Design Process and Issues

Stonehenge Audio (09-10-20)

Cox and colleagues’ work sheds new light on Stonehenge’s design and indicates the power of acoustic experiences.  The researchers determined that “this ancient monument in southern England created an acoustic space that amplified voices and improved the sound of any music being played for people standing within the massive circle of stones. . . .

Names and Strategies (09-09-20)

Researchers have linked having an uncommon name to implementing uncommon strategies.  Zhang, Kang, and Zhu found that “If you’re looking for an unconventional approach to doing business, select a CEO with an uncommon name. . . . ‘Using 19 years of data on 1,172 public firms, we show that firms’ distinctive strategies are systematically linked to their CEOs’ uncommon names,’” wrote [the] co-authors. . . . .

Devices in Meetings (09-08-20)

Research indicates, again, the value of carefully managing laptop and phone use during in-person discussions.  Lindvig, Hermann, and Asgaard found, in the context of discussion-based classes in university classrooms, that when “all screens” were banned “‘Students felt compelled to be present — and liked it. When it suddenly became impossible to Google their way to an answer or more knowledge about a particular theorist, they needed to interact and, through shared reflection, develop as a group. It heightened their engagement and presence,’ explains Katrine Lindvig. . . .

Thinking About Disease and Making Decisions (06-29-20)

Huang and Sengupta studied how thinking about disease influences decisions made.  They investigated “how exposure to disease-related cues influences consumers’ preference for typical (vs. atypical) product options. . . . we predict that disease salience decreases relative preference for typical versus atypical options, because typical products are implicitly associated with many people, misaligning them with the people-avoidance motive triggered by disease cues. . . .

Making Choices While Concerned (05-22-20)

Galoni, Carpenter, and Rao investigated the sorts of choices people make when they are concerned about potentially catching a contagious disease.  They determined  “that contagious disease cues [such as hearing someone cough] can also elicit fear. Across four experiments and two large empirical data analyses of the presence of contagious disease on actual consumption behavior, we find that cues of contagious disease increase both fear and disgust, and these emotions together form a unique behavioral tendency with respect to consumer behavior.

Petmorphic Design (04-30-20)

Row, Kim, and Nam used a novel approach to design smart cars.  As they report, their “research was based on a petmorphic design approach, which defines design attributes assuming an intelligent device can interact like a pet dog. . . . we present a set of pet-dog behavioral traits (PBT) and their application in enhancing emotional interaction in smart cars.

Defining Realities (03-23-20)

Flavian and colleagues define the terms used for the “realities” that are now technically possible. As they report ”The Real Environment is an actual setting where users interact solely with elements of the real world, whereas Virtual Environment is a completely computer-generated environment where users can interact solely with virtual objects in real-time. Between these extremes, we found technology-mediated realities where physical and virtual worlds are integrated at different levels.

Smart Environment Design (03-16-20)

Kim and Maher studied metaphors that support the development of smart environments, i.e., spaces where technology is embedded.  They share that “[the device metaphor]represents performing tasks through users’ direct control. It encompasses providing better service, performance, and ease of control by using an interactive design as a device. . . .  A smart environment with embodied interaction is a robot in the sense that it is an intelligent machine capable of performing tasks without explicit human control.. .


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