Lee and Talen have thoroughly investigated methodologies for walkability research. They’ve learned that “the combination of information from Google Street View and updated GIS layers can be an effective way of obtaining physical environment data that is very comparable to in-person observation.”
Sungduck Lee and Emily Talen. 2014. “Measuring Walkability: A Note on Auditing Methods.” Journal of Urban Design, vol. 19, no. 3, pp. 368-388.
Cox encourages readers to be aware of the soundscapes they experience. In the introductory section of his book he reports that “the dominance of the visual has in fact dulled all of our other senses, especially our hearing.” Designers interested in creating particular experiences via places and objects that they’re developing will find this book useful, because it will help them thoughtfully develop the audio components of those experiences.
Imamichi describes the experience of running for exercise through a city while pushing a double baby stroller. His discussion of this topic is not only of value to people designing urban environments but researchers who are interested in effectively interviewing users to learn more about their experiences. Imamichi describes how his experiences with the surfaces under his running shoes are effected by running with a stroller, “The affordances of a place—i.e., the environmental characteristics involving action possibilities (Gibson 1979)—are perceived differently [when running wi
Memories for sounds fade fast.
Not conforming affects impression made.
An idea-starter for wellbeing design.
Gerald Clore recently won the Association for Psychological Science’s William James Fellow Award.
Being reminded of fast food, for example, by seeing related signs/packages or walking by fast food restaurants, affects non-food experiences.
Research completed at Wharton can help designers interpret information they collect during programming research as well as determine appropriate rewards for their own employees.
A European research team has developed a virtual reality program to help airplane passengers overcome some of the unpleasant situations they encounter while flying.