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Träfflista för sökning "WFRF:(Warell Anders) srt2:(2010-2014)"

Sökning: WFRF:(Warell Anders) > (2010-2014)

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  • Abidin, Shahriman Zainal, et al. (författare)
  • The significance of form elements: a study of representational content of design sketches
  • 2011
  • Ingår i: [Host publication title missing]. - New York, NY, USA : ACM. - 9781450307543 ; , s. 21-30
  • Konferensbidrag (refereegranskat)abstract
    • The purpose of this paper is to understand the significance of form elements through the interpretations of design sketches. These interpretations are provided by designers themselves interpreting expressive characteristics of car images, and by students interpreting the sketches of designers' morphing sequences. In the experimental investigation of the sketching process through morphing sequence exercises, designers used individually driven styles and approaches when creating product form. These approaches produce characteristically different form ideas, which differ (but also show consistency) with respect to type of car category, expression, identity, recognition, format, composition, complexity, etc. Typically, assessment of generated sketch work and ideas is done using relative heuristic evaluation in a comparative design review. Given a large set of automotive sketches, general patterns of styling emphasis can be identified. The paper concludes that perceptions of designers are varied due to the representation format of the ideas as visual hand sketches. The visual hand sketches point out certain meaning and can be categorized with respect to perceptual characteristics according to the PPE framework and suggest that a tool to support evaluation and generation of early design concepts can be developed, and to support the generation of form ideas with desired characteristics for a brand, product category and market.
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  • Andersson, Torbjörn, 1976-, et al. (författare)
  • Desirability in the development of In-Car Infotainment Systems
  • 2011
  • Ingår i: Workshop: User Experience in Cars.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • This paper describes a workflow for designing experiences whileinteracting with an advanced driver assistant system. Future driver assistancesystems that utilize sensors and Car2X-communication in order to detect threatsin the car environment can help the driver to avoid collisions. To increase theacceptance of such a system, the interaction between the driver and the systemshould be able to generate positive experiences. To generate those experiences,a story-based design workflow was used. Concepts created with this workflowshould be able to address specific psychological needs of the driver. Theimplementation of this workflow revealed different schemes of positiveexperiences during driver interaction in critical situations.
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  • Andersson, Torbjörn, 1976-, et al. (författare)
  • Product gist : An approach to identifying form characteristics of the current product sign
  • 2013
  • Konferensbidrag (refereegranskat)abstract
    • In today's competitive market it is essential for companies to have a clear brand identity towards it consumers and users in order to be successful. Consumers have often a variety of products to choose from and the challenge for a company's products is to be discovered and remembered. An important factor is recognition of a product and how it is conceived through our perception which is mainly an identification process based on familiarity, resemblance or similarity. Furthermore, the visual part of the brain organizes the surrounding into patterns which are used as a guide for us, and to capture the surrounding is called getting its gist. The process of finding resemblance in a design space is often done by the designer as an implicit part in the design process. If this implicit knowledge could be more objectively visualised it might be a helpful tool to create a visual baseline of how consumers would experience the product segment. To show similarities and differences of design features quantitatively can facilitate the communication in a design development project. This paper explores how the concept of a product gist may be used to create a conceptual product sign and also how it could be used to analyse what the design space looks like in a given product segment. By quantitatively overlaying transparent pictures in a product segment visual pattern emerges that can be used as a communication tool in a design process when discussing brand recognition. In this paper a power drill is used as a simple application to illustrate the usage of the proposed product gist.
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  • Christoforidou, Despina, et al. (författare)
  • Good Taste vs Good Design : A tug of war in the light of Bling
  • 2012
  • Ingår i: The Design Journal. - : Berg Publishers. - 1460-6925 .- 1756-3062. ; 15:2, s. 185-202
  • Tidskriftsartikel (refereegranskat)abstract
    • Some products are considered ‘bad taste’ and therefore of less value. However, if we focus on what a product does with and for its users, rather than on what a product is, we can disregard superficial statements based on taste and instead get a better understanding of good design. This reasoning is based on the relationship between ‘good taste’ and ‘good design’, terms which are sometimes confused and treated as synonyms. In this article, we explore the tension between ‘good taste’ and ‘good design’ and how designers can use that tension in the design process. We consider ‘good taste’ to be rooted in a subjective context of inherent values, whereas ‘good design’ arises from competence and is based on professional skill. In this paper, ‘bad taste’ is exemplified by products associated with the lifestyles of rap artists and the subculture of bling. Our experience is that bling products often generate strong feelings and opinions and are dismissed by many as ‘bad taste’ because their appearance is incompatible with what is perceived to be ‘good design’. In the context of a course on trends, industrial design students were given the task of exploring how bling products are perceived in everyday life. Their views on bling were compatible with how bling is presented in the media. The students perceived bling products to be far from what is regarded as ‘good taste’ within their own culture. Consequently, they were unable to regard bling as a source of inspiration in their design work. However, when the students began to consider what the product does rather than what it is, they were able to use bling as a source of creativity. What other design opportunities are overlooked by regarding products as being in ‘bad taste’?
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