How can we develop products that consumers want to use for longer? The lifetime of electrical products is an ongoing concern in discussions about the circular economy. It is an issue that begins at an industry level, but that directly influences the way in which consumers use and discard products. Through a series of workshops and knowledge exchange sessions with Philips Lighting, this paper identifies which design factors influence a consumer's tendency to retain their products for longer. These were distilled into a guiding framework for new product developers-The Emotional Durability Design Nine-consisting of nine themes: relationships, narratives, identity, imagination, conversations, consciousness, integrity, materiality, and evolvability. These nine themes are complemented by 38 strategies that help in the development of more emotionally engaging product experiences. We propose that the framework can be applied at multiple points during the new product development process to increase the likelihood that 'emotion building' features are integrated into an end product.
Recent advances in multi-user collaboration have seen a proliferation of interaction techniques for moving digital objects from one device to another. However, little is known about how these techniques work in realistic situations, or how they compare to one another. We conducted a study to compare the efficiency of six techniques for moving objects from a tablet to a tabletop display. We compared the techniques in four different distance ranges and with three movement directions. We found that techniques like the Radar View and Pick-andDrop, that have a control-to-display ratio of 1, are significantly faster for object movement than techniques that have smaller control-to-display ratios. We also found that using spatial manipulation of objects was faster than pressure-based manipulation.
In this paper we report on an exploration of how to apply the theory of Slow Design to mass produced products to establish more mindful usage of products; the intention behind this is to promote product attachment and the associated sustainable benefits of long term use. Slow Design is a design philosophy that focuses on promoting well-being for individuals, society, and the natural environment. It encourages people to do things at the right time and at the right speed which helps them to understand and reflect on their actions. Several authors have proposed Slow Design principles and cases have been reported in which these principles were applied in cultural design projects. These applications indicated that Slow Design can indeed have a positive impact on wellbeing. Although promising, this philosophy has not yet been used in the design of mass consumer products. In this paper we present a design case study in which we explored how the Slow Design principles can be applied in the design of an electric fruit juicer. Two studies are reported on where the conditions for implementing Slow Design are explored. The results led to a revision of the principles for use by product designers. The main finding from the case study is that the Slow Design principles can be used to create more 'mindful' interactions that stimulate positive user involvement. This is not from designing interactions that require more time per se, but by stimulating the user to use more time for those parts of the interaction that are meaningful and less for those that are not meaningful.
Even in the current computer age, there are still many important application areas, such as early architectural design, where traditional tools like sketching on paper continue to be preferred by many professionals over computer-based tools. There is a growing awareness that there are often very good grounds for this preference. Hence, instead of trying to replace such traditional ways of working, it is now often considered more opportune to try and preserve the strengths of these traditional ways of working, while at the same time improving them by providing access to new media. This is one of the main objectives of the augmented reality approach that we adopt here. In this paper, we specifically discuss the realization of a tool for early architectural design on an existing augmented reality system, called the Visual Interaction Platform. We describe the development process, the resulting tool and its performance for elementary tasks such as positioning and overdrawing. We also identify directions for future research and applications. q
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