analysing the corpus in NVivo 14, we identified four recurring challenges: elevated task error rates; limited recognition of diverse accents alongside vague or inconsistent auditory feedback; interface barriers that embed visual dependencies; and a resulting sense of exclusion …


A Reflective Lab Journal For Biodesign: Navigating More-Than-Human Sensibilities And Disciplinary Tensions, Jiho Kim, Iohanna Nicenboim, Joana Martins, Elvin Karana Dec 2025

A Reflective Lab Journal For Biodesign: Navigating More-Than-Human Sensibilities And Disciplinary Tensions, Jiho Kim, Iohanna Nicenboim, Joana Martins, Elvin Karana

IASDR Conference Series

This paper introduces reflective journaling as a tool for advancing biodesign practices, merging documentation methods from biology and design while integrating more-than-human sensibilities into laboratory practices. It highlights the need for tools that can flexibly support record-keeping across biology and design, balancing precision and accountability with iteration, creativity, and collaboration. Furthermore, it critically addresses calls to support care ethics and nurturing multispecies interactions within biodesign. Through an explorative review of diverse documentation formats, including laboratory notebooks and annotated portfolios, and informed by our own biodesign experiences, we introduce the Reflective Biodesign Lab Journal as a potential approach to address these …


Designing And Evaluating A Cross-Scale Gamified Learning System For Circuit Education: Bridging Macro-And Micro-Cognitive Levels, Qingyu Hu Dec 2025

Designing And Evaluating A Cross-Scale Gamified Learning System For Circuit Education: Bridging Macro-And Micro-Cognitive Levels, Qingyu Hu

IASDR Conference Series

This study presents the design and evaluation of a cross-scale gamified learning system aimed at enhancing middle school students’ understanding of fundamental circuit concepts. Addressing the cognitive challenge of integrating macro-level circuit structures, micro-level electron dynamics, and symbolic representations, the system adopts a dual-mode interactive design. At the macro level, a tabletop interface enables hands-on assembly of real circuit components, supported by projection- based guidance to visualize circuit logic. At the micro level, a first-person motion-sensing game immerses learners in the oscillator ybehavior of electrons, facilitating embodied cognition. Througha practice-led design process and classroom-based user testing, this study demonstrates how …


Dysphagia Dynamics: Momentary Biofeedback And User-Experience-Driven Wearable System For Post-Stroke Swallowing Rehabilitation, Nan Yin, Zhaopeng Zhu, Qi He, Ting Han Dec 2025

Dysphagia Dynamics: Momentary Biofeedback And User-Experience-Driven Wearable System For Post-Stroke Swallowing Rehabilitation, Nan Yin, Zhaopeng Zhu, Qi He, Ting Han

IASDR Conference Series

Post-stroke dysphagia (PSD) profoundly affects patients' physical health, functional independence, and overall quality of life. However, existing rehabilitation strategies often face challenges in treatment adherence due to insufficient real-time feedback and low patient motivation. To address these limitations, this study designed and evaluated Dysphagia Dynamics, a wearable rehabilitation system integrating surface electro myo graphy (sEMG)-based biofeedback to guide Chin Tuck Against Resistance (CTAR) training. The system includes a wearable device with adjustable resistance, with embedded sensors for monitoring muscle activity, and a mobile application interface that provides visual and auditory feedback along with progress tracking. A one-week trial (n=36) found …


Making The Cabinet Of Bureaucratic Wonders: Productive Encounters With Non-Human Public Agents, Isabella Brandalise, Lucas Vaqueiro, Judy Park Lee Dec 2025

Making The Cabinet Of Bureaucratic Wonders: Productive Encounters With Non-Human Public Agents, Isabella Brandalise, Lucas Vaqueiro, Judy Park Lee

IASDR Conference Series

In this pictorial, we discuss the Cabinet of Bureaucratic Wonders (CBW), a collection and display of artifacts found in public sector facilities. The CBW invited participants to productive encounters with bureaucratic artifacts, such as coat hangers, stamps, and coffee carafes. Our goal was to investigate the agentic effects of office objects—non-human public agents—in steering conduct in institutions. At once an institution, an archive, and an intervention, the CBW appropriates formats of cabinets and employs design anthropology and participatory design methods to engage with public servants in the local and federal governments in Brazil and the USA. The CBW’s collection is …


Synthetic Realities: Evaluating Human Ability To Distinguish Ai-Generated Videos From Real Footage, Danyal Sarfraz, Raja Mubashar Karim, Kwanmyung Kim Dec 2025

Synthetic Realities: Evaluating Human Ability To Distinguish Ai-Generated Videos From Real Footage, Danyal Sarfraz, Raja Mubashar Karim, Kwanmyung Kim

IASDR Conference Series

Recent advances in generative AI have enabled multiple pathways for high‑fidelity video synthesis; text‑to‑video, image‑to‑video animation, and video out painting. Empirical side-by-side evaluations of how untrained viewers perceive and distinguish these outputs from real footage remain scarce. In this study, we systematically compare human detection accuracy across these three AI generation techniques within three thematic contexts: historical footage, film and media content, and natural environments. We constructed a balanced stimulus set comprising equal amounts of real and AI- generated videos (18 each). The AI clips were evenly distributed across the three generation methods using Google’s Veo 3, Lightricks LTX Video, …