Research into Design for a Connected World -

Research into Design for a Connected World (eBook)

Proceedings of ICoRD 2019 Volume 2

Amaresh Chakrabarti (Herausgeber)

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2019 | 1st ed. 2019
LVI, 1036 Seiten
Springer Singapore (Verlag)
978-981-13-5977-4 (ISBN)
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This book showcases cutting-edge research papers from the 7th International Conference on Research into Design (ICoRD 2019) - the largest in India in this area - written by eminent researchers from across the world on design processes, technologies, methods and tools, and their impact on innovation, for supporting design for a connected world. The theme of ICoRD'19 has been 'Design for a Connected World'. While Design traditionally focused on developing products that worked on their own, an emerging trend is to have products with a smart layer that makes them context aware and responsive, individually and collectively, through collaboration with other physical and digital objects with which these are connected. The papers in this volume explore these themes, and their key focus is connectivity: how do products and their development change in a connected world? The volume will be of interest to researchers, professionals and entrepreneurs working in the areas on industrial design, manufacturing, consumer goods, and industrial management who are interested in the use of emerging technologies such as IOT, IIOT, Digital Twins, I4.0 etc. as well as new and emerging methods and tools to design new products, systems and services. 

Amaresh Chakrabarti is a Senior Professor and current Chairman for the Centre for Product Design & Manufacturing, Indian Institute of Science (IISc), Bangalore. He has BE (Mech Engineering, IIEST Shibpur), ME (Design of Mechanical Systems, IISc) and PhD (Engineering Design, University of Cambridge UK). He led for 10 years the Design Synthesis group at EPSRC Centre of Excellence the Engineering Design Centre (EDC) at University of Cambridge. His interests are in synthesis, creativity, sustainability, and informatics. He published 13 books, over 300 peer-reviewed articles, and has 10 patents granted/pending. He co-authored DRM, a methodology used widely as a framework for design research. He has been an Associate Editor for AI EDAM and Design Science Journals (both Cambridge University Press), Area Editor for Research in Engineering Design Journal, Regional Editor for Journal of Re-manufacturing (both Springer), and Advisory Editor for seven Journals including Clean Technologies & Environmental Policy (Springer), Journal of Engineering Design and International Journal of Design Creativity & Innovation (Taylor & Francis). He has been on the Advisory Board and Board of Management of the Design Society (an international peer society for design research); a member of the CII Design National Committee on Design India; member of the Jury for India Design Mark; and a member of the CII Smart Manufacturing Council India. He founded IDeASLab - India's first Design Observatory. He is the founding Programme chair for the International Conference Series on Research into Design (ICoRD), the 22nd CIRP Design Conference 2012, the 3rd International Conference on Design Creativity 2015 (3rd ICDC) and Vice-Chair for the AI in Design and Design Computing & Cognition Conferences. He is an Honorary Fellow of the Institution of Engineering Designers UK, the peer society under the UK Royal Charter in engineering design, and a TUM Ambassador Awardee from Technical University of Munich Germany. Fifteen of his papers won top paper awards in international conferences. He co-initiated India's first Smart Factory Laboratory platform. He also heads the IISc-TCS Innovation Lab at IISc and the IISc Press, as well as the Springer International Book Series on Design Science & Innovation. He received Careers360 Faculty Research Award 2018 for being the 'Most Outstanding Researcher' in Decision Sciences. He is the current Editor-in-Chief for the Artificial Intelligence for Engineering Design, Analysis and Manufacturing (AI EDAM Journal, Cambridge University Press).


This book showcases cutting-edge research papers from the 7th International Conference on Research into Design (ICoRD 2019) - the largest in India in this area - written by eminent researchers from across the world on design processes, technologies, methods and tools, and their impact on innovation, for supporting design for a connected world. The theme of ICoRD'19 has been "e;Design for a Connected World"e;. While Design traditionally focused on developing products that worked on their own, an emerging trend is to have products with a smart layer that makes them context aware and responsive, individually and collectively, through collaboration with other physical and digital objects with which these are connected. The papers in this volume explore these themes, and their key focus is connectivity: how do products and their development change in a connected world? The volume will be of interest to researchers, professionals and entrepreneurs working in the areas on industrial design, manufacturing, consumer goods, and industrial management who are interested in the use of emerging technologies such as IOT, IIOT, Digital Twins, I4.0 etc. as well as new and emerging methods and tools to design new products, systems and services. 

Amaresh Chakrabarti is a Senior Professor and current Chairman for the Centre for Product Design & Manufacturing, Indian Institute of Science (IISc), Bangalore. He has BE (Mech Engineering, IIEST Shibpur), ME (Design of Mechanical Systems, IISc) and PhD (Engineering Design, University of Cambridge UK). He led for 10 years the Design Synthesis group at EPSRC Centre of Excellence the Engineering Design Centre (EDC) at University of Cambridge. His interests are in synthesis, creativity, sustainability, and informatics. He published 13 books, over 300 peer-reviewed articles, and has 10 patents granted/pending. He co-authored DRM, a methodology used widely as a framework for design research. He has been an Associate Editor for AI EDAM and Design Science Journals (both Cambridge University Press), Area Editor for Research in Engineering Design Journal, Regional Editor for Journal of Re-manufacturing (both Springer), and Advisory Editor for seven Journals including Clean Technologies & Environmental Policy (Springer), Journal of Engineering Design and International Journal of Design Creativity & Innovation (Taylor & Francis). He has been on the Advisory Board and Board of Management of the Design Society (an international peer society for design research); a member of the CII Design National Committee on Design India; member of the Jury for India Design Mark; and a member of the CII Smart Manufacturing Council India. He founded IDeASLab – India's first Design Observatory. He is the founding Programme chair for the International Conference Series on Research into Design (ICoRD), the 22nd CIRP Design Conference 2012, the 3rd International Conference on Design Creativity 2015 (3rd ICDC) and Vice-Chair for the AI in Design and Design Computing & Cognition Conferences. He is an Honorary Fellow of the Institution of Engineering Designers UK, the peer society under the UK Royal Charter in engineering design, and a TUM Ambassador Awardee from Technical University of Munich Germany. Fifteen of his papers won top paper awards in international conferences. He co-initiated India's first Smart Factory Laboratory platform. He also heads the IISc-TCS Innovation Lab at IISc and the IISc Press, as well as the Springer International Book Series on Design Science & Innovation. He received Careers360 Faculty Research Award 2018 for being the 'Most Outstanding Researcher' in Decision Sciences. He is the current Editor-in-Chief for the Artificial Intelligence for Engineering Design, Analysis and Manufacturing (AI EDAM Journal, Cambridge University Press).

Sponsors 6
Conference Organisation 8
Steering Committee 8
Advisory Committee 8
Conference and Programme Chair 9
Co-chairs 9
International Programme Committee 10
Local Organising Committee 15
Preface 16
About the Conference 19
Contents 21
About the Editor 55
Design Ideation, Synthesis and Creativity 57
1 Standardization of Terminologies for Physical Models in Design Process 58
Abstract 58
1.1 Introduction 58
1.1.1 Comparing Sketching and Physical Models 59
1.1.2 Comparing Physical Prototypes with Virtual Modelling 60
1.2 Existing Classifications of Physical Models 61
1.2.1 Limitations of Physicals Models 62
1.2.2 Guidelines for Classification 63
1.2.3 Terminologies and Definitions 63
1.3 Standardization of Terminologies 64
1.3.1 Stimulation Mock-Ups 65
1.3.2 Presentation Models 69
1.3.3 Simulation Models 69
1.4 Models Across Design Process 70
1.5 Discussion 71
1.6 Conclusion 74
References 74
2 Perceiving Design Processes as Embodied Experience 76
Abstract 76
2.1 Introduction 76
2.2 Relevant Literature 77
2.2.1 Designer and the Environment 77
2.2.2 Embodied Cognition in Design 77
2.3 Methodology 78
2.4 Discussion 79
2.4.1 Interplay in Sessions with Unlimited Access to Externalizations 81
2.4.2 Interplay in Sessions with Staged and Limited Access to Externalizations 82
2.4.3 Active Self-structuring in Designing Process 84
2.5 Conclusions 84
References 85
3 Improving Experience at Indian Railways Reservation Counters by Digitizing the Ticketing Process 87
Abstract 87
3.1 Introduction 88
3.1.1 Problems in Existing Model 88
3.1.2 Problem Statement 89
3.2 Research Methodology 89
3.2.1 User Scenarios 89
3.2.2 Insights 90
3.2.3 Top Findings 90
3.2.4 Opportunity Areas 91
3.2.5 Customer Experience Map 91
3.3 Proposed Model 91
3.3.1 Salient Features 92
3.3.2 Novelty of the Proposed Solution 93
3.4 Results 95
3.5 Conclusion 101
References 101
4 Out-of-the-Bucket Thinking Among Students with Heterogeneous Background While Solving Creative Problem by Using Combinatorial Tool 103
Abstract 103
4.1 Design Education in India and Creativity Issue 103
4.2 Method Adopted 105
4.3 Modified Approach 106
4.4 Observations and Discussion 107
4.5 Closing Remarks on Implications for Design Education in India 113
Acknowledgements 115
References 115
5 Discovering Strategies for Design of Purposeful Games—A Preliminary Study 116
Abstract 116
5.1 Introduction 116
5.2 Related Work 118
5.3 Methodology 119
5.3.1 Data Collection Through Exploratory Study in a Design Workshop 120
5.3.2 Data Collection Using Protocol Analysis 120
5.4 Results and Analysis 121
5.4.1 Observations from the Workshop 121
5.4.2 Observations from the Pilot Studies 123
5.4.3 Discussion 125
5.5 Conclusion, Limitations, and Future Work 126
References 126
6 A Thought on Models of Design Processes: Abstraction, Representation and Reality 128
Abstract 128
6.1 Introduction 128
6.2 Cutting up the World 129
6.2.1 World Views and Knowledge Representation 129
6.2.2 Knowledge and Design 130
6.2.3 Issues in the Definition and Use of ‘Design’ 131
6.2.4 The Stages of Design 133
6.2.5 D2, the Stage of Representation 133
6.3 Logical Models of Design and Representation 135
6.3.1 Logical Models 135
6.3.2 The Craftsman’s Model 136
6.3.3 Cognitive Models (D1) 136
6.4 Discussion 137
6.5 Conclusion 137
References 138
7 A Concept-Synthesizing Construction Set for Bisociative Thinking 139
Abstract 139
7.1 Bisociation 139
7.1.1 From Bisociation to Concept Blending 140
7.2 A Puzzle to Stimulate Bisociative Thinking 142
7.2.1 Playing with Bisociative Thinking 143
7.3 Designing a Fuzzy Puzzle for Bisociative Thinking 144
7.3.1 Modules of the Puzzle 145
7.4 Preliminary Report on the Use of Rattanimal 147
7.4.1 Discussion 148
7.5 Conclusion 149
Acknowledgements 149
References 150
8 Fusion of TRIZ and Axiomatic Design Principles: An Investigation in Scalability of System Design Processes to Contemporary Design Frameworks 151
Abstract 151
8.1 Introduction 151
8.1.1 Triz 152
8.1.2 Axiomatic Design 153
8.2 Fusion Frameworks for TRIZ and Axiomatic Design 153
8.2.1 Methodological Conflicts 154
8.2.2 Complimentary Standpoints 155
8.2.3 Analogous Representations 156
8.2.4 Procedural Voids 156
8.2.4.1 Inefficient Evaluation Framework 156
8.2.4.2 Limited Contextual Exploration 156
8.3 Human-Centered Design and Axiom–TRIZ Fusion 157
8.4 Discussion 158
References 159
9 Design Templates in Purposeful Games: A Case Study of a Creative Decision-Making Game 161
Abstract 161
9.1 Introduction 161
9.2 Related Work 162
9.3 Case Study 163
9.3.1 Background 163
9.3.2 Creation of a Template 163
9.3.3 From Template to Game 164
9.3.4 Brief Description of the Game 165
9.4 Discussion 166
9.5 Future Work 166
References 167
Innovation Management and Entrepreneurship 168
10 Integration of Mechatronic Product Development Methods in an Agile Development Area 169
Abstract 169
10.1 Introduction 169
10.2 Research Methodology and Process 170
10.3 Literature Background 171
10.3.1 Agile Processes 171
10.3.2 Mechatronic Product Development Processes and Methods 171
10.3.3 Research Gap and Questions 172
10.4 Integration of Mechatronic Product Development Methods 172
10.4.1 Definition of Agile Main Elements 173
10.4.2 Derivation of Agile Process Criteria 174
10.4.3 Definition of Mechatronic Product Development Tasks 175
10.4.4 Identification of Methods for Each Product Development Task 175
10.4.5 Mapping Mechatronic Product Development Tasks to Agile Process Steps 175
10.5 Analysis if Methods from Step 4 Fulfill the Criteria of Step 2 177
10.5.1 Discussion and Evaluation 177
10.6 Conclusion 180
References 180
11 Leveraging Design Innovation for Ensuring Creation of Value: An Approach to Identify the Corresponding Design Concerns Towards Enabling the Design Practice 182
Abstract 182
11.1 Introduction 182
11.2 Linkages Between Creativity, Design, and Innovation 183
11.3 Literature Review on Design Innovation with a Viewpoint on Creation of Value 183
11.4 Identifying the Concerns Exclusive to Value Creation 185
11.4.1 Overall Concerns in Design Innovation (DI) Context 185
11.4.2 Leveraging Business Model Canvas (BMC) Elements 186
11.4.3 Resulting Approach by Superposing the Previous Two 187
11.5 Example Illustration Based on a Hospital Field Study 188
11.5.1 Background Context of Example Illustrations 188
11.5.2 Example Illustration 1—BMC Element ‘Relationship’ 188
11.5.3 Example Illustration 2—BMC Element ‘Channel’ 189
11.6 Summary and Conclusion 190
References 190
12 Innovative Business Model that Creates Nano-curcumin-Based Enterprise (With Respect to Sustainable Enterprise Management) 192
Abstract 192
12.1 Introduction 192
12.2 Literature Review 193
12.2.1 Use of Turmeric 193
12.2.2 Trends in Turmeric Industry: National and Global Prospects—A Comparison of Numbers 193
12.2.3 Research and Development on Turmeric 194
12.2.4 Challenges and Future Directions for Nano-curcumin-Based Products 195
12.3 Business Model Innovation Through Triple Helix Model for Curcumin-Based Products Development 196
12.4 Conclusion 198
References 198
13 Transformation Is a Game We Can’t Play Alone: Diversity and Co-creation as Key to Thriving Innovation Ecosystems 200
Abstract 200
13.1 Introduction 200
13.2 Diversity in an Ecosystem and Its Link to Successful Innovation 201
13.2.1 Diversity on Macro-level 202
13.2.2 Diversity on Meso-level 202
13.2.3 Diversity on Micro-level 203
13.3 Collaboration Ties and Relationships 204
13.4 Shift to Co-creation Practices and Collaborative Culture 206
13.5 Discussion and Implications for Future Research 207
References 209
Design Management, Knowledge Management and Product Life Cycle Management 212
14 A Critical Study of Choke Point in Sustainable Recycling of Household Waste in an Assamese Village Setting 213
Abstract 213
14.1 Introduction 213
14.2 The Scenario of Barduwa Village 214
14.2.1 Environmental 214
14.2.2 Waste Disposal 215
14.2.3 Economics and Sociocultural Issues 215
14.2.4 Cultural 216
14.2.5 Issues 216
14.3 System, Its Domains and Their Interconnectivity 217
14.4 Synthesis Index 217
14.5 Conclusion 220
14.6 Summary 220
Acknowledgements 221
References 221
15 Application of MDM for Scheduling Iteration in Construction Projects 222
Abstract 222
15.1 Introduction 222
15.2 Proposed Concept and Methodology 224
15.3 Case Study and Results 225
15.4 Conclusions 228
References 230
16 Design Management Intervention in Product–Service System of Water Supply 232
Abstract 232
16.1 Introduction 232
16.2 Methodology 233
16.3 Water Supply System—Overview 234
16.4 Results and Discussion 235
16.4.1 Source to Water Treatment Plant: Product–Service System 235
16.4.2 Water Treatment Plant to Reservoir Tank: Product–Service System 236
16.4.3 Reservoir Tank to End User: Product–Service System 237
16.4.4 Mapping of Product–Service Components of Water Treatment Plant 237
16.4.5 Mapping of Product–Service Components of Cooler and Purifier 238
16.5 Quality Function Deployment (QFD)—Purifier 239
16.6 Conclusion 242
References 242
17 A Fuzzy-Based Approach to Identify Tacit Knowledge in Craft Objects 244
Abstract 244
17.1 Introduction 244
17.2 Literature Review 245
17.3 Fuzzy-Based Approach 247
17.3.1 Application of Fuzzy-Based Approach to the Diya (Earthen Lamp) Making Process 248
17.4 Inferences and Conclusions 253
Acknowledgements 256
References 256
18 Ethical Ideologies in Purchasing Attitudes Towards Counterfeit Fashion Brands 258
Abstract 258
18.1 Introduction 258
18.2 Literature Review 259
18.2.1 Counterfeits 259
18.2.2 Theories of Attitudes 260
18.2.3 Fashion and Brand Consciousness 260
18.2.4 Social Impact 261
18.2.5 Ethical Consciousness 261
18.2.6 Ethical Ideologies 261
18.3 Methodology 262
18.3.1 Sample 262
18.3.2 Data Collection and Analysis Tool 262
18.3.3 Delimitation of the Study 263
18.4 Data Collection and Analysis 263
18.4.1 Demographics 263
18.4.2 Reliability of the Measurement Model 263
18.4.3 Hypothesis Validation 263
18.5 Findings and Conclusion 265
Appendix 266
References 268
19 Making the Best of Obsolescence—A Study on the Changing Landscape of Product Life-Cycle 270
Abstract 270
19.1 Introduction 270
19.2 Theoretical Framework 272
19.2.1 The Product Lifecycle (PLC) 272
19.2.2 Challenging the Product Lifecycle 272
19.3 Development of Constructs 273
19.4 The Conceptual Framework 275
19.5 Research Methodology 275
19.5.1 Selection of EOLC Garments 276
19.5.2 The Process of Deconstruction 276
19.5.3 Conducting the Experiment 277
19.6 Findings 277
References 279
20 Modelling of Causal Relations in Human Pathophysiology for Medical Education and Design Inspiration 281
Abstract 281
20.1 Introduction 282
20.1.1 Background 283
20.1.2 Proposed Model 284
20.1.3 Evaluation 288
20.1.4 Results 288
20.2 Summary and Conclusions 289
References 291
Design Aesthetics, Semiotics and Semantics 293
21 A Preliminary Study on Identifying the Potential Core Values for Product Branding Based on Malaysian Keris Characteristics 294
Abstract 294
21.1 Introduction 294
21.2 Literature Reviews 295
21.2.1 Malaysian Keris Artefacts Type and Structure 295
21.3 The Conceptual Framework 299
21.4 Conclusion and Future Works 301
Acknowledgements 301
References 301
22 Defining the Concept of Visual Space in Mural Art Traditions of Rural Eastern Jharkhand 303
Abstract 303
22.1 Introduction 303
22.2 Methodology 304
22.3 Ethnographic Study 305
22.3.1 Documentation 305
22.3.2 Unstructured Interviews 307
22.4 Analysis 308
22.5 Mural and Visual Space 309
22.5.1 Physical Space 309
22.5.2 Conceptual Space 311
22.6 Discussion and Conclusion 312
References 313
23 Appreciation of Art with Vision and Color 314
Abstract 314
23.1 Introduction 314
23.2 Luminescence 315
23.3 Color 315
23.4 Contrast 316
23.5 Surround Effects of Color 317
23.6 Acuity and Resolution 318
23.7 Color 319
23.8 Pointillism 320
23.9 Equiluminescent Colors and the Illusion of Motion 320
23.10 Shading 321
23.11 Perspective 322
23.12 Conclusion 322
Acknowledgements 322
References 322
24 Design and Development of a New Instrument for Measuring Aesthetic Sensitivity 324
Abstract 324
24.1 Introduction 324
24.1.1 Background 325
24.2 Methodology 325
24.3 Experiment Conducted 328
24.4 Data Analysis 328
24.5 Result 330
24.6 Limitations and Future Scope 332
24.7 Conclusion 333
References 333
25 Color in Traditional Indian Architecture—An Inquiry into the Color Family of Reds 334
Abstract 334
25.1 Introduction 334
25.1.1 Methodology 335
25.1.2 Temples—The Religious Buildings of India 335
25.1.3 Traditional Regional Houses of India 335
25.1.4 Monumental Architecture of India 337
25.2 Observation and Analysis 338
25.3 Conclusion and Further Study 342
References 343
26 Influence of Visual Elements in Building Facades in the Formation of Experiential Perception 344
Abstract 344
26.1 Introduction 344
26.2 Literature Study 345
26.3 Methodology 347
26.4 Analysis and Inferences 348
26.4.1 Demographic Characteristics 348
26.4.2 Inference from Part A Questionnaire: Influence of Experiential Variables Influencing the Formation of Perception 349
26.4.3 Inferences from Part B Study—Features and Elements in the Physical Building that Contribute to the Formation of Perceptions 352
26.5 Discussion, Limitations and Conclusions 356
References 356
27 Visual Culture of Urban Spectacles: A Discourse on Festivals in the Light of Urban Semantics 358
Abstract 358
27.1 Introduction 358
27.2 Methodology 360
27.3 Urban Fabric of Guwahati: The Historic Core, Transformations and Urban Growth 360
27.4 Ancillary Systems: Rituals and Celebrations of Space 363
27.4.1 Ambubachi Mela: Origin, Symbolism and Narratives 364
27.4.2 Morphology of Festival: Temporal Marker, Spatial Marker, Narrative Fortifier and Visual Identifier 366
27.5 Conclusion: Semiology and the Urban 367
References 368
28 Reassessing User-Friendliness of Evolving Graphical Interface Design from Social Perspective 370
Abstract 370
28.1 Introduction 370
28.2 Description and Analysis 372
28.3 Observations and Conclusion 383
28.4 Future Scopes 383
References 383
29 Semiotic Analysis: A Study to Identify the Design Elements of Namghar in Assam 385
Abstract 385
29.1 Introduction 385
29.2 Aim and Objective of the Study 386
29.3 Methodology 386
29.4 Structure and Meaning Making 390
29.5 Results and Discussion 390
29.6 Summary and Conclusions 394
References 395
30 Embedded Diversities: Design Explorations with the Tool of Type and Expressions 397
Abstract 397
30.1 Introduction 398
30.2 Research Methodology 400
30.2.1 Understanding Multimodal Texts in Type Compositions 400
30.2.2 Syntactics and Its Applications in Type Compositions 404
30.3 Trifold Visual Approach 405
30.3.1 Language—The First Fold 405
30.3.2 Tools and Techniques of Production 406
30.3.3 Semantics (Expressions) and Meaning-Based Applications 407
30.4 Conclusions 408
Acknowledgements 408
References 408
31 Influence of Lexical Semantics on Product Form 410
Abstract 410
31.1 Introduction 410
31.2 Method 412
31.2.1 Experiment 1 412
31.2.2 Experiment 2 412
31.3 Results 414
31.3.1 Experiment 1 414
31.3.2 Experiment 2 415
31.4 Discussion and Conclusion 416
31.5 Future Scope 416
References 417
32 Visual Perception of the Street Façade of a Historic Town: Case Study of the Walled City of Jaipur, India 418
Abstract 418
32.1 Introduction 418
32.2 Literature Review 419
32.2.1 Introduction to Semiotics 419
32.2.2 Semiotic Tools of Assessment for Architecture 420
32.2.3 Ornamentation and Decoration 420
32.3 Research Methodology 420
32.4 Site Study 420
32.4.1 Study Area Introduction 420
32.5 Analysis 421
32.5.1 Tool 1—Structural Relation 421
32.5.2 Tool 2—Operations of Transformation 423
32.5.3 Tool 3—the Semiotic Square 424
32.6 Findings 426
32.6.1 Visual Priority List 426
32.6.2 Visual Palette 426
32.7 Conclusion 428
32.7.1 A Common Visual Identity 428
32.7.2 Validated Priority List of Elements 429
32.7.3 Visual Palette 429
32.7.4 Way Forward 429
References 430
33 A Review of Eye Tracking Studies Related to Visual Aesthetic Experience: A Bottom-Up Approach 431
Abstract 431
33.1 Introduction 432
33.2 Cognitive Functioning of Bottom-up Process During Aesthetic Experience 434
33.3 Eye Tracking of Visual Exploration Pattern and Human Behavioral Interpretation 435
33.4 Measure of Visual Aesthetics and Its Association with Eye Tracking Variables 437
33.4.1 Complexity of Visuals and Its Association with Eye Tracking Variables 438
33.4.2 Composition of Visuals and Its Association with Eye Tracking Variables 439
33.5 Conclusion 440
References 441
Human Factors in Design (Physical and Cognitive Ergonomics Design for Emotions, Etc.)
34 Interface Design of Low-Cost Collision Alerting System for Sports Aviation 445
Abstract 445
34.1 Objective 446
34.2 Background 446
34.3 Method 449
34.3.1 Participants 449
34.3.2 Procedure 450
34.4 Results 450
34.5 Discussion 452
References 453
35 A Study on the Anthropometry of the Hira Community of Assam: Its Use in Redesigning a Pottery Wheel 454
Abstract 454
35.1 Introduction 454
35.2 Method 456
35.2.1 Data Analysis 456
35.3 Results and Discussions 457
35.4 Application of Collected Data in Pottery Sector 459
35.5 Conclusion 462
Acknowledgements 463
References 463
36 Healing by Design 464
Abstract 464
36.1 Introduction 464
36.2 Design Process and Methods of Inquiry 465
36.3 Data Analysis and Results 469
36.4 Findings and Discussions 470
36.5 Conclusions 472
Acknowledgements 472
Ethics Issue 472
Appendix 473
References 474
37 Evaluating Occupational Health and Safety (OHS) Issues for Craftsmen in Metal Handicrafts 476
Abstract 476
37.1 Introduction 476
37.2 Overview of Metal Craft 477
37.2.1 Metal Craft in India and Odisha 477
37.2.2 Balakati Bell Metal Cluster, Bhubaneswar 478
37.2.3 Metal Craft in India and Odisha 479
37.2.4 MetalWare Through Beating (Pita) 480
37.2.5 Metal Hazards 480
37.3 Methodology 482
37.4 Results and Discussion 483
References 485
38 Ergonomic Postural and Biomechanical Analysis of Manual Weeding Operation in Agriculture Using Digital Human Models 487
Abstract 487
38.1 Introduction 488
38.2 Methodology 489
38.2.1 Generation of Digital Human Models and Rendering of Comfort Posture 489
38.2.2 Interfacing Digital Human Models with the Manual Push/Pull Type Wheel Hoe 490
38.2.3 Posture Analysis 492
38.2.4 Biomechanical Analysis 493
38.3 Results 493
38.3.1 RULA—Working Posture Assessment 493
38.3.2 Biomechanical Analysis 495
38.4 Discussion and Conclusion 496
References 497
39 Modular Assistive Devices for Elderly People to Overcome Age-Related Problems 499
Abstract 499
39.1 Introduction 499
39.2 Review on Interventions in Disability in Elderly People 500
39.3 Assistive Technology for Elderly People 501
39.3.1 Mobility Assistive Devices 502
39.4 Need of Modular Assistive Devices by the Elderly People 507
39.5 Discussions 507
References 508
40 A User-Centred Design Approach to Investigate the Design Parameters for Prescription Swimming Goggles 511
Abstract 511
40.1 Introduction 511
40.2 Literature Based Study 512
40.2.1 Study of Physiological Parameters 513
40.2.2 Study of Morphological Parameters 514
40.2.3 Product-Related Human Perception: Cognitive Study 515
40.3 Methodology 516
40.4 Results 517
40.4.1 Problems Identification from Market Segment 517
40.4.2 Problem Identification from Literature Survey 517
40.4.3 Specifications Available in Existing Products 518
40.5 Discussion 519
40.6 Conclusion 520
References 520
41 Attention of Viewers While Viewing Paintings Changes with the Different CCTs of Exhibition Light: A Quantitative Approach with Eye-Tracking Method 522
Abstract 522
41.1 Introduction 522
41.2 Methodology 523
41.2.1 Experimental Design 524
41.2.1.1 Lighting Environment Set up 524
41.2.1.2 Types of Paintings 524
41.2.1.3 Participants 525
41.2.1.4 Study Approach 525
41.2.2 Procedure 526
41.3 Results 527
41.3.1 Effect of CCTs on Viewers’ Attention While Viewing Water-Based Paintings 527
41.3.2 Effect of CCTs on Viewers’ Attention While Viewing Oil-Based Paintings 528
41.4 Discussion 529
References 530
42 Does Emotion Modulation Influence Speed–Accuracy Trade-off in Numerical Data Entry Task? 532
Abstract 532
42.1 Introduction 533
42.2 Emotion and Speed–Accuracy Trade-off 533
42.2.1 Emotions 533
42.2.2 Speed–Accuracy Trade-off 534
42.2.3 Aim of the Experiment 535
42.2.4 Method 535
42.2.4.1 Participants 535
42.2.4.2 Design 535
42.2.4.3 Material 536
42.2.4.4 Procedure 536
42.2.5 Results 537
42.2.5.1 Emotion Induction 537
42.2.5.2 Analysis of Speed 537
42.2.5.3 Analysis of Accuracy 537
42.2.5.4 Speed–Accuracy Trade-off 539
42.3 Discussion 540
42.3.1 Conclusion 540
Acknowledgements 541
References 541
43 An Ergonomic Study: Bicycle Repairer in Rural India 543
Abstract 543
43.1 Introduction 543
43.2 Methodology 544
43.2.1 Participants 544
43.2.2 Questionnaire Study 545
43.2.3 Evaluation Tasks 546
43.2.4 Electromyography 547
43.2.5 Data Processing 547
43.3 Results and Discussion 548
43.4 Conclusion 550
References 551
44 Elderly Friendly Visual Communication Design: A User-Centric Approach for Guideline Formulation 552
Abstract 552
44.1 Introduction 552
44.2 Literature Review of the Case Studies 553
44.2.1 Human Factors Design Guidelines for the Elderly and People with Disabilities—Honeywell 553
44.2.2 India Readership Survey (Media Research Users Council) 554
44.2.3 Validating the MRUC 2017 Stats 554
44.3 Need of the Research and Paradigm Selection 555
44.3.1 Problem Statement 555
44.3.2 Intangible Interface, Printed Media and Signage 555
44.4 Methodology 556
44.5 Data Collection 556
44.5.1 Study Area 556
44.5.2 Participants 556
44.5.3 Survey Design 557
44.5.4 Experiment Design and Exercise 558
44.6 Redesign 558
44.7 Data 561
References 561
45 Measurement of the Width of Ischial Tuberosity for Indian Male Motorcycle Users 562
Abstract 562
45.1 Introduction 562
45.2 Methodology 563
45.2.1 Participants 563
45.2.2 Procedure 564
45.2.3 Data Analysis 564
45.3 Results 566
45.4 Discussion 567
45.5 Conclusions 568
Acknowledgements 568
References 568
46 Awareness, Availability, and Accessibility of Assistive Technologies for the Elderly in India: A Review 570
Abstract 570
46.1 Introduction 571
46.1.1 Old Age: Health and Activity Restriction 571
46.1.2 Providing Care to Elderly 571
46.1.3 Assistive Technology Meaning and Impact 571
46.1.4 Assistive Technology in Indian Scenario 572
46.2 Method and Material 572
46.3 Results and Discussion 573
46.3.1 Necessity of Assistive Technologies for the Elderly in Indian Context 573
46.3.2 Awareness Regarding Assistive Technologies Among the Indian Elderly 573
46.3.3 Availability and Accessibility of Assistive Technologies in India 574
46.3.4 Challenges in the Areas of Assistive Technologies in India 575
46.4 Future Scope in the Field 576
46.5 Conclusion 577
References 577
47 Association Between Adopted Posture and Perceived Vibrational Discomfort Among Stone Polishing Workers 581
Abstract 581
47.1 Introduction 582
47.2 Method 583
47.2.1 Participants 583
47.2.2 Data Collection 583
47.2.3 Statistical Analysis 584
47.3 Result 585
47.3.1 Characteristics of Participants 585
47.3.2 Discomforts in Various Parts of the Body 585
47.3.3 Perceived Discomfort and Magnitude of Hand-Transmitted Vibration 585
47.3.4 Posture Analysis 587
47.3.5 Association Between Different Adopted Posture and Vibration Discomfort 589
47.4 Discussion 590
47.5 Conclusion 592
References 592
48 Dynamic Behavior Analysis of Grass Trimmer Using Finite Element Method 594
Abstract 594
48.1 Introduction 595
48.2 Design of Grass Trimmer 596
48.2.1 Design Considerations of Grass Trimmer 596
48.2.2 Modeling of Grass Trimmer 596
48.2.2.1 The Ergonomic Design of Existing Grass Trimmer 596
48.2.2.2 Ergonomically Design of 2nd Type of Grass Trimmer 597
48.3 Finite Element Analysis of a Grass Trimmer 598
48.3.1 Modal Analysis of Existing Grass Trimmer 599
48.3.2 Modal Analysis of Newly Designed Grass Trimmer 600
48.3.3 Harmonic Analysis of Existing Grass Trimmer 600
48.3.4 Measurement, Data Collection, and Analysis 601
48.3.4.1 Frequency Response of Model no.5 602
48.3.4.2 Frequency Response of Model No. 14 602
48.4 Results and Discussion 602
48.5 Conclusions 604
References 604
49 Upper Body Postural Analysis in Sitting Workplace Environment Using Microsoft Kinect V2 Sensor 605
Abstract 605
49.1 Introduction 605
49.2 Methods 607
49.2.1 Subjects 607
49.2.2 System Overview 607
49.2.3 Experimental Design 608
49.3 Result 610
49.4 Discussion 613
49.5 Conclusion 615
References 615
50 To Analyze the Impact of Spokesperson Used in Cosmetic Advertisements for Trust Building of the Indian Customers Buying Intention 617
Abstract 617
50.1 Introduction 618
50.2 Literature Review 618
50.3 Theoretical Framework 619
50.3.1 Research Hypothesis 619
50.4 Methodology 620
50.4.1 Conceptual Structure 620
50.4.2 Variable Design and Measurement 620
50.4.3 Experiment Design 621
50.4.4 Data Collection and Analysis Method 622
50.5 Results 622
50.5.1 Sample Description 622
50.5.1.1 Gender 623
50.5.1.2 Standout Factor 623
50.5.2 Reliability Analysis 623
50.5.3 Hypothesis Testing 624
50.5.3.1 Effect of Celebrity Spokesperson on Purchase Intention 625
50.5.3.2 Effect of Expert Spokesperson on Purchase Intention 625
50.5.3.3 Effect of Celebrity Spokesperson on Trust 625
50.5.3.4 Effect of Expert Spokesperson on Trust 626
50.6 Discussion 626
50.6.1 Theoretical Justification 626
50.6.2 Conclusion 626
50.7 Implication 627
50.7.1 Limitation 627
50.7.2 Future Study 627
References 628
51 Impact of Topological Perception on Attention for Products Shape 629
Abstract 629
51.1 Introduction 629
51.1.1 The Recognition of Product Innovation 629
51.1.2 Topological Perception 630
51.1.3 Repertory Grid Technique (RGT) 631
51.1.4 Objectives 632
51.2 Research Methods 633
51.2.1 Select Appropriate Elements 633
51.2.2 Elicit Constructs from Elements 634
51.2.3 The Rating of Elements 635
51.3 Discussion 636
51.4 Conclusion 638
References 638
52 Motivation for Do-It-Yourself in Rural Base of the Pyramid Communities and the Changing Landscape 640
Abstract 640
52.1 Introduction 640
52.2 Theoretical Background 642
52.3 Methodology 643
52.4 Observations and Results 645
52.5 Discussion 650
52.6 Conclusion 652
52.7 Implications for Designers 652
52.8 Limitations of This Study 653
References 653
Design of/for User Interfaces, User Experience and Human Computer Interaction 655
53 Design and Development of a Stencil for Mobile User Interface (UI) Design 656
Abstract 656
53.1 Introduction 656
53.2 Methods 657
53.2.1 Preparation of Stencils 657
53.2.2 Participants 658
53.2.3 Variables and Measurement Scales 658
53.2.4 Procedure 659
53.2.5 Statistical Analysis 661
53.3 Results 661
53.3.1 Questionnaire-Based Study 661
53.3.2 User Interview 661
53.3.3 Paper Prototyping Time 662
53.3.4 Observations from Videographic Data Analysis 662
53.4 Discussions and Conclusion 663
53.5 Practical Implications 665
References 665
54 Comparing Two Webcam-Based Eye Gaze Trackers for Users with Severe Speech and Motor Impairment 667
Abstract 667
54.1 Introduction 668
54.2 Related Work 669
54.3 Proposed Approach 670
54.3.1 First Implementation—Landmark Detection 670
54.3.2 Second Implementation—Using Webgazer.Js 671
54.3.3 Controlling Pointer with Inaccurate Eye Gaze Tracker 672
54.3.4 Application Used to Evaluate Gaze Trackers 672
54.4 User Studies 673
54.4.1 Study with Able-Bodied Users 673
54.4.2 User Study with Children with SSMI 674
54.5 Conclusion 677
References 677
55 A Dimensional Analysis Across India to Study How National Cultural Diversity Affects Website Designs 679
Abstract 679
55.1 Introduction 679
55.2 Literature Review 680
55.2.1 Culture and the Concept of ‘National Culture’ 680
55.2.2 Hofstede’s Cultural Dimensions in UX Design 680
55.2.3 Critiques on Hofstede’s ‘National’ Culture Dimensions 681
55.2.4 The Value Survey Module 2013 681
55.3 Research Methodology and Observations 682
55.3.1 Identification of Culturally Distinct Regions Within India 682
55.3.2 Deduction of Dimensions of Culturally Distinct Regions Within India 685
55.3.3 Study of the Influence of Cultural Differences on Website Designs 687
55.4 Discussion 689
References 689
56 Capturing Customer Profile Enables in-Vehicle User Identification: Design for Data-Based User Behavior Evaluation 691
Abstract 691
56.1 Introduction 691
56.2 Background 692
56.2.1 Previous Study 692
56.2.2 Overview of Related Work 693
56.2.3 Use of Big Data for the User Identification Problem 694
56.3 Design of the Study 695
56.3.1 Defining User Identification Data 695
56.3.2 Creating Customer Profiles 697
56.3.3 User Identification Process 698
56.4 Discussion 699
56.5 Conclusion 700
References 700
57 Redefining News Delivery—A Case Study of Communication Strategies Using HCI-Based Approach 702
Abstract 702
57.1 Introduction 702
57.2 Background and Related Work 704
57.3 Research Gap 706
57.4 Methodology 706
57.4.1 Online User Survey and Initial Analysis 706
57.4.2 Primary Research-Contextual Inquiry and Data Analysis 707
57.4.3 Design Requirements-Initial Concept and Ideations 707
57.4.4 Architectural Framework 710
57.4.5 Concept Finalization-Proposed Design Concept 711
57.4.6 Prototyping 711
57.5 Results and Discussion 711
57.6 Conclusion 713
References 713
58 Health-Centered Care Based on Co-Designed Cyber-Physical System 715
Abstract 715
58.1 Introduction 715
58.2 Theoretical Foundations 717
58.2.1 Cyber-Physical Systems and Healthcare 717
58.2.2 Health Promotions and Small Business 718
58.3 Research Design 719
58.3.1 Data Collection 719
58.3.2 Online Survey 719
58.3.3 Data Analysis and Validation 720
58.4 The Human-Centered Cyber-Physical Healthcare System Concept 721
58.5 Conclusions 723
References 723
59 Designing a Learning Aid for Dyslexic Children 726
Abstract 726
59.1 Introduction 726
59.2 Dyslexia: Overview 727
59.2.1 Problem Space 728
59.3 Proposed Design Intervention 728
59.3.1 Concept of Game 729
59.3.1.1 Features 729
59.3.2 Levels 730
59.4 Heuristic Evaluation 732
59.4.1 Sample of Study 732
59.4.2 Evaluation Process 732
59.5 Result and Discussion 733
59.5.1 Result from Heuristic Evaluation 733
59.5.2 Feedback from Experts 734
59.6 Conclusion and Future Work 734
References 735
60 Number Maze: Play and Learn 736
Abstract 736
60.1 Introduction 736
60.2 Materials and Methods 738
60.2.1 Participatory Study 738
60.2.2 Concept Development 738
60.2.3 Design of a Number Maze 740
60.3 Implementation 741
60.4 Conclusion 742
References 743
61 A Study on Elderly Individuals’ Attitude Towards ICTs 745
Abstract 745
61.1 Introduction 746
61.1.1 Twenty-first Century Technology Versus Demographic Scenario 746
61.1.2 Technological Intervention for Older Adults 747
61.2 Methodology 749
61.3 Results 749
61.4 Conclusion 753
61.5 Discussion 754
61.6 Limitations 755
References 755
62 User Interfaces for Safety Inspections in Underground Mining 757
Abstract 757
62.1 Introduction 758
62.1.1 Existing Scenario and Technological Interventions 758
62.2 Workplace Safety in Underground Mines 759
62.2.1 MSHA and Mining Safety Guidelines 759
62.2.2 Workplace Inspection Regulation Act 760
62.2.3 Equipment Pre-Ops Regulation Act 760
62.3 Methodology 761
62.4 Case Study 761
62.4.1 Current Practices 761
62.4.2 Design Drawbacks 762
62.5 Design Process—Agile Methodology 762
62.6 Design Approach 763
62.6.1 Software Application for Conducting Inspections 763
62.7 Conclusion 766
References 766
63 User Expectations of Augmented Reality Experience in Indian School Education 767
Abstract 767
63.1 Introduction 767
63.2 Background 768
63.2.1 Technology Trends in Indian Schools 768
63.2.2 Augmented Reality (AR) Technology in Education 769
63.2.3 User Expectation and User Experience 769
63.3 Research Methodology 770
63.3.1 Participants 770
63.3.2 Procedure of Study 770
63.3.3 Data Source and Instruments 771
63.3.4 Data Analysis 772
63.4 Results 772
63.5 Discussion 773
63.6 Conclusion 776
Acknowledgements 776
References 776
64 Study of Icon Design for Indian Market: Preliminary Investigation 778
Abstract 778
64.1 Introduction 778
64.2 Literature Review 780
64.3 Case Study 781
64.4 Gap Analysis 782
64.5 Methodologies 783
64.5.1 Overview 783
64.5.2 Components 783
64.6 Results and Discussions 784
64.6.1 Physical characteristics 784
64.7 Conclusion 787
64.8 Design Direction 788
64.9 Scope for Further Work 788
Acknowledgements 788
Appendix 789
References 789
65 Exploring Need in Narratives: Human–Computer Interaction in the Design of a Home Automation System for the Elderly People 791
Abstract 791
65.1 Introduction 792
65.1.1 Methodological Void 792
65.1.2 Phenomenology and Design 793
65.2 Proposed Amalgamation Model 793
65.2.1 Phenomenological Probe 793
65.2.2 Design Expedition 795
65.3 Case Study 796
65.3.1 Qualitative Research 796
65.3.2 Design Expedition 797
65.4 Conclusion and Future Scope 798
References 798
66 Exploring 3D Interactions for Number Entry and Menu Selection in Virtual Reality Environment 800
Abstract 800
66.1 Introduction 801
66.2 Prototypes 802
66.3 User Study 804
66.4 Findings 806
66.5 Discussion 808
66.6 Conclusion 808
References 809
67 Universal Design Principles in Graphical User Interface: Understanding Visual Ergonomics for the Left-Handed Users in the Right-Handed World 811
Abstract 811
67.1 Introduction 811
67.2 Background 812
67.3 Extreme User Bell Curve (Normal Distribution Curve) 813
67.4 Purpose of Study 813
67.5 Self-assessment 814
67.6 Research Problem 814
67.7 User Interview 815
67.8 Findings 815
67.9 Insights 816
67.10 Experiment 816
67.10.1 Section 1 817
67.10.2 Section 2 817
67.10.3 Section 3 818
67.11 Concept Design 819
67.12 Conclusion 823
67.13 Future Scopes 823
References 823
Design Collaboration and Communication 825
68 Extending Service Blueprint for New Age Services 826
Abstract 826
68.1 Introduction 827
68.2 Background 827
68.3 Motivation 829
68.4 Onboarding Service—Research-Through-Design Study 829
68.5 Service Situations and Their Proposed Solutions 830
68.6 Observations and Discussion 835
68.7 Conclusion and Future Work 836
68.8 Limitations 837
Acknowledgements 837
References 837
69 Agile Development of Physical Products—A Case Study of Medical Device Product Development 839
Abstract 839
69.1 Introduction 839
69.2 Research Methodology 840
69.3 Literature Background 840
69.3.1 Agile Product Development 841
69.3.2 Medical Product Development and Microtiter Plate 841
69.3.3 Team climate Inventory 842
69.3.4 Research Question 842
69.4 The Project and Boundary Conditions 842
69.5 Realization of the Medical Product Development 843
69.5.1 Product Results 843
69.5.2 Impressions of the Sprints 843
69.6 TCI Results and Evaluation 845
69.6.1 TCI Results 845
69.6.2 Feedback and Observations 846
69.6.3 Recommendation of Action for the Next Phase 847
69.7 Conclusion and Outlook 848
Acknowledgements 849
References 849
70 Eri-Culture: The Drive from Tradition to Innovation 851
Abstract 851
70.1 Introduction 851
70.2 Literature Review 852
70.2.1 History and Evolution of Eri-Culture 852
70.2.2 Past, Present and Future of Eri Industry in the Context of Handlooms 855
70.2.2.1 The Past 855
70.2.2.2 Recent Trends 856
70.2.2.3 The Future 856
70.3 Objectives 856
70.4 Methodology 857
70.5 Intervention of Government and NGOs 857
70.6 Intervention of the Designers 858
70.7 Observations 859
70.8 Need Identification 860
70.9 Conclusion 860
References 860
71 A New Linguistic System for Communicating Design 862
Abstract 862
71.1 Introduction 862
71.2 Acronyms and Definitions 862
71.3 Assumptions 863
71.4 Scope 863
71.5 Purpose 863
71.6 The Problem 864
71.7 The Logical Flow 864
71.7.1 Lessons from Structural Linguistics 864
71.7.2 Lessons from Post-structural Linguistic Criticism 866
71.7.3 Lessons from Epistemology 867
71.8 The Proposal 868
71.9 Checking the Lessons 869
71.10 Other Systems 872
71.11 Conclusion 873
71.12 Limitations 874
References 874
72 Identification of Optimised Open Platform Architecture Products for Design for Mass Individualisation 875
Abstract 875
72.1 Introduction 875
72.1.1 Product Design for Mass Individualisation (MI) 876
72.2 Open Platform Architecture Products (OPAP) 877
72.2.1 Innovation Toolkit for OPAP 878
72.3 Modelling of OPAP with Evaluation Measures and Evaluation Indices 879
72.3.1 Evaluation Measures & Evaluation Indices
72.4 Identification of the Optimal OPAP Configuration with Optimal Module Options 881
72.4.1 Module Option Optimisation 882
72.4.2 Configuration Optimisation 883
72.5 Case Studies 884
72.5.1 An OPAP Smartphone (Google ARA) 885
72.5.2 An Individualised Chair (Axia Smart Chair by Nomique) 886
72.6 Conclusion 887
Acknowledgements 887
References 888
Design Training and Education 889
73 Reflection of Indian Philosophy in Design 890
Abstract 890
73.1 Indian Pedagogy 890
73.2 Design Pedagogy 891
73.3 Design Realization from Indian Philosophy 893
73.3.1 Combine Mind and Action 893
73.3.2 Energetically Working Together Absconding Jealousy 894
73.3.3 Attitude Toward Brilliance 895
73.3.4 Completion Toward a Happy Note 896
73.4 Conclusion 897
References 899
74 Observing Nature—What Designers Can Learn from Biologists 900
Abstract 900
74.1 Introduction 900
74.2 Methods and Tools Used by Biologists to Observe Natural Form 901
74.2.1 Observation of Organisms Through Five Senses/Goethean Science/Early Phase of Morphology 901
74.2.2 Use of Instruments in Morphology 902
74.2.3 Use of Software in Morphology 904
74.3 Methods and Tools Used by Designers to Observe Natural Form 904
74.3.1 Observing Principles and Laws Which Regulate the Arrangement of Form in Nature 905
74.3.2 Observing Geometric Principles of Order in Nature 905
74.3.3 Observing the Laws of Nature 906
74.3.4 Observing External Forms and Shapes 907
74.3.5 Observing Natural Growth Patterns 907
74.4 Similarities and Differences in the Approach of Biologists and Designers 908
74.5 What Designers Can Learn from Biologists 909
74.5.1 An Approach to Nature Inspired Product Form Based on Thompson’s Theory 910
74.5.2 An Approach Based on Animal Behavior 910
References 911
75 Learning Through Gaming? 913
Abstract 913
75.1 Introduction 913
75.2 Problem Definition 914
75.2.1 Germ of This Paper 914
75.3 Objective 914
75.3.1 Learning During Play 915
75.3.2 Exuberance and Play 915
75.4 Game Analysis 916
75.4.1 Technology Applications 916
75.4.2 Color Palate 918
75.5 Statement 918
75.6 Approach 919
75.6.1 Tracing the Letterform 919
75.6.2 Lessening the Sensitivity of the Letterform 919
75.6.3 Phonetic Association of Devanagari 919
75.7 Observation 920
75.8 Synthesis 921
75.9 Conclusion 923
75.10 Approaching Opportunity 923
Acknowledgements 923
References 923
76 Planning to Enhance Student Learning Outcomes on Innovation Design Projects 924
Abstract 924
76.1 Introduction 924
76.2 Kolb’s Experiential Learning Cycle (ELC) Model 926
76.2.1 Using Kolb’s ELC to Improve Student Design Learning Outcomes 926
76.2.2 Reflecting 927
76.2.3 Interpreting 930
76.2.4 Planning for Action 931
76.3 Results of Teaching Activity and Conclusions 933
76.4 Acknowledgements 933
References 933
77 Role of Short-Term Intensive Activity as a Precursor to Design Conceptualization 935
Abstract 935
77.1 Introduction 935
77.2 Substantiation 936
77.2.1 Objective Understanding 936
77.2.2 Clarity and of Goal 937
77.2.3 Sense of Achievement 937
77.2.4 Stimulation 937
77.2.5 Disruption and Unlearning 937
77.3 Case Study 1: Super Special for Ergonomics 938
77.3.1 Trigger 938
77.3.2 Method 938
77.3.3 Results 938
77.4 Case Study 2: Intangibles for ‘Human Machine Interface’ 940
77.4.1 Trigger 940
77.4.2 Method 940
77.4.3 Results 941
77.5 Discussion and Conclusion 943
77.5.1 Challenges 943
77.5.2 Applications of STIA 943
77.5.3 Making Memories 943
References 944
78 Teaching Design for Sustainability for Socioeconomic Ecosystems—Three Case Studies 945
Abstract 945
78.1 Introduction 946
78.1.1 Defining Socioeconomic Ecosystems (SEEs) 946
78.2 Developing the Pedagogy 947
78.2.1 Step-by-Step Course Plan 948
78.2.2 Strategic Analysis Toolkit (SAT) to Study a SEE 950
78.3 The Three Instances of Conducting the Course 951
78.4 Learning from Conducting the Course 953
78.5 Discussion 954
Acknowledgements 955
References 955
79 Mismatch of Education and Job: A Study on Design Professionals in India 957
Abstract 957
79.1 Introduction 957
79.2 Engineering and Design Education Statistics 958
79.2.1 Rise in Institutes 958
79.2.2 Student Enrollments 958
79.3 Engineering and Design Institutes 958
79.3.1 About National Institute of Design (NID) 959
79.3.2 About Indian Institute of Technology (IIT) 960
79.4 Initiatives for Design in India 960
79.4.1 National Design Policy 961
79.4.2 Design Innovation Centre (DIC) 961
79.4.3 Open Design School (ODS) 961
79.4.4 National Design Innovation Network (NDIN) 961
79.4.5 Design Education Quality Mark 961
79.5 Challenges Faced by Design Education in India 962
79.5.1 School Education 962
79.5.2 Family Influence 962
79.5.3 Resultant Mismatch 962
79.6 Studies on Mismatch 963
79.7 Statement of Problem 963
79.8 Methodology 963
79.8.1 Definition of Terms 963
79.8.2 Procedure 964
79.8.3 Delimitations of the Study 964
79.9 Results 964
79.10 Summary, Discussion, and Conclusion 965
References 967
80 Colour, Music and Cross-sensory Perception 968
Abstract 968
80.1 Introduction 969
80.2 The Workshop 970
80.2.1 Workshop-1 971
80.2.2 Workshop-3 971
80.3 Fact Finding from the Workshop 971
80.3.1 Workshop-1 971
80.3.2 Workshop-3 977
80.4 Conclusion 981
Acknowledgements 981
References 981
81 Essentials of Gamification in Education: A Game-Based Learning 983
Abstract 983
81.1 Introduction 984
81.2 Literature Review 984
81.3 Gap Analysis 985
81.3.1 Idea Generation 985
81.3.2 Solving Problems with Board Games 986
81.3.3 Case Study 986
81.4 Analysis Through Mechanics–Dynamics–Aesthetics (MDA) Framework 987
81.5 Analysis Through Design–Play–Experience (DPE Framework) 988
81.6 Game Idea 989
81.6.1 Scope of the Game 989
81.6.2 Experiment 989
81.6.3 Components 991
81.7 Learning Outcome 993
81.8 Results 994
81.8.1 Discussion 994
81.9 Conclusion 995
81.9.1 Future Scope 995
Acknowledgements 995
References 995
82 Bringing Industry to Classrooms: Experiences in Conducting a Product Design Laboratory 997
Abstract 997
82.1 Introduction 997
82.2 Structure of the Product Design Laboratory 998
82.2.1 Team Building 998
82.2.2 Product Dissection 999
82.2.3 Design Project 1001
82.3 Design Project Evolution 1002
82.4 Case Study 1003
82.4.1 Summary of the Invention 1004
82.4.2 Description of the Drawings 1005
82.5 Summary 1007
Acknowledgements 1007
References 1007
83 Do We Have the Right Candidate? Reflections on the Selection Processes for Admission to the Design Program in India 1008
Abstract 1008
83.1 Introduction 1008
83.2 On Design Education in India 1009
83.3 Ethos of a Design Education Program in India 1010
83.4 Structure to a Design Program in India 1011
83.5 Case Study on Admissions to the Design Programs’ in Institutes of National Importance in India 1012
83.6 Admissions Protocol 1012
83.7 Post-Program Phase—Review of Design Work During the Program After Admissions to IITG 1015
83.7.1 Closing Remarks on Admission Processes in Design Education in the Near Future 1016
References 1017
84 Teaching Creative Design to Undergrade Engineering Students—Some Experiences 1018
Abstract 1018
84.1 Introduction 1019
84.1.1 Design Minor Program 1019
84.1.2 Differences Between Engineering and Creative Design 1019
84.2 Method 1020
84.3 Issues Observed While Teaching UG Engineering Students 1020
84.4 Discussion 1022
84.4.1 Regarding the Nature and Content of the Courses 1022
84.4.2 Regarding Pedagogical Methods 1023
84.4.3 About Assessment of Design Learnings 1026
84.5 Conclusion 1027
References 1027
85 A Gamified Model of Design Thinking for Fostering Learning in Children 1029
Abstract 1029
85.1 Introduction 1029
85.2 Potential of Design Thinking in Education 1030
85.2.1 Current State of Design Thinking Education in India 1031
85.3 Gamification of Design Thinking: The Proposed Framework 1031
85.4 IISC DBox 1037
85.5 Evaluation of Proposed Design Thinking Model 1039
85.6 Effectiveness and Limitations of IISC DBox 1040
85.6.1 Potential Improvements to IISC DBox 1.0 1040
85.7 Conclusions and Future Work 1040
Acknowledgements 1041
References 1041

Erscheint lt. Verlag 8.1.2019
Reihe/Serie Smart Innovation, Systems and Technologies
Smart Innovation, Systems and Technologies
Zusatzinfo LVI, 1036 p. 558 illus., 340 illus. in color.
Verlagsort Singapore
Sprache englisch
Themenwelt Sozialwissenschaften Pädagogik Erwachsenenbildung
Technik Maschinenbau
Wirtschaft Betriebswirtschaft / Management Logistik / Produktion
Schlagworte Design Lexicon, Taxonomy, Ontology • Design Theory and Research Methodology • Design Training and Education • Enabling Technologies & Tools • Human Factors in Design
ISBN-10 981-13-5977-6 / 9811359776
ISBN-13 978-981-13-5977-4 / 9789811359774
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