bluuebunny/crossref_metadata_2025 huggingface dataset:
Pedestrian Modeling for Mitigation of Disease Transmission in a Simulated University Environment
Authors: Schwartz Michael , Stainrod Cortnee , Nizam Irin
Published: June 2022

Understanding the spread of COVID-19 through mathematical modeling is an effective method of evaluating control interventions and the impact of infectious diseases. It is important to understand how individuals move and gather within indoor spaces as early awareness of specified strategies act as decision-making tools to riskier alternatives. On university campuses, indoor spaces pose unique threats due to high traffic spaces in the building hallways, restrooms and bottleneck points that lead to mass congregation and therefore increased risk of transmission. Evaluation of infectious diseases transmission as a result of pedestrian dynamics (e.g., pedestrian density, crowding, queue and wait times) was used to determine time-varying social distancing during pedestrian interactions/movements. Multiple campus buildings were modeled to demonstrate environments with varying size and complexity. Building models were constructed using the pedestrian features of AnyLogic. The proposed solution makes the following contributions by tracking the control measures of pedestrian dynamics at the microscopic level through temporal and spatial separation. This is done by enforcing social distancing through reducing the number of individual occupants at one time (i.e., segmented student population) and staggering start and end arrival times.The two greatest risk factors in the models were time and space. Entrances and exits to buildings, classrooms, and restrooms, and other queues forced simulated agents to cross the danger threshold as these building features were physical bottlenecks. Model results demonstrated sharp, but brief increases in transmission due to not staggering class arrival and departure times. Results indicated that controlling scheduling or forcing space assignments/social distancing were effective in reducing contacts and risk of spreading disease; however, the greatest reduction in risk of disease transmission occurred when both methods were used in conjunction. When class arrival and departure times are staggered, transmission between people not in the same class is only possible during chance encounters due to restroom visits, late arrivals, or early departures.
Service Disruptions and Recovery: Lessons from the Chinese hotel industry for the post-COVID-19 Era
Authors: Yang Zi , Wai Michael Siu Kin , Huang Yushan
Published: June 2022

Ever since the World Health Organization declared COVID-19 a pandemic in early 2020, it has had an impact on all industries globally, especially the tourism and hotel sector. China’s hotel industry was one of the first to experience the challenge related to COVID-19. However, due to early interventions, Chinese hotels are on a faster recovery route than many other global markets. This study examined the relationship between customers' perception of COVID-19 and factors that affect hotel service quality. Through a Chinese online crowdsourcing platform, this study obtained 429 samples from participants who stayed in hotels before and during the pandemic. This study aims to serve as a reference for hotel service innovation and guide hotel managers on how to improve customer experience in the post-pandemic era.
Decoration and Nostalgia - Historical Study on Visual Matrices and Forms of Diffusion of Fêtes Galantes in the 20th Century
Authors: Carneiro De Carvalho Vânia
Published: June 2022

In São Paulo/Brazil, between the years 1950 and 1980, porcelain sculptures representing courtesy scenes were fashionable in wealthy and middle-class homes. Several Brazilian factories started to produce such images and many others were imported, the most of them from Germany. These representations were inspired by the fêtes gallants, a rococo style genre from the 18th century. Factories like Meissen, Limoges and Capodimonte produced thousands of copies which circulated in Western Europe and the Russian Empire. During the 19th century, from French institutional policies, the fêtes galantes were revalued along with the recovery of the rococo. This political and cultural movement resulted not only in domestic interiors decorated with authentic pieces from the 18th century gathered together by collectors, but also in the production of new objects. Following decorative practices, studies anachronistically reclassified 18th artisans as artists, constructing their biographies, circumscribing their peculiarities, and identifying their works. Many pieces from the privates collections ended in museums. The porcelain aristocratic figures won the world and are produced until today. It was at the end of the 19th century, in the region of Thuringia, that the technique of lace porcelain emerged. Produced by women in a male-dominated environment, the technique involved the use of cotton fabric soaked with porcelain mass which was then sewed and molded over the porcelain bodies of male and female figures. After that, the piece was placed in the oven at high temperature, burning the fabric and leaving the lace porcelain. It is significant and relevant for the purposes of this research that the lace porcelain technique was never recognized as a object of interest by the academic literature on porcelain. It is likely that the presence of the female labor, the practice of sewing and the use of fabric have been interpreted by the male academic and amateur elite as discredit elements. Added to this, the lace porcelain became very popular in the 20th century. The reinterpretation of rococo in the 20th century was also understood as a lack of artistic inventiveness associated with marketing interests, which resulted in the marginalization of these sculptures. What is proposed here is to study these objects as pieces of domestic decoration practices, recognizing in them capacities to act on the production of social, age and gender distinctions. I intend, therefore, to demonstrate how these small and seemingly insignificant objects were associated with decorative practices of fixing women in the domestic space in Brazil during the 20th century. They acted not alone but in connection with other contemporary phenomena such as post-war fashion, the glamorization of personalities from the American movie and European aristocracy and the rise of Disney movies, which promoted the gallant pair as a romantic idea for children in the western world.
Somewhere Between Architecture and Jewelry
Authors: Romãozinho Mónica
Published: June 2022

Our projects talk about knowledge and experience accumulated through time, so they work like powerful memory boxes. All that information reappears when we start sketching our first exploratory drawings. Architecture always influenced the way we see and understand the world and things in general, the “real” architecture which surrounds us every day, but maybe in a particular way the imaginary one that we can discover through set design projects, ephemeral exhibition design, even visionary drawings related to unbuilt ideas. We aim to demonstrate that jewels and architecture can share fundamental principles. When we look at a jewellery piece, we can observe its volumetric, how does light and shadow model the piece, the scale, the contrast between full and empty spaces, the composition, the sense of horizontality or verticality, its symmetry or asymmetry, its ergonomics, among other aspects but how can we relate to this intriguing object, what kind of emotions can it arouse in us? Perhaps we can play with similar feelings in other scales. In this perspective, our article focuses on the relation between architecture and jewellery applied research considering the philosophy “learning-by-doing” pursued by Charles and Ray Eames, inspiring and timeless references from the past. We follow a design methodology that implies continuous research about other authors and movements, the continuous selection of waste objects and materials, the development of sketches along with all the processes, and experimental prototyping. On the other hand, we incorporate specific goals related to product sustainability since the beginning of the present projects, namely upcycling. The main goals transversal to these experimental series consists of exploring space as a concept, interaction, and, at last, wearability. The jewel itself can have a strong presence in a certain way very close to the artwork but it is created and materialized for real people so we prefer to think about it as design because it is supposed to be owned and appropriated by someone and to contribute simultaneously to communicate their personality, to break with typified and mass fashion design, to conquer an immaterial dimension, to provoke emotion the moment we “dress” it.
Sustainability (still) on Demand: Tools for Next Generation Designers
Authors: Gomes Rute
Published: June 2022

Design for Sustainability has been a persistent subject on bachelor Design Degrees curricula for the last decades. However, most of the outcome on students’ projects has been more focused on the use of recycled materials than with systemic sustainable solutions, that would generate a higher impact on the reduction of waste production and into the change into more responsible consumer habits.The actual emergency of a change in scenario in production and consumption habits, leads to the need of a refreshment in the subject of Design for Sustainability concepts and strategies, into schematic proposals as educational tools for next generation designers. Being so, this paper aims to answer the following question: How to synthetize conceptually operational design strategies, as learning tools for bachelor degree design students? To answer this question, a literature review centred on Design for Sustainability, Product Life Cycle Design, Product Service System and User-centred Design was carried out. The collected data was systematized into Design for Sustainability Innovation approaches: i) product design and ii) systemic design. The results led to a graphic systematization of design methodological steps and subsequent design questions that invite students into a reflection on the practitioner's proposals and their wider consequences into a near Future.
Community Engagement Methodology for the Academic Design Curriculum
Authors: Miolo De Oliveira Caio , Assoreira Almendra Rita , Rita Lourenço Ana , Leitão Tiago
Published: June 2022

Design profession has become quite resignified over time, being increasingly associated with an approach to involve people working collaboratively to co-create new opportunities for the welfare, solve complex problems or even favor innovation processes, whether they are applied in business environments or in the social sphere. By acting in this scope, Design is articulating social innovation processes, as it is developing strategies, whether through products or services, so that the actors related to the existing context can be active agents of transformation. In synergy with this approach, there is another participatory aspect, originating from other areas of knowledge: Community Engagement Methodology. This encompasses a process for providing information, empowering the community to identify solutions to their needs, as well as influencing priorities and strategic decisions. In this context, despite having enough theoretical and practical research implemented to favor community engagement, it appears that the academic curricula of Design courses do not work so specifically with community engagement/ implementation of social innovation processes. Thus, this paper reveals a methodology developed during PhD research in Design that aimed to favor the social reintegration of offenders and ex-offenders. This methodology, made up of different methods, was created in codesign with a Portuguese social cooperative, which was one of the promoters of a project co-founded by the European Union, between 2017 and 2020. The methodology was applied to professionals of the Criminal Justice System who work within the scope of reintegration in four countries (Portugal, Italy, Romania, and Germany), who evaluated it very positively. Therefore, the purpose of this article is to reveal the community involvement methodology created and propose ways that it can be implemented in Design curricula, to encourage and favor the development of solutions and improvements in different social contexts.
The Challenge of the Development of Complexity Approach Skills in Design Education. A Study with Design Students
Authors: Maia Manuela
Published: June 2022

Based on a set of questions about the conditions of design education to complexity approach in the 21st century, proposed for reflection by a previous exploratory study, we sought to deepen this problem with another study involving a greater number of design students. Our aim is a contribution to the expansion of the reflection on the designers' capacity to respond to the complexity of reality, allowing the approach to other dimensions of the problem. We search for a more precise understanding about specific learning needs of the students. Simultaneously, we intended to contribute to a more detailed understanding of the teaching-learning environment conditions that must be answered. Keeping the theoretical framework of the exploratory study, built from an important series of recent contributions on the subject, we research through a qualitative study to understand the behavior of students from different design specialties. The students were exposed to a real problem of a real organization previously known. The study was fully carried out in the students' teaching-learning environment. We defined as focus of our analysis the students’ knowledge needed for the translation of the objectives of the organization for accurately defining the problem and for the configuration of this particular design situation. The data revealed the students chose to describe possibilities for the solution, avoiding the constraints, as it was revealed by the exploratory study. We found that given the difficulty in defining the problem students focused on solutions, resorting to creativity and invention to solve the challenge. We conclude that the learning environment must be more dominated by collaboration between system different actors, with greater articulation with diverse knowledge areas. The students’ needs must activate ways for exploring the unknown, in an environment that equips them with effective tools to support learning, in addition to their motivation and commitment. The identification of concrete dimensions for framing the configuration of support tools for design education for complexity approach has already an important territory of contributions, with resources and experimented proposals for action. Powerful design learning support tools for understanding real problems in design education, must be above all useful for the inquiry base for creativity and able to be mastered by designers. With an entrepreneur attitude for the global challenges we face, these tools must allow design students to learn about possibilities for innovative solutions.
[de]Territorialization, the Role of our Brain in a Technological World.
Authors: Miguel Ginja Luis
Published: June 2022

Since the turn of the 20th century, the act of design has gone through an exercise of problem-solving. It happened in the field of the city, architecture, or objects. Much of this discourse is present in the modernist manifestos. These goals are primarily related to Russian constructivism, in which many modern personalities were engaged. This problem-solving process, oriented toward an economic practice that articulated the available means to the proposed ends, was so necessary to the revolutionary spirit of the time. However, they answered the questions that the post-Russia zeitgeist of the Revolution intended to answer. The articulation of their intended function, coupled with the emergence of their utility, entrusted them with a good and abstract character in the city.However, in its genesis, the project contains much more than that. It cannot be merely the functional resolution of a problem. It must have the instability of that problem in its course, which becomes changeable in the search for the solution. As a result, the merely utilitarian character thus loses its initial grip. As Roger Scruton argues, the definition of a project methodology is complex if a method is indeed the correct word to use in the process. The method, that is, a path composed of specific tools to achieve a purpose, seems to us little convergent with the themes that should flow. To start from this assumption is to invalidate what we previously described as a fundamental part of the process of memory, which should have a high place in the project process. The design process is, in essence, the transit between the identification of a problem until it resolves (one, among many possible ones). To which we allude, it does not refer only to the project in Architecture but to a whole system that involves not only objects but also cities, in what we can understand as relationships with the body. More than a mere technical process, it involves an empirical component based on experience, which we define as physical and intellectual. The act of design, or project, must contain in its origin the state of emptiness, without preconceptions, that gag it. This state, which we wish to bring into discussion, is nothing more than the full potential of the task we want to accomplish.
Integrated Pedagogy Model for Training the XXIst Century Designer
Authors: Anton Javier , Larripa Victor
Published: June 2022

The New Degree in Design at the University of Navarra was launched in September 2016, and has recently completed the cycle of its first-generation students. The shaping process of this degree was intended to be flexible to forge the profile of a versatile and creative designer, a process that would lead to a new and innovative configuration of teaching methodologies based on the integration of contents and competences through projects.This article intends to explain how this Education Model works and which are its main principles, understood as the practical result of a permanent and ongoing research about ways of training designers for the needs of contemporary society. In fact, the scope of the text is to emphasize how this teaching methodology intends to help the students acquire the necessary skill set to face the hybrid challenges that the XXIst Century requests, challenges immersed in a world marked by an overwhelming technological development.In that sense, the entire system could be condensed into the intention of configuring mindsets of future designers in such a way that they are, at the same time, integrative and critical. That is, the development of integrative thinking is built through the aforementioned confluence of materials and knowledge in each project. And critical thinking is forged through numerous cultural subjects and through work on analysis of case studies and examples. From the combination of both faculties, the ability to integrate and the ability of critical thinking, the students will acquire the creative attitude that today’s society demands.Keywords: Teaching Methodology, Design Training, Creativity, Design Education, Integrative Thinking, Critical Thinking, Technology
Identity Design: A Procedural Approach for the Ideation, Construction, and Analysis of Logos
Authors: Morais Rodrigo , Ribeiro Jo
Published: June 2022

The present research focuses on the analysis and later proposal of a logo's ideation, construction, and interpretation process. To fulﬁll this objective, the concepts and methodologies of graphic design and brand identity were collected to support the function and classiﬁcation of a logo. However, this is not a closed model, being just an indication that can contextualize and guide professionals in their creative process in developing a logo.
Co-Design as a Tool to Improve Our Cities.
Authors: Barradas Vera , Rijo Cátia
Published: June 2022

This paper aims to develop an academic project in the field of design under the theme"New European Bauhaus" with the aim of contributing to a better experience andliving in the city and the development of a more sustainable city. The theme has afocus on the project developed in the Master of Digital Identity of PortalegrePolytechnic that intends to know the city of Portalegre from a singular place and itsidentity. This study is part of this international project called “Design, experience,and identity: meeting spaces to design a livable city” that has the collaboration of sixNational and International Higher Education Institutions and aims to address thisinterdisciplinary issue through the development of academic projects in thedisciplinary field of design. In these ways we can contribute to a better experience inthe city, as well as to a more sustainable development of the place, without losingsight of its identity.
Emotion: A Vital Component in Design Decision Making
Authors: Moreira Da Silva Fernando , Almendra Rita
Published: June 2022

According to several authors, emotions are vital in decision-making, existing three fundamental components in the emotional set, that is, the affective, the cognitive and the motor, which gives emotions a central role in design projects, along with intuition, directly relating the design product with its user, which may lead to the adoption of new attitudes. Since emotions are processed at memory level, they can enable the generation of new meanings established by each user, motivating feelings of belonging, in addition to promoting greater durability in the relationship established between user/object, which may lead to positive attitudes at the level of product life cycle. Over the last few decades, there has been a paradigm shift in terms of design processes and methods, which has brought with it greater flexibility in the incorporation of concepts, promoting interaction and empathy with human beings, valuing a more cognitive and humanistic design approach. In this paper we present an investigation that fits into the disciplinary territory of Design, in which we intend to give emotion a central role in design decision-making. It uses a mixed methodology centred on literature review and practical experience in teaching design project. It is intended to stimulate reflection and bring new perspectives on the addressed object of study that may lead to a position taking the emotional component as a fundamental advantage key strategy in design decision making, contributing to a more sustained vision of the professionals but also the students, in the development of projects in design.
Biomateriality Bridging Design and the Community
Authors: Forman Gabriela , Santos Michele , Ferreira Pedro , Bandoni Andrea
Published: June 2022

The current environmental crisis is turning designers to the development of new biodegradable materials, that are produced through clean processes: the biomaterials. They present not only alternatives to existing materials, but actually an opportunity to reflect upon new materialities that indicate different ways of consuming and living to their users. In order to be massively adopted and lead change, biomaterials need to be validated and possibly co-created with real communities. Complemented by a literature review and by two surveys, one directed to rapid prototyping facilities’ coordinators/founders, and another with a focus on citizens from Portugal, this research explores how biomaterials can connect Design and their surrounding communities. A deeper understanding of related dynamics and how the democratization of Design processes unfolds and is perceived is key to effective communication and implementation of holism-focused methodologies. Additionally, this study highlights aspects such as the role or the empowerment of the community through the search for solutions and activism.
The Process of Creation: Artistic Creation and Creative Processes.
Authors: Silvia Barros De Held Maria , Alho Carlos , Matos Vanda
Published: June 2022

This research is built upon the search for the understanding of today's status of the process of creation, and how it has been considered through time, first through an philosophical approach, then through psychological aesthetics and finally, more recently, through psychology. If all construction of reality are built upon the interaction between physical world, the psychological or subjective world and the world of human creation, it seems to be clear that the creative process is, by excellency, a paradigm of the human experimental or experiential phenomena. Assuming a descriptive case study approach, Boa Nova Tea House of Siza Viera is analyzed. In Siza Vieira´s creative process, the drawing constantly validates his work. Architecture balances between art and technique as a creative act resulting from the artist mental reflective and experimental construction.
Smart and Inclusive Built Environment: Is Remote Work the Key?
Authors: Caramelo Gomes Cristina , Ariane Houria
Published: June 2022

This paper discusses the contribution of remote work to metropolitan areas’ resilience, sustainability, inclusion, and equity. These premises are the support of smart and 15-minute city models. The traditional model of idealization, planning, and living in metropolitan areas is based on the automobile, in the commuting movements, and in a dependent relationship between city centre and suburbs. The pandemic context exposed, in practice, the choice and the need for a human centred design model for metropolitan areas planning. The disrupted reality experienced in the last two years exposed the need to change traditional practices to guarantee global, and local sustainability. Remote work impacts commuting as well as the interactions between individuals and their home environs. To support this statement, the case studies of Paris and Barcelona, are both examples of 15-minute city model implementation. In the end, some questions: Why insist on unsustainable commuting centred planning? If the remote work experience along the lockdown was positively perceived, why its adoption is so difficult, almost impossible?
The Digital Children’s Book – Types of Media and Interactivity
Authors: Kretli Mascarenhas Agatha , Rolo Elisabete
Published: June 2022

This paper uses the literature review methodology to compile knowledge about the children’s digital book theme. It begins with a brief historical contextualization of the evolution of the children’s book and a reflection on the use of technology by children. Next, the different types of digital media are listed, referring to the critical points of its history, and focusing on mobile devices as reading media for children. Finally, we reflect on digital interactivity in children’s books, which are now visual, sonorous, and tactile.
Wearable Design for Epilepsy Patients: Human-Centered Design and Speculative Design for a Positive User Experience
Authors: Parilli Davide , Moreira Daniela , Estanqueiro Patricia , Ramirez Rodrigo , Ayanoglu Hande
Published: June 2022

Despite encouraging indicators that epilepsy cases can be prevented with low-cost, efficient drugs, a significant number of patients are resistant to treatment. Constant monitoring is one technique to get around this problem. Wearables are a suitable alternative, but they must deliver a positive user experience; hence, they must consider “material” and functional factors. Human-Centred Design (HCD) is an effective method to achieve that because it focuses on users’ needs. However, HCD is concerned with the potential problem space but overlooks some essential features of technological use. Speculative design is a method for investigating potential design outcomes and possibilities that may arise in the future (i.e., problems concerning privacy). In this sense, the paper argues that speculative design can extend HCD to create wearables for epilepsy patients who require constant monitoring.Keywords: Epilepsy, Human-Centered Design, Privacy, Speculative Design, User Experience, Wearables
Strategic Design for “Smellscapes”: Do Smells Get Into Our Decisions?
Authors: Martins Amadeu , Nunes Ana , Lima Andreia , Ribeiro Carlos , Pedro Carolina , Oliveira Jéssica , Vieira Monalisa , Monteiro Patrícia
Published: June 2022

Most design interventions manipulate the environment to convey sensory information to the public. However, aside from cosmetic industry, research on the olfactory modality has been broadly overlooked. Being one of the most ancient senses, smell provides motivational guidance within the environment, and some evidence has pointed to multisensory influences of smell. Thus, if the olfactory experience could surpass its mere perception and extend to our decisions, it would become a critical topic for design R&D. We assessed the influence of environmental smells on the performance of two distinct decision tasks, namely, a parallel response selection / conflict monitoring task (see Beste et al. 2013) and a cocoa taste-discrimination task, respectively employing an orthonasal (experiment 1) and a retronasal (experiment 2) smell exposure. Three identical laboratory rooms were used in both experiments to expose the participants to control, pleasant (apple fragrance scented room), and unpleasant (faecal / putrid room) smells in a counterbalanced within-subject design. Although participants’ response times were equivalent between conditions in experiment 1, the unpleasant room was associated with a decreased (albeit non-significant) number of errors. Remarkably, experiment 2 revealed that the unpleasant smell condition produced significantly more accurate judgments about the cocoa content of the trials than those obtained under pleasant (p< 0.01) and control (p< 0.05) conditions. Our findings are discussed considering the salience of smells (i.e., motivational value), and task demands (i.e., exposure length and type of cognitive processes engaged). Those factors likely combine to determine the resources (e.g., attention) allocated at each task and consequently, the degree of interference that smells could have on decision-making. We argue that olfactory design interventions might benefit those people in various contexts where sharp decisions are an asset (e.g., operating rooms, court rooms, etc).
Anticipating the Impact of Virtual Reality for Learning the Design Fundamentals: Students’ Perceptions and Perspectives
Authors: Neves Ana , Ayanoglu Hande , Goncalves Eduardo , Dias Diana , Duarte Emilia
Published: June 2022

An increasing adoption of Immersive Virtual Reality (iVR) based solutions can be observed in higher education and in design education particularly, namely in the teaching and learning the design fundamentals, usually referred to as Basic Design (BD). Research on this subject focuses mainly the overall potential of this technology for developing new pedagogical tools for teaching, being scarce regarding the understanding of the students' expectations about the adoption of such technology, which is essential in a Human-Centred Design (HCD) approach. The main objective of this study was to understand students' familiarity and expectations regarding the use of iVR for teaching-learning BD. An online questionnaire assessed the students’ perception concerning: i) the difficulties related to the learning of the design fundamentals; ii) the suitability of the used digital technology; iii) and the receptivity/expectations to use iVR-based tools in the teaching-learning process. The results suggest that the students perceive the iVR-based tools as important and motivating for the learning process, being expected to assist the learning of all the BD-related content topics. Moreover, it is noteworthy that the most difficult content to learn appears to be 3D form, which iVR-based technologies are widely believed to aid in mastering. It is expected that the findings can support the development of learning activities assisted by iVR-based tools, more likely to meet the expectations of future students, thus contributing to engaging teaching-learning experiences and improved learning results.
Using Co-Design Methods to Develop a Patient Monitoring System in Hospital Emergency Care to Support Patient Safety
Authors: Neves Sandra , Oliveira Vera , Guarino Maria
Published: June 2022

Efforts have been made to develop a collaborative model to engage healthcare professionals and patients in healthcare services and resources improvement (Neves et al. 2021) This paper aims to understand how a collaborative model can enhance how design researchers work with healthcare communities in Portugal. Within relation to the development of a patient monitoring system to support patient safety for hospitalised people, this paper reports how design researchers are collaborating with the more traditional healthcare support specialisms in the research team. The design researchers are introducing methods and tools to involve all key stakeholders (i.e., nurses, doctors and patient and public representatives) in the design of the new patient monitoring system, which involves the continuous monitoring of vital signs for early detection of clinical deterioration to ensure patient safety in emergency care at the hospital. Specifically, through the nature of co-design workshops and the use of participative tools, these approaches are intended to better empower patients and healthcare professionals in this co-development process, to allow them to mediate the decision-making process in this context. This paper presents the first phase of this co-development process, highlighting the importance of using a participatory co-design approach to enable healthcare professionals and patients to voice their issues when developing a patient monitoring system.
Cohort Study Good Practices: Design Communication and Capacitation Processes
Authors: Ferreira Elga , Penedos-Santiago Eliana , Rocha Constança , Marques Daniela , Soares-dos-Santos Estêvão , Dias Sara
Published: June 2022

In the county of Leiria, Portugal, part of the population is known to have morbidity diagnoses (metabolic illnesses and more) and poor health habits on a big enough scale to bring the idea of how low health literacy can affect people's lives and health services, such as a flood of the emergency systems caused by people attending the emergency room with minor issues. To address it, institutions in Leiria such as the City Hall and Polytechnic of Leiria decided to conduct a longitudinal and prospective cohort study, where a sample of the population will be followed throughout time to understand if their choices regarding health and sustainable habits are indeed affected by their health literacy levels.This project will contribute to the initial stage of this cohort study, by developing a recognizable brand, whose identity can be maintained throughout all its communication and dissemination media, so that the population can identify, without equivocation, the cohort study to which it refers, and awaken their curiosity to participate. This stage also includes the presentation and dissemination of the cohort study itself to the population under study, followed by a randomized inquiry done by pre-selected interviewers.This project relies on Service Design and Participatory Design methodologies to streamline the development of the study’s elements and to solve common cohort issues, such as: 1) gathering a suitable number of participants that can represent the population; 2) follow-up maintenance of participants; 3) keeping the interviewers and participants engaged with the study, after the first contact. Informal interviews and user group definition will help the comprehension of the study and allow to create personas to characterize the interviewers of the cohort study. These aforementioned methodologies will be supported by the workshop methodology under Participatory Design, acting as a testing ground for the previously developed processes, preparing interviewers to adapt their communication when facing people from different generations, education, and social backgrounds.By carrying out this project simultaneously with the cohort study, it’s possible to evaluate, over time, how the design methodologies can empower and facilitate communication and intervene, changing tactics in case it’s needed. The creation of a replicable experience is proposed allowing the betterment of the overall health of the population. Additionally, assuming the lack of information on how the preparatory phases of cohort studies are designed, it’s also envisaged the creation of guidelines and a good practice manual. It is also of great importance to point out the bridge established between the health and design fields, where design becomes the interface between science and the public.
Oughtred's Circles of Proportion 2.0: A Proof of Concept for Hands-on Science Engagement
Authors: Bispo Renato , Gessner Samuel , Blanc Joana
Published: June 2022

This paper presents the development of a functional model of the logarithmic slide rule designed by the mathematician William Oughtred in the 17th century, known as Oughtred’s Circles of Proportion, to be used in educational contexts related to the history of science and the teaching of mathematics. The project consisted in interpreting the original instrument to develop a rigorous three-dimensional model of the slide rule, including its logarithmic scales and friction-tight joint, as well as adapting this artifact for 3D printing to the production of manipulable interactive objects at reduced costs. The paper presents the successive stages of development and collaboration, from the definition of goals and the target audience to the design of functional parts, the iterative testing in different educational contexts from schools to science events and plans to a revised version. The project exemplifies a promising way to engage with material heritage of science. The project constitutes a proof of concept for a generalized approach for the development of inclusive objects in science exhibitions, as a strategy to allow an easier and deeper understanding of the underlying scientific concepts and bringing the public closer to science.
Benefit of Inconvenience: Revising Human Ability for the Design of Kansei Design
Authors: Shigemoto Yuuki
Published: June 2022

In response to Norman’s argument that human-centred design can be harmful, this paper introduces the concept of Benefit of Inconvenience, and explores the potential of Kansei Design. Benefit of inconvenience is the enhanced user value that is brought about by adding extra effort (and time) to daily activities that aim to achieve certain objectives. The concept identifies its notability in design research and practice due to its perspective that places a user as a constituent factor of a holistic design system for solving a problem rather than regarding the user merely as a recipient of the solution. Subsequently, a possible integration of the benefit of inconvenience, KJ Method and Kansei Engineering (the methodologies that leverage kansei and intellect for structuring meanings of the world and translating the structured meanings into physical specification) that together forms Kansei Design (one of the possible accomplishment forms of design management) is illustrated.
UpStart – Creative Industries through Design for Social Innovation, Heritage and Management
Authors: Reaes Pinto Paula , Gorgel Pinto António , Simões Rodrigues Paulo , Navarro Marques Tiago , Fragoso Rui , Quaresma Rui , Ventura Jose , Jorge Fatima , Marreiros Cristina
Published: June 2022

The project Up Start - Creative Industries is an initiative of the Aga Khan Foundation in partnership with the University of Évora and promoted by the Portugal Social Innovation program, focusing a particular synergy based in the areas of design for social innovation, heritage, and management. Its main objective is the development of an alternative economic model of socio-cultural innovation and creative practices with disadvantaged citizens. It aims to increase the participants income and improve the living conditions of the communities involved, namely migrant populations from the Lisbon metropolitan area, through the identification and mapping of techniques, arts and crafts developed by migrants from their cultural heritage.
The Achievement of a Balanced and Consistent PhD Thesis - Journey Towards the PhD Proposal
Authors: Santos Michele , Almendra Rita
Published: June 2022

The achievement of a balanced and consistent PhD Thesis proposal is a challenge for each PhD student. This paper intends to unfold and reflect on the tactics used by the authors in the course named “Seminário de Projeto de Tese” (Thesis Project Seminar) lectured at the Doctoral Program in Design at the Lisbon School of Architecture, Univ. of Lisbon. The main goal of this reflection is to present and question the key elements of this “kick-off” moment, but mostly, to convey the way they are worked along with the students and later concatenated in a robust proposal that maps the research project. In methodological terms, we will be using literature review to frame the work and we will assess the didactics used in class. As a result of this work, we show a step-by-step didactic process explained and open to be used. These guidelines have proven to be very assertive.
From Utopia to Dystopia: Students Insights for the Development of Contemporary Societies through Design Fiction
Authors: Clemente Violeta , Pombo Fátima
Published: June 2022

This work describes an educational experience exploring the speculative essence of Design Fiction as a pedagogical tool to promote engineering students’ thinking skills within a Design Thinking course. The experience took place at a Portuguese University during the academic year 2021/2022. Students were challenged to speculate about the future of contemporary societies by developing a Design Fiction Scenario around the themes of Sustainability, Future and Technology. After describing the approach adopted and overall data about the intervention, some selected students ideas are presented. Then, students’ written essays content is analyzed regarding their awareness, concerns and hopes about the future of contemporary societies. Results show that while some of the teams followed the direction of utopia, envisioning desirable scenarios to the future, other teams adopted a less optimistic view and designed scenarios where contemporary societies and technology would lead to extreme situations or even chaos, a few of them even raising strong ethical issues. In some cases, it seems rather evident that students deliberately proceeded with these pessimistic scenarios intentionally trying to provoke reactions and stimulate debate among their peers. In other cases students appear to not be aware of those possible dangerous outcomes. Finally we discuss the value and limitations of our approach and conclude by suggesting some guidelines to apply in future interventions aiming to the role of Design as discipline in creating utopian and dystopian fictions regarding scenarios of future development.
NASA’s Identified Risks of Adverse Outcomes Due to Inadequate Human Systems Integration Architecture in Human Spaceflight
Authors: Buckland Daniel , Parisi Megan , Mctigue Kaitlin , Wu Shu-Chieh , Panontin Tina , Vos Gordon , Petersen Devan , Vera Alonso
Published: June 2022

The NASA Human System Risk Board (HSRB) has the overall responsibility for tracking the evolution of the top ~30 human system risks that it has identified to be associated with human spaceflight.  As part of this process, the Board is charged with maintaining a consistent, integrated process to mitigate those risks, and developing evidence-based risk posture recommendations. One of the identified risks is due to inadequate human systems integration architecture (HSIA) and a driving factor of this risk is that given decreasing real-time ground support for execution of complex operations during future exploration missions, there is a possibility of adverse performance outcomes including that crew are unable to adequately respond to unanticipated critical malfunctions or detect safety critical procedural errors. The HSRB uses Directed Acyclic Graphs (DAGs) as a communication tool for describing how astronaut exposure to spaceflight hazards leads to meaningful mission-level health and performance outcomes and as the basis for understanding intermediate causal relationships between risk contributing factors and countermeasures that link hazards to outcomes. The HSIA risk DAG will be presented and described. Historically, critical malfunctions requiring Crew/MCC management occurred at a rate of 1.7 times per year for ISS averaged over the lifetime and 3-4 times per year in the burn in phase for the vehicle.  These averages do not include EVA data, which greatly increases the incident rate. Prior experience from the Apollo program showed 10/11 crewed missions experienced significant anomalies where crew relied heavily on MCC expertise in real-time.  These failure patterns are in line with those observed in other complex engineered systems (e.g., oil rigs, launch systems, commercial aviation, etc.) It is likely that general malfunction and error rates are > 10% for short duration missions (<30 days), based on past and current spaceflight operations data. Likelihood of adverse outcomes has the potential to increase as crew conduct work with new, complex systems and with less ground support. For Low Earth Orbit missions and Lunar missions less than 30 days, assuming minimal comm delays, disruptions and bandwidth limitations, malfunctions and errors can affect mission objectives and crew health but may be mitigated by ground support. For Lunar missions greater than 30 days and any potential Mars mission malfunctions and errors can have Loss of Crew and Loss of Mission consequences due to reduced ground support (communication delays, constraints and blackouts) for more complex operations, as well as reduced resupply and evacuation options.