The Experts below are selected from a list of 9375 Experts worldwide ranked by ideXlab platform
Vink P. - One of the best experts on this subject based on the ideXlab platform.
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Aircraft Interior Requirements for a Good Sleep
'Longdom Group', 2020Co-Authors: He Z., Vink P.Abstract:Sleeping in long haul flights is difficult. There is noise, an upright sitting position and neighbors and crew disturb the sleep. However, there is not much information available for designers on the most important factors next to the seat that could improve the sleep quality. In this paper a co-Creation Session and a survey among 109 participants has been performed to study factors influencing sleep in a long-haul flight. This study shows that not only the seat is important for a good sleep, but factors like privacy, hygiene and neighbors play a role as well. The more frequent travelers experience more comfort during sleep. So, probably a good preparation is important as well.Industrial Design EngineeringApplied Ergonomics and Desig
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Aircraft Interior Requirements for a Good Sleep
'Longdom Group', 2020Co-Authors: He Z., Vink P.Abstract:Sleeping in long haul flights is difficult. There is noise, an upright sitting position and neighbors and crew disturb the sleep. However, there is not much information available for designers on the most important factors next to the seat that could improve the sleep quality. In this paper a co-Creation Session and a survey among 109 participants has been performed to study factors influencing sleep in a long-haul flight. This study shows that not only the seat is important for a good sleep, but factors like privacy, hygiene and neighbors play a role as well. The more frequent travelers experience more comfort during sleep. So, probably a good preparation is important as well
He Z. - One of the best experts on this subject based on the ideXlab platform.
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Aircraft Interior Requirements for a Good Sleep
'Longdom Group', 2020Co-Authors: He Z., Vink P.Abstract:Sleeping in long haul flights is difficult. There is noise, an upright sitting position and neighbors and crew disturb the sleep. However, there is not much information available for designers on the most important factors next to the seat that could improve the sleep quality. In this paper a co-Creation Session and a survey among 109 participants has been performed to study factors influencing sleep in a long-haul flight. This study shows that not only the seat is important for a good sleep, but factors like privacy, hygiene and neighbors play a role as well. The more frequent travelers experience more comfort during sleep. So, probably a good preparation is important as well.Industrial Design EngineeringApplied Ergonomics and Desig
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Aircraft Interior Requirements for a Good Sleep
'Longdom Group', 2020Co-Authors: He Z., Vink P.Abstract:Sleeping in long haul flights is difficult. There is noise, an upright sitting position and neighbors and crew disturb the sleep. However, there is not much information available for designers on the most important factors next to the seat that could improve the sleep quality. In this paper a co-Creation Session and a survey among 109 participants has been performed to study factors influencing sleep in a long-haul flight. This study shows that not only the seat is important for a good sleep, but factors like privacy, hygiene and neighbors play a role as well. The more frequent travelers experience more comfort during sleep. So, probably a good preparation is important as well
Cirac Cortés Noelia - One of the best experts on this subject based on the ideXlab platform.
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Mejora de la experiencia de usuario-Desarrollo de una interfaz para el sistema de reserva de la lavandería común ubicada en el HSB Living Lab en el campus universitario de Chalmers (Suecia), en colaboración con Electrolux Professional Laundry systems.
2020Co-Authors: Cirac Cortés NoeliaAbstract:[ES] Es bien sabido que el proceso de urbanización implica hogares unifamiliares, uso excesivo de recursos y altos niveles de contaminación. A medida que el número de personas que viven solas ha aumentado en los últimos años, el diseño de productos /servicios y espacios para mejorar la comunicación entre los individuos es esencial para promover la interacción entre los usuarios. Esta forma de apoyar las relaciones interpersonales se puede utilizar adicionalmente como una herramienta para promover un estilo de vida más sostenible. Dado que el crecimiento de las personas que viven solas también implica un mayor consumo de recursos, deben tomarse acciones que ayuden a cambiar el comportamiento de los usuarios en ambientes de convivencia comunes como las lavaderías comunes de las viviendas. Con esta situación inicial, hacer la colada es una tarea doméstica convencional que implica altos niveles de agua y consumo de energía, específicamente cuando se necesita el uso de la secadora. Por lo tanto, el objetivo de esta tesis es rediseñar y desarrollar una interfaz que afecte la experiencia de la lavandería y la interactividad social de las personas, así como promocionar la realización de un lavado sostenible. El objetivo es desarrollar una interfaz intuitiva que enseñe a los usuarios cómo funciona cada programa de lavadoras /secadoras y las diferencias entre ellos cuando se trata del consumo de recursos naturales. Esto es, motivar a los usuarios a lograr un bajo consumo de recursos, así como promover la comunicación y la colaboración entre ellos. El método utilizado para el proyecto fue Goal-Directed design process y Design Thinking. Este método se comenzó con un cuestionario general con 56 personas, en el cual inquilinos del HSB Living Lab y usuarios de lavanderías comunes fueron preguntados sobre la impresión general de los actuales sistemas de reserva, del diseño de las interfaces de los electrodomésticos, así como sobre el uso alternativo de los lavanderías. También se incluyeron preguntas sobre el conocimiento de los consumos personales y la huella de carbono generada mientras se realizan tareas cotidianas. Este estudio preliminar fue respaldado por entrevistas individuales, sesiones de co-creación y pruebas de usuario para obtener datos cualitativos. Finalmente, se utilizaron diferentes estrategias de comportamiento sostenible, especialmente en la fase de ideación. El resultado final es una aplicación para smartphones denominada Laundry ++ que proporciona una experiencia de usuario totalmente nueva, desde la reserva de las máquinas hasta el final del ciclo de lavado. Combinando la tecnología de Smart Home y los servicios de aplicaciones de reserva, los usuarios pueden reservar la lavandería, observar quién está haciendo la lavandería al mismo tiempo que ellos y reportar directamente problemas a los técnicos, por lo tanto, se mejora la comunicación entre todos los actores involucrados. Además, los usuarios pueden controlar las máquinas utilizando sus teléfonos móviles, conociendo el consumo de agua y energía de cada programa. Con esta aplicación, los usuarios aprenden sobre cómo reducir su consumo mediante la recepción de ecofeedback por parte de los electrodomésticos. Para concluir, con el fin de crear conciencia de lavandería sostenible entre las personas y animarles a disminuir su consumo, es necesario el diseño de una interfaz que cuente con un diseño intuitivo y visual, de manera que sea capaz de motivar al usuario a utilizar este nuevo servicio.[EN] It is well-known that the urbanization process is leading to single households, overuse of resources and high levels of pollution. As the number of people living alone has increased over last years, designing both product/services and spaces to enhance communication between individuals is essential to promote interaction. This way of supporting interpersonal relationships can be additionally used as a tool for a more sustainable lifestyle. Since the growth of singletons also implies a higher consumption of resources, an action to change people¿s behaviour needs to be taken in common house environments such as laundry rooms. With this initial situation, doing the laundry is a conventional household chore that implies both high levels of water and energy consumption, specifically when the use of dryer is needed. Thus, the aim of this master thesis is to redesign and develop an interface affecting the laundry experience and the social interactivity of people as well as encouraging sustainable washing behaviour. The goal is to develop an intuitive interface that teaches users how each washing machine /dryer program works and differences between them when it comes to the consumption of resources. This encourages users to achieve low impact consumption as well as promoting both communication and collaboration between them. The method used for the project was Goal-Directed design process and Design Thinking. This method started with a general questionnaire with 56 people, HSB Living Lab tenants and laundry room users regarding the general impression of current booking systems and machinery interfaces as well as the alternative use of laundry rooms. Questions about the knowledge of consumptions and generated carbon footprint were included as well. This preliminary study was endorsed by individual interviews, co-Creation Session and user testing to gain qualitative data. Finally, strategies for sustainable behaviour were used, with special emphasis on the ideation phase. The final result is a smartphone application called Laundry++ that provides a totally new user experience, from booking the machines to the end of the laundry cycle. Combining both smart home and booking applications, users can book the laundry, observe who is doing the laundry and report problems to technicians, therefore enhancing communication between every actor involved. Moreover, users can control the machines by using their smartphones, knowing the water and energy consumption of every program. With this application, users are educated on how to lower their consumption by receiving feedback from the machines. To conclude, in order to create sustainable laundry awareness among people and encourage them to decrease their consumption, eco-feedback through an intuitive and visual design is needed.Cirac Cortés, N. (2017). Improving user experience in a laundry room. http://hdl.handle.net/10251/139171TFG
Vergnaud Calderón, Jean Guy - One of the best experts on this subject based on the ideXlab platform.
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Improove : service design to pursue progress during physical activity
'Universidad de Los Andes - Facultad de Arquitectura y Diseno', 2020Co-Authors: Vergnaud Calderón, Jean GuyAbstract:La etapa de investigación del proyecto permitió identificar que las personas que miden actividad física con monitores o fitness trackers, confían en las calorías como motivador para hacer ejercicio, y esta no refleja correctamente el gasto energético como indicador de progreso. Por otro lado, la deserción en gimnasios está asociada a la falta de resultados y la rutina aburre a los clientes, haciendo que abandonen en búsqueda de otras actividades. Finalmente, la variabilidad como complemento es necesaria para un buen desempeño en la actividad física realizada siempre que se encuentre orientada a objetivos específicos, sin afectar el seguimiento, acompañamiento y progreso el usuario. El problema de diseño se definió en como motivar en los clientes de gimnasios el progreso, y el proyecto lo soluciona por un lado midiéndolo objetivamente gracias a la potencia generada en la actividad física y por el otro, fomentando el concepto de variabilidad significativa en la práctica de actividad física y así evitar la deserción. Ambos elementos soportan la innovación del proyecto, pues por un lado la medición del gasto energético a través de la potencia no existe en el mercado y por el otro, se desafía el concepto de competencia entre gimnasios y se establece un balance entre variabilidad y obtención de resultados. Para lograr los objetivos, Improove propone primero una aplicación móvil para medir la potencia de las actividades y llevar un registro del progreso, y segundo, proporcionando la variabilidad necesaria para mejorar la experiencia de los usuarios y manteniéndolos orientados a un objetivo asociado a su actividad núcleo a través de alianzas entre distintos gimnasios identificados y categorizados por Improove. Después de la validación de los elementos del proyecto, se concluyó que 1. sí es posible hacer visible y medible el progreso de los clientes de gimnasios de manera objetiva a tra- vés de la potencia generada y 2. No fue posible medir el impacto de las actividades complementarias como aporte al progreso y reducir la deserción dada la contingencia de la emer- gencia sanitaria COVID 19 y por los recursos de tiempo asociados a la maestría. Adicionalmente, la medición del fitness con potencia, el valor de fitness y la curva siguen siendo conceptos muy técnicos y nuevos para el usuario, por lo que es necesario simplificarlos y estruc- turar la sesión de co-creación entre todos los gimnasios para transmitir la importancia del proyecto, elaborar los objetivos de cada disciplina y cambiar gradualmente la percepción de competencia entre ellos.The research stage of the project identified that people who measure physical activity with monitors or fitness trackers, trust calories as a motivator to exercise, and this does not correctly reflect energy expenditure as an indicator of progress. On the other hand, desertion in gyms is associated with a lack of results and the routine bores clients, causing them to leave in search of other activities. Finally, variability as a complement is necessary for a good performance in the physical activity carried out whenever it is oriented to specific objectives, without affecting the monitoring, accompaniment and progress of the user. The design problem was defined as how to motivate progress in gym clients, and the project solves it on one hand by measuring it objectively thanks to the power generated in physical activity and, on the other, promoting the concept of significant variability and thus avoid desertion. Both elements support the innovation of the project, since on the one hand the measurement of energy expenditure through power does not exist in the market and on the other, the concept of competition between gyms is challenged and a balance is established between variability and obtaining results. To achieve the objectives, Improove proposes first a mobile application to measure the power of the activities and keep track of progress, and second, providing the necessary variability to improve the user experience and keeping them oriented towards an objective associated with their core activity through alliances between different gyms identified and categorized by Improove. After the validation of the project elements, it was concluded that 1. it is possible to make the progress of gym clients visible and measurable objectively through the power generated and 2. It was not possible to measure the impact of Complementary activities as a contribution to progress and reducing dropout given the contingency of the COVID 19 health emergency and due to the time resources associated with the master's degree. Additionally, the measurement of fitness with power, the fitness value and the curve are still very technical and new concepts for the user, so it is necessary to simplify them and structure the co-Creation Session between all the gyms to transmit the importance of the project, elaborate the objectives of each discipline and gradually change the perception of competition between them.Magíster en Diseño para la Innovación de Productos y ServiciosMaestrí
Lu Jiahao - One of the best experts on this subject based on the ideXlab platform.
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Not so big: Making data less overwhelming for designers: The development of a tool for novice designers to deal with big data without overwhelmingness feeling
2020Co-Authors: Lu JiahaoAbstract:From the internet to the sensors in wearable devices, people leave their digital traces behind both online and offline. Data is getting ubiquitous and cheap. Some new fields, like business intelligence, are recognized and emerging. As a trustworthy and precise material, data is also a valuable source for designers. It provides accurate and detailed data on users’ behaviors and brings some new perspectives on users’ needs in the design process. Meanwhile, big data is a new field for most designers. Most designers, especially novice designers, often lack big data related knowledge and skills. When they face big data, they usually feel clueless and anxious. It is difficult for them to deal with big data well. This thesis's foundational objective is to support designers in applying big data in the design process effectively and confidently. It is about keeping exploring the possibilities of design and making sure that design stays at the cutting edge of the big data era. This project focused explicitly on novice designers who are inexperienced with projects involving big data.To provide this appropriate support, the key pain point was targeted from designers’ big data related project experiences, which is the feeling of being overwhelmed by big data when designers face it. In the end, I designed the data management platform to help designers relieve this feeling and have a better performance at big data involved projects.This thesis will introduce the project process. First, I did the literature review to learn about big data, how the relationship between big data and design is, and how the relationship between big data and design process is. Afterward, Context Mapping was conducted to learn about the designers’ experiences in applying big data in the design process. With the literature review and Context Mapping, I understood the project from both a theoretical and design practice perspectives. Then, I held a Session to explore the problem space. The Session was organized with designers to learn about their difficulties when dealing with big data. After the Session, I realized that the biggest challenge for designers is being overwhelmed by data when translating big data into insights. It results from the massive big data content and cluelessness when designers face big data. It affects designers’ efficiency and confidence in the design process. To explore the solution space of the challenge, I held a co-Creation Session with novice designers.In the end, Data Management Platform was proposed. The concept's goals are to relieve designers from data overwhelmingness and assist designers in dealing with big data. The Data Management Platform can provide designers an overview of the project and prevent designers from feeling lost in the big data content. By guiding designers to apply big data in an appropriate process and assisting designers with some tools to collaborate with different people, designers can confidently and effectively make full use of big data. In the end, the concept was evaluated.Strategic Product Desig