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Articles 11821 - 11850 of 572464
Full-Text Articles in Arts and Humanities
Generative Ai Meets Creative Design: Shaping A Dynamic Learning Ecosystem, Xiaomei Li, Ziming He, Leia Xi, Siye Zeng, Danyang Zhang, Ling Fan
Generative Ai Meets Creative Design: Shaping A Dynamic Learning Ecosystem, Xiaomei Li, Ziming He, Leia Xi, Siye Zeng, Danyang Zhang, Ling Fan
IASDR Conference Series
This study explores how Generative AI (GenAI) is transforming creative design education through the development of a Dynamic Learning Ecosystem. Grounded in Activity Theory, we conducted a mixed- method study involving surveys, workshops, and interviews (N=38) across seven design disciplines. We addressed how different GenAI teaching approaches affect learning outcomes, challenges in integration, and effective educational framework construction. Our findings led to a multi-tiered Dynamic Learning Ecosystem framework, comprising modularized tool guides, integrative workflow practices, and contextualized knowledge synthesis. This framework offers practical methods for integrating GenAI in design education, enhancing students’ adaptability and competences in evolving technological environments.
Co-Living With Intelligent Artifacts: An Experiential Participatory Speculative Design Method, Boyu Zhang, Jiaxin Xiao, Li Zhang
Co-Living With Intelligent Artifacts: An Experiential Participatory Speculative Design Method, Boyu Zhang, Jiaxin Xiao, Li Zhang
IASDR Conference Series
With the advancement of artificial intelligence and robotics, intelligent artifacts are increasingly integrated into human life. Traditional user-centered design approaches focus on optimizing interaction experiences but often overlook potential ethical issues. This study employs a participatory speculative design approach, engaging the public in co-constructing future scenarios to foreground ethical reflection at the early stages of the design process. Building on this approach, we propose an extended model of the Experiential Future Ladder and implement it through a workshop involving eight Chinese youth participants. Thematic analysis identifies three categories of ethical issues in future human–intelligent artifact interactions: dilemmas between emotion and …
From Trauma To Transformation: A Cognitive-Embedded Design Framework For Responsive Healing Environments, Xiujun Chen, Ziyuan Jiang
From Trauma To Transformation: A Cognitive-Embedded Design Framework For Responsive Healing Environments, Xiujun Chen, Ziyuan Jiang
IASDR Conference Series
Post-conflict architectural interventions often overlook survivors’ altered cognitive and emotional landscapes. This paper introduces cognitive-embedded design—a framework that reconceives architecture as an active participant in collective healing. The study adopts a speculative, research- through-design approach integrating conceptual inquiry with spatial and technical prototyping. Using the redesign of Sarajevo’s Grbavica Market as a case study, it demonstrates how sensor-driven spatial systems can support trauma recovery when orchestrated through Judith Herman’s three-phase model and 4E cognition principles. The project integrates responsive boundaries, bio-adaptive narratives, and culturally rooted craft spaces that attune to healing rhythms while preserving user agency through community governance. While …
Serenitea: Exploring Tea Clay As A Sustainable Material For Game Design For Visually Impaired People, Sylvia Ko, Sepideh Ghodrat, Jiwei Zhou, Stefano Parisi
Serenitea: Exploring Tea Clay As A Sustainable Material For Game Design For Visually Impaired People, Sylvia Ko, Sepideh Ghodrat, Jiwei Zhou, Stefano Parisi
IASDR Conference Series
This project explores the large-scale application potential of Tea Clay, a material made from waste tea leaves. With 5.9 million tonnes of tea consumed globally each year, approximately 90% of steeped tea is discarded, resulting in significant environmental pollution. Using the Material Driven Design method and harnessing Tea Clay’s unique properties, we developed Serenitea, a memory board game designed for both visually and non-visually impaired individuals. Serenitea follows the rules of a memory game while incorporating the introduction of a new biobased material and social stimulation between visually and non-visually impaired people. Improvements to the original formula, such as incorporating …
Legal Design For Legal Aid: Rethinking Inclusivity And Trust In The Digital Age, Luodan Liang, Liuxi Jiang, Zhang Linghao
Legal Design For Legal Aid: Rethinking Inclusivity And Trust In The Digital Age, Luodan Liang, Liuxi Jiang, Zhang Linghao
IASDR Conference Series
Against the backdrop of rapid digital development, legal aid services are undergoing a profound transformation from a system-oriented approach to a people-centered approach. While emerging digital legal aid platforms have shown initial success in resource matching, service efficiency, and diverse access, over reliance on institutional logic and technological layering has left vulnerable groups facing issues such as a lack of inclusivity and trust in actual use. This paper introduces the concept of Legal Design, emphasizing the critical role of human-centered design thinking in enhancing the in clu siv it yand trustworthiness of legal aid services. Through literature reviews, process analysis, …
Unraveling Sociomaterial Trajectories: A Qualitative Network Analysis Of Material, Human, And Nonhuman Entanglement In The Diy Material Project, Kazzmasa Tsujimura, Yasuaki Kakehi
Unraveling Sociomaterial Trajectories: A Qualitative Network Analysis Of Material, Human, And Nonhuman Entanglement In The Diy Material Project, Kazzmasa Tsujimura, Yasuaki Kakehi
IASDR Conference Series
This paper investigates the sociomateriality of collective creation in a practice-led design project, addressing how entanglement occurs in material-centric processes where it often remains largely unarticulated. Adopting a sociomaterial ontology, we employ qualitative network analysis (QNA) to trace sociomaterial trajectories of the DIY Material project. Our analysis identified 12 diverse actors (e.g., humans, tools, knowledge…) in five clusters, and 22 sociomaterial entanglement 'events' classified into three types: Material Emergence, Social Intra-action, and Sociomaterial Assemblage. The resulting network visualizes these moments, explicating their role in instantiating inter subjective design ideas and contributing to project formation, offering a new methodological lens for …
Making In Metaphor: Critical Intersectional Outfitting Framework, Eduardo Féteira, Danika Van Kaathoven, Tomohide Mizuuchi, Daijiro Mizuno
Making In Metaphor: Critical Intersectional Outfitting Framework, Eduardo Féteira, Danika Van Kaathoven, Tomohide Mizuuchi, Daijiro Mizuno
IASDR Conference Series
Strategies that allow for an in-depth and multi-layered analysis and approach to wicked problems are increasingly crucial in today’s design education environment. Intersectionality presents itself as an articulated and analytical tool that effectively frames interconnected and mutually-reinforcing forces. But within design practices, it still lacks visual ising and making processes that allow for a more tangible understanding of its core principles and highlight its benefits in identifying inflexion points of action within problem spaces. This paper introduces the Critical Intersectional Outfitting (CIO) framework, an educational tool which aims to facilitate wider visualisation of problem spaces through a compartment ali sed …
Process Designing For Creative Well-Being: How Cultural Prescribing Emerges Through Community-Based Art Practice At Machino Zukoushitsu In Nabari City, Japan, Rui Fukumoto, Takakazu Yamaguchi, Hideaki Kawabata, Sawako Inaniwa, Tatsuya Ito
Process Designing For Creative Well-Being: How Cultural Prescribing Emerges Through Community-Based Art Practice At Machino Zukoushitsu In Nabari City, Japan, Rui Fukumoto, Takakazu Yamaguchi, Hideaki Kawabata, Sawako Inaniwa, Tatsuya Ito
IASDR Conference Series
As societies around the world confront aging populations and growing social isolation, Cultural Prescribing has emerged as a promising approach to community-based care beyond institutional systems. While social prescribing has primarily been implemented through clinical referral models, this study examines how Naturally Emergent Creative Well-being, the interaction between individual creativity and community culture, can generate care organically through everyday practice. The research focuses on Machino Zuko ushitsu, a community art studio in Nabari City, Japan, which serves as a hub for creative participation, intergenerational exchange, and informal support. Using a participatory action research framework, qualitative data were collected through interventional …
A Study On The Current Status Of Technology Application And Learning Models In Senior Citizens' Participation In Ceramic Craft Experience Activities, Tien-Li Chen, Ting-Yu Hsu, Rui Zhu
A Study On The Current Status Of Technology Application And Learning Models In Senior Citizens' Participation In Ceramic Craft Experience Activities, Tien-Li Chen, Ting-Yu Hsu, Rui Zhu
IASDR Conference Series
Global population aging has brought increasing attention to the quality of later life and physical and mental health. Relevant studies have shown that craft-based art activities can enhance well-being and fine motor skills, and provide older adults with a means of non-verbal communication. In addition, as technology has become integrated into daily life, its impact on elderly learning has also drawn interest. This study aims to explore the actual situations and effects of technology use during older adults’ participation in ceramic craft experience activities, further understanding how elderly learners access learning resources, their level of acceptance toward technological tools, and …
Design For Sustainability: A Toolkit For Accelerating Sustainable Innovation, Li-Ting Huang, Si Teng Lei, Chefen Ouyang, Chia-Huei Sher
Design For Sustainability: A Toolkit For Accelerating Sustainable Innovation, Li-Ting Huang, Si Teng Lei, Chefen Ouyang, Chia-Huei Sher
IASDR Conference Series
While design-led approaches are increasingly recognised as catalysts for sustainability transitions, existing tools often fall short in translating comprehensive sustainability frameworks into actionable strategies grounded in real-world business contexts. This study addresses this gap by exploring how design-led sustainable innovation can be operationalised within the manufacturing sector, with a particular focus on Taiwan—a region facing escalating pressures from climate change and global sustainability targets. Drawing on semi-structured interviews and an online survey, this study develops the Design for Sustainability Toolkit—a practical tool designed to help companies integrate sustainability across strategic and operational levels. The study identifies eight innovation strategies that …
Aesthetic Responses And Ai Anxiety: Experimental Analysis Of Public Perception Toward Ai Artworks Across Different Styles, Rui Xu, Yen Hsu, Xinyan Wang, Hanlin Mi
Aesthetic Responses And Ai Anxiety: Experimental Analysis Of Public Perception Toward Ai Artworks Across Different Styles, Rui Xu, Yen Hsu, Xinyan Wang, Hanlin Mi
IASDR Conference Series
Artificial Intelligence (AI) tools can reproduce various art styles by deep learning to efficiently produce stunning artworks that seem artistic and arouse emotional resonance among the audience. However, do these AI artworks go beyond the levels of human artists in the present era, will the AI artworks go beyond the levels of human artists in the future, and will these artworks undermine the status of anthropocentrism and trigger anxiety? In response to these questions, experiments were launched to check the representative artworks at different times. In this paper, the experimental research method and the data analysis method were applied to …
Teaching Design In The 21st Century: New Studio Pedagogies For Emerging Challenges, Wonjoon Chung
Teaching Design In The 21st Century: New Studio Pedagogies For Emerging Challenges, Wonjoon Chung
IASDR Conference Series
The rapid integration of artificial intelligence (AI) and other advanced technologies is driving a new paradigm shift in design education, calling for a re-examination of traditional studio pedagogies. This paper argues that current design curricula, often constrained by rigid academic schedules and a focus on polished final deliverables, inadvertently foster a fear of failure and discourage the iterative, exploratory processes that are essential for creativity. To address these systemic issues, this paper proposes a pedagogical framework that reconceptualizes the design studio as a space for cultivating creative confidence, adaptability and resilience in the face of uncertainty. Drawing on Edward de …
When Clinics Meet Chatbots: Sociotechnical Reflections On Ai Implementation In Primary Care, Cai-Ling Wang, Yuan-Chi Tseng
When Clinics Meet Chatbots: Sociotechnical Reflections On Ai Implementation In Primary Care, Cai-Ling Wang, Yuan-Chi Tseng
IASDR Conference Series
AI-powered chatbots hold promise for enhancing chronic disease self-management in primary care; however, their real-world implementation often reveals hidden socio technical complexities. This paper presents a reflective case study of a chatbot designed to support diabetes self-care, deployed in a community-based clinic in rural Taiwan. Despite initial enthusiasm from stakeholders during co-design, the two-month field implementation yielded minimal patient engagement. Drawing on the Technology–Organization–Environment (TOE) framework, we identify critical barriers across three domains. Technologically, the lack of robust digital infrastructure required manual data entry, undermining the scal ability of personalization. Organization ally, integration with existing clinical workflows imposed additional burdens …
Mapping The Potential Of Smart Packaging For Sustainable Transition In The Fashion Industry., Mariapaola Puglielli, Martina Spinelli, Silvia Barbero, Erik Ciravegna, Ludovica Rosato
Mapping The Potential Of Smart Packaging For Sustainable Transition In The Fashion Industry., Mariapaola Puglielli, Martina Spinelli, Silvia Barbero, Erik Ciravegna, Ludovica Rosato
IASDR Conference Series
This paper investigates the role of smart packaging technologies as enablers of sustainability and circularity within the fashion supply chain. The study aims to map the current state of digital packaging solutions across industries to identify their potential applications and benefits in fashion. The fashion industry represents a heavy burden in terms of environmental impact produced by the intensive consumption of raw materials and the substantial volume of waste generated across product life cycles. Moreover, the globalised and fragmented nature of the fashion supply chain enhances complexity and hinders transparency, making circular transformation particularly difficult to manage. The paper is …
Reframing Everyday Accessibility Through Inclusive Micro-Design: Empirical Evaluation Of Braille Buttons As Socio-Cultural Interfaces, Yuhe Wei, Qiong Zhang, Yuanyuan Liu
Reframing Everyday Accessibility Through Inclusive Micro-Design: Empirical Evaluation Of Braille Buttons As Socio-Cultural Interfaces, Yuhe Wei, Qiong Zhang, Yuanyuan Liu
IASDR Conference Series
Mainstream accessible design often prioritizes functional usability for people with disabilities, overlooking its social and symbolic dimensions. This study introduces an inclusive micro- design paradigm by exploring how braille-integrated buttons, a seemingly traditional tactile interface, serve as socio-cultural micro-signals that deliver tangible social impact. Usability trials with blind users confirmed error-free interaction, and follow-up studies showed enhanced certainty and comfort among sighted participants. Although the public perceived only moderate necessity, they widely acknowledged the symbolic and societal value of braille buttons. Thematic interviews further revealed how these tactile micro-signals foster shared visibility and everyday dignity. Grounded in low-cost, multi-sensory accessibility, …
Place Branding And The Dynamics Of Co-Creation: An Activity Theory Study Of A Creative Marketplace In Chengdu, Mengge Huo, Angus Donald Campbell, Mairi Gunn, Michael Davis
Place Branding And The Dynamics Of Co-Creation: An Activity Theory Study Of A Creative Marketplace In Chengdu, Mengge Huo, Angus Donald Campbell, Mairi Gunn, Michael Davis
IASDR Conference Series
This paper introduces the concepts of creative marketplaces, place branding, and co-creation. Focusing on Jiaozi Market in Chengdu, China, the authors use third-generation Activity Theory (Engeström, 2001) and Digital Ethnography (Pink et al., 2016), to map the roles of market organisers, vendors, and consumers. This reveals contradictions between place branding motives and outcomes across the activity system - tools, rules, community and division of labour - within the creative marketplace. The findings suggest that although creative marketplaces promote a perception of curated place branding, stakeholder participation often remains symbolic, resulting in disjointed and in authentic experiences for all involved.
Co-Creating Futures Of Communication: Three-Phase Speculative Co-Design With Adults Of The One-Child Generation, Ines Ziyou Yin, Xinjun Miao, Yirong Jiang, Yijun Yin, Kin Wai Michael Siu
Co-Creating Futures Of Communication: Three-Phase Speculative Co-Design With Adults Of The One-Child Generation, Ines Ziyou Yin, Xinjun Miao, Yirong Jiang, Yijun Yin, Kin Wai Michael Siu
IASDR Conference Series
Traditional linear models of human communication inadequately address emotional and social dynamics in everyday contexts. This study explores speculative futures of interpersonal communication through research through design (RtD) paradigm, integrating participatory co-creation, speculative design, role-playing, and Generative Artificial Intelligence (GenAI). Situated within the socio-cultural context of China’s one-child generation in the Greater Bay Area (GBA), the research transcends linear transmission metaphors in existing information communication technologies (ICTs) to address subtle interpersonal needs among friends. The study adopts a three-phase methodology, including a co-design workshop to generate speculative scenarios, designer-AI collaboration to refine scenarios, and a role- playing session to generate …
From Embodiment To Entanglement: Refiguring Symbiosis In Human–Computer Interaction, Sang-Won Leigh
From Embodiment To Entanglement: Refiguring Symbiosis In Human–Computer Interaction, Sang-Won Leigh
IASDR Conference Series
Human–machine symbiosis has re-emerged in HCI as a promising framework for designing sustained partnerships between humans and machines. While prior work has focused on individual ability, agency, and experience—namely embodiment-centric factors—this paper argues that symbiosis takes shape within entanglement. Through a series of design experiments and student projects, we illustrate how ecological residuals—such as friction, adaptation, and asymmetry—can serve as productive design materials. Our proposed framework synthesizes existing approaches, extending the scope of symbiosis in HCI from bodily integration toward socio-technical interdependence. By situating design configurations not as fixed endpoints but as sites of relational conditioning, this paper refigures human– …
Gameful Experiences In Vr Game: Comparison Between Eye-Gazing And Controller Interaction, Gong Zhengya, Nurmela Petra, Colley Ashley, Georgiev Georgi V., Häkkilä Jonna
Gameful Experiences In Vr Game: Comparison Between Eye-Gazing And Controller Interaction, Gong Zhengya, Nurmela Petra, Colley Ashley, Georgiev Georgi V., Häkkilä Jonna
IASDR Conference Series
As virtual reality (VR) technology continues to advance, researchers are exploring new interaction methods to enrich players’ gameful experiences. While handheld controllers remain the standard input device, emerging alternatives, such as eye-gazing, offer novel and potentially more engaging ways to interact within VR environments. This study examines how different interaction methods—traditional handheld controllers versus eye-gazing—affect players’ experiences during gameplay. A VR game was developed to support both input methods, and 22 participants engaged with the game under both conditions. Their experiences were assessed across multiple dimensions, such as playfulness, immersion, and competition. The results revealed significant differences in two gameful …
Design When Policy Cycle Begins: Participatory Design As Relational Infrastructuring For Local Policy, Shin Okamoto, Daijiro Mizuno
Design When Policy Cycle Begins: Participatory Design As Relational Infrastructuring For Local Policy, Shin Okamoto, Daijiro Mizuno
IASDR Conference Series
This paper explores the role of design when participatory design intervenes more deeply in decision- making processes of local policy making. In the domain where design and public policy share common interests, participatory design has been considered effective as a better policy making approach adapted to complex contexts, particularly with municipalities. However, the process from organizations' understanding of participatory design legitimacy to design's involvement in deeper levels of decision-making involves many unpredictable barriers and often takes a long time. Particularly in the front-end phase before setting policy design criteria, unstable relationships exist between designers and policymakers, appearing as conflicts and …
Exploration Of Enhancing Sitting Experience For Residents With Dementia In Uk Care Homes By Emotion-Centred Seating Product Design, Jingnan Bian, Yuanyuan Yin, Shan Wang
Exploration Of Enhancing Sitting Experience For Residents With Dementia In Uk Care Homes By Emotion-Centred Seating Product Design, Jingnan Bian, Yuanyuan Yin, Shan Wang
IASDR Conference Series
This study investigates the emotional limitations of current seating products in care home common areas and proposes an emotion-centred design framework to enhance the sitting experience of residents with dementia (RwDs). Drawing from a review of relevant literatures, the study identifies four key limitations in existing seating design: 1) a lack of emotional safety and sensory comfort, 2) insufficient support for interpersonal interaction, 3) failure to evoke familiarity and personal memory, and 4) poor integration within communal spaces and care routines. These limitations contribute to distress, social withdrawal, and environmental disconnection among RwDs, undermining their overall well-being. In response, the …
Strategies For Conserving Architectural Environmental Colors In Historic Districts, Chang Tang, Dongjiang Yang
Strategies For Conserving Architectural Environmental Colors In Historic Districts, Chang Tang, Dongjiang Yang
IASDR Conference Series
This paper investigates the architectural environmental color of historical urban blocks, focusing on the Dufu Dike Historical Block in Wuhan. By employing digital color acquisition and computational analysis technologies, the study evaluates the chromatic characteristics of buildings, facilities, andthe surrounding natural environment. The findings reveal key issues in existing color planning, includinga lack of visual coherence and limited integration of the cultural meanings of color. To address these challenges, the research proposes a color management framework based on the principles of architectural restoration and heritage conservation. It develops color palettes suited to various building typologies and strategies for coordinating façade …
A Study Of The Application And Experience Differences Between Embodied And Non-Embodied Interactive Ar In Cultural Tourism, Qijun Gao, Bingjie Gao, Hanyin Zheng, Shaohua Xue
A Study Of The Application And Experience Differences Between Embodied And Non-Embodied Interactive Ar In Cultural Tourism, Qijun Gao, Bingjie Gao, Hanyin Zheng, Shaohua Xue
IASDR Conference Series
The widespread application of Augmented Reality (AR) technology in cultural tourism has made the optimization of user interaction a key factor in enhancing the overall experience. This study takes the Gongtan Ancient Town in Chongqing as a case study to conduct a comparative analysis of embodied and non-embodied interactive AR in cultural contexts. A within-subject experiment with 36 participants was conducted, combining quantitative evaluations (UEQ-S scale, cognitive dimension ranking, and comparative scoring) and qualitative insights from semi-structured interviews. This mixed-method approach enabled a systematic comparison of emotional, cognitive, and usability- related differences between the two interaction modes. The results indicate …
Xrecycle: A Gamified Xr System For Enhancing Youth Engagement And Learning In Plastic Recycling, Yuhao Li, Mingming Wang, Hanzhe Bao, Yuhao He, Tiantian Lo, Henry Duh
Xrecycle: A Gamified Xr System For Enhancing Youth Engagement And Learning In Plastic Recycling, Yuhao Li, Mingming Wang, Hanzhe Bao, Yuhao He, Tiantian Lo, Henry Duh
IASDR Conference Series
This study proposes XRecycle, a physical-digital (phygital) gamified system that integrates extended reality (XR) technologies with game-based learning mechanisms to address challenges in engaging youth in plastic recycling within high-density cities like Hong Kong. The system merges tangible devices made from locally recycled plastics with immersive virtual environments, forming a multi- layered framework of main tasks, side quests, and reward feedback. A mixed-method study with 20 participants validated the system ’ s effectiveness in enhancing circular literacy and sustaining behavioral motivation. Quantitative results revealed significant improvements in knowledge retention and engagement. Qualitative feedback suggested that participants were particularly drawn to …
The Social Dynamics Of Campus Spaces: An Ethnographic Study Of Lived Experiences And Student Agency., Sabahat Ali Khan, Anandhu Pm, Ravinder Kaur, Saurabh Tewari
The Social Dynamics Of Campus Spaces: An Ethnographic Study Of Lived Experiences And Student Agency., Sabahat Ali Khan, Anandhu Pm, Ravinder Kaur, Saurabh Tewari
IASDR Conference Series
This ethnographic research explores the everyday lives and social relationships of student spaces at IIT Delhi, with reference to how institutional design, student’s agency, and material environments co- produce campus life. Drawing on theoretical frameworks including Foucault’s disciplinary power, Lefebvre’s spatial triad, Tuan’s emotional geographies, and the research reveals that campus spaces are dynamic, contested sites where formal planning meets everyday student practices. Through fieldwork, observation, and interviews, the research records the negotiation of space, emotional connections, and the contributions of non-human actors. Findings demonstrate that students actively reinvent formal spaces, infusing them with memory and routine influenced by emotional …
Human-Ai Collaboration In Interior Design Education: Gpt-Assisted Creativity And Innovation, Mariam Al Baker, David Kirk, Mark Blythe
Human-Ai Collaboration In Interior Design Education: Gpt-Assisted Creativity And Innovation, Mariam Al Baker, David Kirk, Mark Blythe
IASDR Conference Series
How AI tools, specifically prompt-based image generators, can be used in interior design education to support early-stage concept development has been under explored. To address this, we conducted an exploration of the role of AI in interior design practices. Our study focused on how these tools can assist, rather than replace, students in generating spatial ideas. The research involved a case study with 20 interior design students across different academic levels who engaged with a GPT-based interior design assistant and a custom-designed worksheet to explore design prompts and reflect on their process. The study highlights the importance of interpretation, adaptability, …
Balancing Aesthetics And Function: A Visual Study Of Typicality, Novelty, And User Preferences In Rollator Design, Wei (Jim) Shen, Blair Kuys, Amanda Clare Benson
Balancing Aesthetics And Function: A Visual Study Of Typicality, Novelty, And User Preferences In Rollator Design, Wei (Jim) Shen, Blair Kuys, Amanda Clare Benson
IASDR Conference Series
Although rollator design has traditionally prioritised functional support, aesthetic perceptions may also influence user acceptance and preference. This exploratory mixed- methods study triangulated quantitative evaluations with descriptive analysis of design evaluation patterns to examine how older adults assess rollator designs. This study draws on the Most Advanced Yet Acceptable (MAYA) principle to explore whether user preferences are shaped by perceived typicality, novelty, or utility. Eighteen users rated six rollator designs across three aesthetic and six utility attributes. Although users rated most designs similarly on performance-related attributes overall (e.g., functionality: p = 0.096, η²p = 0.111), data showed that individual perceptions …
Design For Neo-Endogenous Regional Development Of Urban-Rural Interfaces In China: A Case Of 'Field Design Work' In Zhizigang Village, Changsha City, Hunan Province, Jia Ren, Tangxiang Huo, Binbin Shao, Chih-Hu Wang, Han Meng, Tie Ji
Design For Neo-Endogenous Regional Development Of Urban-Rural Interfaces In China: A Case Of 'Field Design Work' In Zhizigang Village, Changsha City, Hunan Province, Jia Ren, Tangxiang Huo, Binbin Shao, Chih-Hu Wang, Han Meng, Tie Ji
IASDR Conference Series
This study responds to the theoretical frameworks of New Endogenous Development and Place-Based Innovation by investigating how co-design can stimulate local agency and foster the co-evolution of cultural and ecological resources in urban–rural interface areas of China. Taking Zhizigang Village in Hunan Province as a case study, the research brought together cross-strait design teams to engage in both fieldwork and co-creative workshops, exploring design intervention strategies within the context of integrated urban – rural development. The study makes three key contributions:(1) It repositions the cultural and ecological strategic value of urban–rural interface areas, challenging the prevailing negative perceptions of their …
Failing Through Play: Integrating Iterative Design Methods To Foster Creativity In Primary Education, Fernanda Fontes, Wonjoon Chung
Failing Through Play: Integrating Iterative Design Methods To Foster Creativity In Primary Education, Fernanda Fontes, Wonjoon Chung
IASDR Conference Series
Creativity is one of the essential skills to navigate the complexities of the 21st century. In this exploratory research, we investigate how design can enhance current pedagogical methods in primary education to foster creativity in problem-solving activities. Using a case study method, we conduct semi-structured interviews with educators to understand their approaches, motivations, and the barriers they face when employing these activities in their classrooms. We also verify the iterative methods currently incorporated into these activities. Our analysis suggests that crucial elements of the design creative process, such as iteration and problem-finding, are often overlooked. Furthermore, the concept of “iteration” …
What Can Ai-Generated 3d Objects Reveal About Myself? Exploring The Potential Of Ai-Generated Self-Images For Critical Reflection On Content Consumption Shaped By Netflix Algorithms, Ho Lee, Dajung Kim
IASDR Conference Series
Algorithms shape content consumption yet limit self-awareness by obscuring how they model users’ identities. To address this, we explored whether generative AI–based 3D object visualizations, created from individuals’ Netflix viewing histories, could support reflective engagement with algorithmic ally inferred preferences. Unlike traditional data visualizations, our approach external izes content consumption as metaphorical self-images, enabling users to interpret their algorithmic identities through visual cues. Through semi-structured interviews with ten participants, we found that AI- generated self-images revealed unconscious dispositions, evoked emotional responses, and encouraged rethinking of personal tastes. However, issues of contextual misalignment and interpretive ambiguity emerged when emotional or situational …