Design in the Era of Industry 4.0, Volume 3: Proceedings of ICoRD 2023 (Smart Innovation, Systems and Technologies, 346)
معرفی کتاب «Design in the Era of Industry 4.0, Volume 3: Proceedings of ICoRD 2023 (Smart Innovation, Systems and Technologies, 346)» نوشتهٔ Amaresh Chakrabarti (editor), Vishal Singh (editor)، منتشرشده توسط نشر Springer Nature Singapore Pte Ltd Fka Springer Science + Business Media Singapore Pte Ltd در سال 2023. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
This book showcases cutting-edge research papers from the 9th International Conference on Research into Design (ICoRD 2023) – 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’23 has been ‘Design in the Era of Industry 4.0’. Industry 4.0 signifies the fourth industrial revolution. The first industrial revolution was driven by the introduction of mechanical power such as steam and water engines to replace human and animal labour. The second industrial revolution involved introduction of electrical power and organised labour. The third industrial revolution was powered by introduction of industrial automation. The fourth industrial revolution involves introduction of a combination of technologies to enable connected intelligence and industrial autonomy. The introduction of Industry 4.0 dramatically changes the landscape of innovation, and the way design, the engine of innovation, is carried out. The theme of ICoRD’23 - ‘Design in the Era of Industry 4.0’ –explores how Industry 4.0 concepts and technologies influence the way design is conducted, and how methods, tools, and approaches for supporting design can take advantage of this transformational change that is sweeping across the world. The book is 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 new and emerging methods and tools for design of new products, systems, and services. Conference Organisation Sponsors Endorsers Preface About the Conference Contents About the Editors Part I Design Aesthetics, Semiotics, Semantics 1 Relevance of Textile Washcare Symbols in Context of India 1.1 Introduction 1.2 What Are Symbols 1.3 Present Research 1.4 Methodology of Conducting the Study 1.5 Results of the Study Conducted 1.6 Text and Image Analysis 1.7 Discussion References 2 Copper Craft Product Narratives: An Understanding of the User Perceptions on Associated Narratives Used for Designing Copper Craft Products 2.1 Introduction 2.1.1 Correlation of Narratives in Design and the Approach to Product Emotion Framework 2.1.2 Categorization of the Types of Association Within User–Product Interaction 2.2 Decoding Narratives and Redesigning with Narratives 2.2.1 Decoding Narratives of Existing Copper Craft Product 2.2.2 Redesigning of a Copper Craft Fruit Bowl with Narrative 2.3 Method Adapted for Analysis: Semantic Differential Method 2.4 Analysis 2.5 Conclusion References 3 A Study on the Impact of Visual Metaphor in Mascot Across Culture 3.1 Introduction 3.2 Methodology 3.2.1 Research Designs 3.2.2 Sampling Techniques 3.2.3 Data Collection Methods 3.2.4 Data Analysis 3.3 Results and Discussions 3.4 Conclusion References Chapter 4 Sociocultural Returns of Aesthetics Education: A Yogic Neurodesign Framework Abstract 4.1 Introduction 4.2 Need for Yogic Neurodesign 4.3 Prevalent Concepts in Neuroscience of Aesthetics 4.4 Prevalent Models of Aesthetics 4.5 Preferred State as Per the Yogic Neurodesign 4.6 Conclusions References 5 A Qualitative Study on Color Trend Forecasting in the Futuristic Passenger Vehicles for Point-to-Point Commute in India 5.1 Introduction 5.2 Aim and Objective 5.3 Methodology 5.4 Data Collection 5.5 Data Analysis 5.6 Results 5.6.1 Identification of Themes 5.6.2 Developments of the Conceptual Framework 5.7 Conclusion Appendix References 6 Cultural Dynamics of Chinese Calligraphy from a Semiotic Gaze. A Design-Oriented Platform to Valorize Cultural Heritage 6.1 Introduction 6.2 Literature Review 6.3 Semiotics Analysis on Chinese Calligraphy 6.4 A Design Platform Regarding Chinese Calligraphy to Guide Design Applications 6.5 Conclusion References 7 Designing Blended Environments: Cultural Heritage as a Tool to Create Humane Virtual Spaces and Tech-inspired Seamlessness in Tangible Products 7.1 Background of the Study 7.2 Literature Review 7.3 Research Methodology 7.3.1 Case Study: Jiyu Spa Shanghai 7.3.2 Two Immersive Experiences: Unstructured Interviews 7.4 Findings from the Study and Analysis 7.4.1 Levels of “Phygital” 7.4.2 New Worlds: Contemplative Escapism 7.4.3 Phygital Narratives and Lived Experience 7.5 Design Implications 7.6 Conclusion References 8 The TIME IS A CIRCLE/CYCLE Metaphor in Denis Villeneuve’s Film ‘Arrival’ (2016) 8.1 Introduction 8.1.1 Conceptual Metaphor Theory (CMT) and Films 8.1.2 Non-linear Narratives in Films 8.2 Arrival (2016) 8.2.1 Film Synopsis 8.2.2 Structural Analysis of Arrival 8.3 Insights 8.3.1 Visualization of the Structure/Comparison 8.3.2 The CIRCLE/CYCLE Schema 8.4 Conclusion References 9 A Study of Young User Preferences for Form and Colour as an Influential Design Attribute 9.1 Introduction 9.1.1 Background 9.1.2 Literature Review 9.2 Methodology 9.3 Results 9.4 Conclusion References 10 Trends in the Gond Aesthetics and Narrative Styles in Graphic Novels 10.1 Introduction 10.1.1 Gond People 10.1.2 Gond Art 10.2 Gond Art Narratives in Graphic Novels 10.2.1 Objectives 10.2.2 Methodology 10.2.3 Graphic Novel Bhimayana: Experience of Untouchability by Artist Durgabai Vyam, Subhash Vyam 10.2.4 Graphic Novel ‘Finding My Way’ by Artist Venkat Raman Singh Shyam 10.2.5 Graphic Novel ‘The London JungleBook’ by Artist Bhajju Shyam 10.2.6 Graphic Novel ‘Creations’ by Artist Bhajju Shyam 10.2.7 Graphic Novel ‘I Saw a Peacock with a Fiery Tail’ by Jonathan Yamakami and Artist Ram Singh Urveti 10.3 Gond Art Graphic Novels: Comparative Analysis and Discussion 10.4 Conclusion References 11 Characteristic Development of Art Style and Identifying Proportions in Arju House of Ao Tribe in Nagaland 11.1 Introduction 11.1.1 Ao Nagas 11.1.2 Arju-Morung 11.1.3 Art Motifs and Wood Craft 11.2 Methodology 11.2.1 Photogrammetric Data 11.2.2 H-BIM 11.3 Results and Analysis 11.3.1 Form 11.3.2 Proportion 11.3.3 Material Used 11.3.4 Motifs and Patterns 11.4 Conclusion References 12 When Designing for a Culture: Folk Literary Metaphors in Design Anthropology 12.1 Introduction 12.2 (Conceptual) Metaphor 12.3 Folk Literary Metaphors as a Design Anthropological Tool 12.4 Effectivity of Metaphors in Design—A Tale of Two Contrasting Cases 12.5 Conclusion References 13 Red is Mine, Black is Mine: A Study of Colour Preference Between Two Age Groups 13.1 Introduction 13.2 Literature Review 13.3 Methodology 13.3.1 Secondary Data Collection 13.3.2 Primary Data Collection 13.4 Results 13.5 Conclusion References 14 The Changing Notions of Aesthetics in the Contemporary Sculptural Practices in India 14.1 Introduction 14.1.1 Research Methodology 14.2 A Brief Overview of Indian Traditional Aesthetics 14.2.1 The Study of Indian Aesthetics: Modern Revival 14.3 Evolutions of Aesthetical Expression in Indian Sculptural Practices from Modernism to Contemporary Times 14.3.1 Rhythm and Dynamism 14.3.2 Simplicity 14.3.3 Form and Structure 14.3.4 Functionality 14.4 Conclusions References 15 Gender-Based Study of Aesthetic Perception on 2D Symmetrical Shapes 15.1 Introduction 15.2 Gender-Related Differences in Aesthetic Perception 15.2.1 Hypothesis 15.3 Methodology 15.3.1 Research Protocol 15.3.2 Materials 15.3.3 Apparatus 15.3.4 Participants 15.3.5 Stimuli 15.3.6 Procedure 15.4 Differences in Subjective Aesthetic Ratings for a Different Level of Symmetry (ANOVA) 15.5 Discussion 15.6 Conclusion References 16 The Study of Aesthetic Perception of Fractals 16.1 Introduction 16.2 Review of Literature 16.2.1 Nature’s Fractals 16.2.2 Poured Complexity in Pollock’s Fractals 16.2.3 The Visual Complexity of Fractals 16.3 Experiment 16.3.1 Methodology 16.4 Result 16.4.1 Post-hoc analysis 16.4.2 Hypothesis Test Summary 16.5 Discussion 16.6 Conclusion References 17 A Discussion on Nation’s Art Through Curatorial Design in National Museum of India 17.1 Introduction 17.1.1 Methodology 17.2 National Museum of India and Representation of the Nation 17.2.1 The Modernized Image of Nation’s Art 17.3 List of Figures References 18 Idea Translation Approach Adapted by Novice Designers in Furniture Mean-Making 18.1 Introduction 18.2 Three Approaches of Idea Translation and Form Inspiration Tools 18.3 Research Approach 18.4 Deductive Research Approach 18.5 Inductive Research Approach 18.6 Deductive and Inductive Idea Translation Extraction Analysis 18.7 Discussion 18.8 Conclusion References 19 Analysing Semiotics and Affective Values of Posters 19.1 Introduction 19.2 Purposes of Posters 19.3 Communication and Semiotic Aspects of Poster Design 19.4 Affective Responses to Posters 19.5 Study 1: Semiotic Analysis of Posters 19.5.1 Method 19.5.2 Results and Observations 19.6 Study 2: Affective Evaluation of Posters 19.6.1 Method 19.6.2 Result and Discussion 19.7 Conclusion References 20 A Scoping Review on Lesser-Known Tradition of Rajasthan—‘Phad’ 20.1 Introduction 20.2 Research Methodology 20.3 Phad Tradition 20.3.1 Phad (Phad Painting) 20.3.2 Phad Narrative 20.3.3 Phad Performance 20.4 Contemporiztion of Phad 20.5 Research Gap 20.6 Way Forward 20.7 Conclusion References Part II Design Evaluation and Optimisation 21 Perceived Comfort of Car Seats: A Research Methodology to Visual Cues Evaluation 21.1 Introduction 21.2 Background 21.2.1 Germany and Sweden—Cultural Differences 21.2.2 Car Seat Comfort—Ergonomics Versus Esthetics 21.2.3 Car Seat Materials 21.3 Methodology 21.4 Results 21.5 Discussion and Conclusions References 22 Industrialization of Additive Manufacturing: Assessing the Impact of Excess Margins on Manufacturing Costs 22.1 Introduction 22.2 Literature Survey 22.2.1 Margins in Engineering Design 22.2.2 Manufacturability in the Context of Engineering Design 22.3 Methodology 22.3.1 Quantifying the Impact of Margin on Performance 22.3.2 Manufacturability Quantification for Additive Manufacturing 22.3.3 Manufacturability Quantification for Casting 22.4 Design and Manufacturability of a Turbine Rear Frame Strut 22.5 Results and Discussion 22.6 Conclusion References 23 Comparative Analysis of Various MCDM Techniques for the Optimization of W-DLC Coatings for Tool Materials of High-Speed Steel and Cemented Carbide 23.1 Introduction 23.2 Methods and Materials 23.2.1 Experimental Details 23.3 Results and Discussion 23.3.1 CoCoSo 23.3.2 MABAC 23.3.3 VIKOR 23.3.4 Correlation Analysis 23.4 Conclusion References 24 Optimization of Battery Tab Interconnects by Micro-TIG Welding Using Simulated Annealing Algorithm and Response Surface Method 24.1 Introduction 24.2 Experimental Details 24.2.1 Identify the Micro-TIG Welding Process Parameters 24.2.2 Response Surface Methodology 24.2.3 ANOVA Approach 24.2.4 Response Surface Plot 24.2.5 Formulation of the Problem 24.3 Optimization of the Problem 24.3.1 Using Simulated Annealing Algorithm 24.3.2 Using Response Surface Method 24.4 Results and Discussion 24.5 Conclusion References 25 Comparison of Different Topology Optimization Algorithms to Optimize Messerschmitt-Bolkow-Blohm Beam 25.1 Introduction 25.2 Literature Review 25.3 Different Topology Optimization Algorithms 25.3.1 Solid Isotropic Material with Penalisation Method 25.3.2 Bi-directional Evolutionary Structural Optimization Method 25.3.3 Level Set Method 25.4 Results and Discussions 25.4.1 Designs Generated 25.4.2 Performance of Algorithm 25.4.3 Analysis of Different Algorithms 25.5 Conclusions References 26 To Attempt the Scope of Contamination Due to Unavoidable Touching of Public Surfaces Within the Educational Campus Mitigating the Spread of Covid Infection 26.1 Introduction 26.2 Methodology 26.2.1 Brainstorming and Problem Solving 26.3 Results 26.4 Conclusion References 27 Understanding the Games Using Function Behaviour Structure Ontology 27.1 Introduction 27.2 Elements of Game Design 27.3 Using FBS Ontology 27.4 Gamified Activities 27.5 Conclusion References 28 Optimization of Lighting Design in Classroom to Create Energy-Efficient and Visually Comfort Lighting Scenario 28.1 Introduction 28.2 Literature Review 28.2.1 Lighting and Performance 28.2.2 Lighting Recommendations and Guidelines for Educational Space 28.3 Method 28.3.1 Field Study 28.4 Simulation of the Lighting Scenarios 28.4.1 Simulation of the Existing Lighting Scenario 28.4.2 Simulation of Alternate Lighting Scenarios 28.5 User Study 28.5.1 Questionnaire 28.5.2 Participants 28.5.3 Results 28.6 Discussion 28.7 Conclusion References Part III Design Ideation, Creativity and Synthesis 29 Dystopian Cityscapes in Cinema. Architectural Design as Visual Narrative Devices 29.1 Introduction 29.2 Method of Enquiry 29.3 Data Collection–Literature and Cinema 29.4 Analysis—Architectural Style as Visual Narrative Devices 29.5 Conclusion Bibliography 30 Developing an Ideation Method for Emotive Form Design of Products 30.1 Introduction 30.2 Method of Literature Review 30.3 Literature Review 30.3.1 Emotion Wheel Approach 30.3.2 Emotive Form Generation Studio Exercise 30.3.3 EmotiveModeler CAD Tool 30.3.4 Clay Shaping Exercise 30.4 Development of Emotive Form Ideation Tool 30.4.1 Proposed Emotive Form Design Tool Using the Principle of Design-By-Analogy 30.4.2 Case Study 30.5 Conclusion and Future Directions References 31 Systems Design Concepts Mimicking Bio-inspired Self-assembly 31.1 Introduction 31.2 The Approach 31.2.1 Design Strategies 31.3 Case Studies 31.3.1 Case Study #1: Microtubule Self-assembly Simulations 31.3.2 Case Study #2: Self-organizing Systems Design and Organization 31.4 Summary and Conclusions References 32 Effects of Digital Technologies on Cultural Factors in Creativity Enhancement 32.1 Introduction 32.2 Cultural Effects on Design Creativity and Related Studies 32.3 Adopting Digital Technologies on Cultural Factors in Creativity Enhancement 32.3.1 Video 32.3.2 Games 32.3.3 Virtual Reality 32.4 Conclusion References 33 A Novel Version Control Scheme for Supporting Interrupted Product Concept Sketching 33.1 Introduction 33.2 Nature of Concept Development 33.2.1 Interruptions in Sketching 33.2.2 Multitude of Concepts 33.2.3 Non-sequential Concept Development Process 33.3 Research Questions (RQ) and Methodology 33.4 Version Control System (VCS) in Concept Development 33.4.1 Requirements for a Non-sequential Structure 33.4.2 Suitability of VCS in Concept Development 33.4.3 Anatomy of VCS in the Context of Concept Development 33.5 A Pilot Study on VCS for Interrupted Concept Sketching 33.5.1 Hypothesis Formulation 33.5.2 Design Brief 33.5.3 Procedure Followed 33.6 Results and Discussion 33.6.1 Evidence for Presence of Different Types of Interruptions 33.6.2 Comparison of Concepts Developed with and Without VCS 33.6.3 Feedback from the Participants 33.6.4 Discussion 33.7 Conclusion References 34 Study of Creativity in Craft: A Case Study of Mysore Rosewood Inlay Artisans 34.1 Introduction 34.2 Research Methodology 34.2.1 Participant 34.2.2 Methods and Materials 34.2.3 Procedure 34.3 Research Findings 34.3.1 Findings of Ethnographic Study and Classification of Artisans Under 4C of Creativity 34.3.2 Findings from the TCT-PP Study and CAT 34.4 Conclusion References 35 Study on the Influence of Varied Statements in Design Briefs on Solution Outcomes 35.1 Introduction 35.1.1 Role and Relevance of Design Brief 35.1.2 Influence of the Type of Information and Stimuli in Briefs on Solution Outcomes 35.2 Research Approach for the Study 35.3 Analysis and Findings of the Study 35.4 Discussions, Conclusions for the Study and Future Work 35.4.1 Discussions 35.4.2 Conclusions 35.4.3 Future Scope of Work References 36 Identifying the Functionality of a Product Using Value Engineering and Design Elements 36.1 Introduction 36.2 Methodology 36.3 Details of Earwax Remover as a Case Study 36.3.1 Ishikawa Diagram of Earwax Remover as Sample Case 36.3.2 Value Engineering/Analysis of the Case Study Product 36.3.3 Technical/Engineering Analysis—Earwax Remover 36.3.4 Usability Test of Earwax Remover 36.4 Discussions/Value Addition 36.5 Conclusion References 37 Traces of Neutral Space: What Lies Between Positive and Negative Space 37.1 Introduction 37.2 Literature Review 37.2.1 Two-Dimensional Space and Three-Dimensional Space 37.2.2 Positive and Negative Space 37.2.3 Congested Space 37.2.4 Subjective Space 37.2.5 Ambiguous Space 37.3 Mounting Visual Language in Art and Design 37.4 Cognitive Examination of Emphasis as a Principle and Space as an Element 37.5 What Lies Between Positive and Negative Space? 37.6 Experiment 37.7 Experimental Procedure 37.8 Results and Discussion 37.9 Conclusion References 38 Cocreate as a Participatory Design Methodology in Health Care 38.1 Introduction 38.2 About Cocreate 38.3 Cocreate Applied in Different Contexts 38.3.1 Consulting 38.3.2 Market-Based Innovation 38.3.3 Strategic Program Management 38.4 Discussion and Conclusion References 39 Role of Random Analogy as Catalyst to Creative Idea Generation in the Early Stage of New Product Design 39.1 Introduction 39.2 Idea Generation: An Overview 39.2.1 Idea Generation Methods 39.2.2 Stimulation and Fixation in Idea Generation 39.2.3 Issues and Problems with Idea Generation 39.3 Design Task and Procedure 39.3.1 Objective 39.3.2 Task 39.3.3 Sample Participants 39.3.4 Output and Observation 39.4 Findings and Discussion 39.5 Conclusion References 40 A Preliminary Framework and Empirical Studies on Leveraging the Use of Persuasion in Product Design 40.1 Introduction 40.2 Context: Understanding Persuasion and Related Domains 40.2.1 Theoretical Background 40.2.2 Latent Multidisciplinary Explorations of Persuasion Across Domains 40.3 Research Steps and Methodology 40.3.1 Interventions Concerning the New Framework 40.3.2 Selection of Research Methodology 40.3.3 Data Collection 40.3.4 Brainstorming Around Data Content 40.3.5 Findings and Observations from the Resulting Design Outcomes 40.4 Discussions 40.5 Limitations and Future Work 40.5.1 Conclusion References 41 Visualising Student Interaction and Collaborative Design Ideation for Design Sessions with School Students 41.1 Introduction 41.2 Background 41.3 Participant Description and Experiment Design 41.3.1 Design Trials (DTx) 41.3.2 Experiment Conditions for Group Organisation (DTxCn) 41.4 Method of Analysis 41.5 Timeline Visualisations 41.5.1 Design Trial 1-Condition 1 (DT1C1) 41.6 Design Trial 1-Condition 2 41.6.1 Design Trial 1- Condition 3 41.6.2 Design Trial 1-Condition 4 41.6.3 Design Trial 2 41.7 Summary and Discussion References 42 Ideas to Concepts Through the Concept Exploration Process 42.1 Introduction 42.2 Motivation 42.3 Objectives and Scope 42.3.1 Research Gap 42.3.2 Research Methodology 42.3.3 Research Objectives 42.3.4 Hypotheses for CEP Study 42.4 Description of the Research Work 42.4.1 Independent Variables 42.4.2 Dependent Variables 42.4.3 Mediating Variables 42.4.4 Research Design 42.4.5 Group Differences Among Demographic Variables 42.5 Conclusions References 43 Application of SAPPhIRE Model of Causality in the Design of Product-Service Systems 43.1 Introduction 43.2 Product-Service Systems Design 43.3 Research Questions 43.4 Design Representation 43.5 SAPPhIRE Model of Causality 43.6 Developing Representation for PSS Using SAPPhIRE Model 43.7 Discussions, Conclusion, and Future Work References Part IV Design Teams, Collaboration, Communication 44 Innovation by Design: Key Challenges Faced by Budding Designers Developing Solutions for Dementia 44.1 Introduction 44.2 Literature 44.2.1 Examining Environment Factors Through Research in Practice 44.2.2 Studying Human Factors in a Restorative City 44.3 Methodology 44.3.1 Support for Student Designers 44.3.2 Method of Analysis 44.4 Findings 44.5 Discussion and Recommendation 44.5.1 Restorative Cities Framework for Design Innovation 44.5.2 Methods for Assessing Use Environment and Identifying Stakeholders 44.6 Ethics, Limitations and Future Work 44.7 Conclusion References 45 Collaborative Work in Design Education: Industry 4.0 Assisted Incubator for Creativity, Co-Learning, and Connectedness 45.1 Introduction 45.2 Methodology 45.2.1 Study Design 45.2.2 Design Workshop Setup 45.2.3 Questionnaire Design 45.2.4 Data Collection 45.2.5 Data Analysis 45.3 Findings 45.3.1 Gender and Age Distribution 45.3.2 Design Workshop Experience 45.3.3 Experience of Working Alone and in Groups 45.3.4 Design Creativity and Co-Learning Experience 45.3.5 Student Connectedness Experience 45.3.6 Correlations Between the Variables 45.3.7 Social Media Usage 45.4 Discussion 45.5 Conclusions References 46 Co-design of Physical Spaces with Neurodivergent Individuals: Application of Virtual Reality 46.1 Introduction 46.2 Review of Literature 46.2.1 Assistive Technology for Autistic Individuals 46.2.2 ASPECTSSTM Design Index 46.2.3 Significance of VR 46.2.4 Successful Application of VR in ASD 46.3 Research Agenda and Roadmap 46.3.1 Relation Between ASPECTSSTM and VR 46.3.2 Proposed Approach 46.4 Scope and Limitations 46.5 Conclusion References 47 A Study on Overcoming Communication Barriers in a College Campus Environment 47.1 Introduction 47.2 Aim and Objectives 47.3 Methodology 47.4 Secondary Research 47.5 Primary Research 47.5.1 Semi-structured Interviews 47.6 Analysis 47.6.1 Gap Model 47.7 Concept Generation 47.8 Final Concept 47.9 User Testing 47.10 Concept Detail 47.10.1 Gameplay 47.10.2 How to Play 47.11 Additional Use Cases 47.12 Conclusion References 48 Enhanced Learning Experience with Gamification to Increase Awareness of Finance Among Young Children 48.1 Introduction 48.2 Methodology 48.2.1 Research and Analysis 48.2.2 Existing Solutions in the Market/Market Analysis 48.2.3 “Cash Hike” Game Design 48.2.4 Game Strategy 48.3 Testing and Observation 48.4 Discussion and Conclusion References 49 Reimagining Individual Identities in Crisis by Co-authoring Collaborative Narratives for Moving Images 49.1 Introduction 49.1.1 Identities and Crisis 49.1.2 Stories Need a Listener 49.1.3 Factual or Fictional 49.1.4 Storytelling in Context 49.1.5 Novel Correlations 49.2 Method 49.3 Participation 49.3.1 Story-Writing Workshop 49.3.2 Processing Responses 49.3.3 Toward Moving Images 49.4 Discussion 49.5 Conclusion References 50 Traditional Gameplay with Self-learning Support for K-12 Curriculum 50.1 Introduction 50.1.1 Effectiveness of Game-Based Learning 50.1.2 Aim 50.2 Literature Review 50.2.1 Difference Between Gamification and Game-Based Learning 50.2.2 The Role of Cognitive Thinking 50.2.3 Gap Analysis 50.3 Method 50.3.1 Need for a Conflict Level 50.3.2 Need for Autonomy 50.3.3 Need for Achievements and Reward System 50.3.4 Need for a Theme and Storyline 50.4 Voyagers: Concept and Design 50.4.1 Background and Storyline 50.4.2 Components 50.4.3 Gameplay Mechanics 50.4.4 Process and Implementation of Self-learning Support 50.5 Conclusion and Future Works References 51 Awareness Campaign Design for Assam Tea Plantation Workers 51.1 Introduction 51.2 Methodology 51.3 Results 51.4 Findings 51.5 Analysis 51.6 Conclusion References Part V Design Theory and Research Methodology 52 Codesigning Frugal Innovations: Definitions and Sources 52.1 Introduction 52.2 Methodology 52.3 Findings 52.3.1 Definitions 52.3.2 Sources 52.4 Discussion and Conclusions References 53 Design of Artificial Intelligence-Based Products: Barriers and Enablers 53.1 Introduction 53.2 Findings 53.2.1 Enablers 53.2.2 Barriers 53.3 Discussion and Conclusions References 54 A Complete Workflow from Idea to Prototype for Bioinspired Design 54.1 Introduction 54.2 State of the Art 54.3 Workflow 54.3.1 Top-Down (Problem-Driven) 54.3.2 Bottom-Up (Solution-Driven) 54.4 Methods and Tools 54.4.1 Relation-Oriented Function Modeling 54.4.2 Biocards 54.5 Implementation 54.6 Case Study: Team 4 (The Seaurgeon) 54.7 Evaluation 54.8 Conclusion References 55 Derive Criteria for a Selection of Sustainability Techniques in SMEs Based on a Literature Review 55.1 Introduction 55.2 Current Situation|Criteria Used to Rate Techniques 55.2.1 Vajna et al. [16] 55.2.2 Ernzer et al. [6] 55.2.3 Watty et al. [18] 55.2.4 Eder et al. [19] 55.2.5 Baumann et al. [20] 55.2.6 Albers et al. [21] 55.2.7 Guérineau et al. [10] 55.2.8 Krehmer et al. [22] 55.2.9 Conclusion 55.3 Criteria Derived from Literature 55.3.1 Sustainability 55.3.2 Applicability 55.3.3 Integratability 55.3.4 Summary 55.4 Summary and Outlook References 56 Ecodesign Methods Integration into SMEs Product Development 56.1 Introduction 56.2 Current Situation 56.3 Prototypical Evaluation of Case Studies 56.3.1 First Wave of Case Studies 56.3.2 Case Study A 56.3.3 Case Study B 56.4 Findings 56.5 Conclusion and Lessons Learnt 56.6 Summary and Outlook Appendix References 57 Maximum Yield—Minimal Time: Successful Strategies for Structured Interviews with the Public to Gain Design Insights 57.1 Introduction: Complex Systems, Complex Users 57.2 Case Study: Changi Airport Check—In Preference Survey 57.2.1 Questionnaire Design 57.2.2 Training 57.2.3 Field Work 57.2.4 Data Overview 57.3 Insights and Discussion 57.4 Conclusion References 58 Need for Including Visual Narratives as a Method of Interior Design Process 58.1 Introduction 58.1.1 Objectives of Research 58.1.2 Methodology 58.2 Journey of a Design Student 58.3 Importance of Narratives in Design 58.4 Attributes of a Visual Narrative 58.5 A Case Study and Analysis of Interior Design Students 58.5.1 Translating Textual Novels into Visual Narratives for Set Design 58.5.2 Understanding Activities with Visual Narratives 58.5.3 Understanding Product Journeys Using Visual Narratives 58.6 Conclusion References 59 Facilitating Use of Existing Knowledge in Research-Through-Design: A Case Study with Design Students 59.1 Introduction 59.2 Related Work 59.3 Method 59.3.1 Design-Based Research Methodology 59.4 Case: Theory-Inspired RtD in University Education 59.4.1 Sample and Setting Selection 59.4.2 Theory-Inspired DR Process and Designed Exercises 59.4.3 Data Collection 59.4.4 Data Analysis 59.5 Results and Reflections 59.5.1 Need for Theory-Inspired DR Process 59.5.2 Challenges and Barriers in Practicing Theory Use for Students 59.5.3 Theory-Inspired DR Process: Envisioning a Tool 59.5.4 Requirements and Recommendations for Design of Tool 59.6 Discussion 59.6.1 Limitations 59.7 Conclusion References 60 Democratizing User Research Protocol Development 60.1 Introduction 60.2 Background 60.3 Protocol Development Approach—Walkthrough 60.3.1 Stage 1: Transform Study Objectives to Candidate Questions 60.3.2 Stage 2: Integrate Questions into Dynamic User Research Protocol 60.4 Preliminary Validation 60.5 Reflections and Implications 60.6 Conclusion and Future Work References 61 Integrating Systems Thinking and Design Thinking for Innovation in the Context of Industry 4.0 61.1 Introduction 61.2 Systems Thinking 61.3 Design Thinking 61.4 Research Study 61.4.1 Case Study 1: Digital Literacy for Senior Citizens 61.4.2 Case Study 2: Games to Sensitize Children Toward Responsible Consumerism 61.4.3 Case Study 3: Designing for Storage in the Warehouse 61.4.4 Case Study 4: Entertainment Through Metaverse Platform 61.5 Findings and Conclusion References 62 Using SAPPhIRE for Functional Modelling of Multi-state Systems 62.1 Introduction 62.1.1 Related Work 62.1.2 Objectives and Research Methodology 62.2 SAPPhIRE: A Model of Causality 62.3 System Decomposition 62.4 Operating States 62.4.1 Operating States of a Bicycle drive—An Example 62.5 Causal Relationships 62.6 A Systematic Approach to Creating the Functional Model for a Multi-state System 62.6.1 Demonstration of the Functional Modelling Approach Using a Hairdryer System 62.7 Conclusion and Future Work References 63 Pareto Transitions in Design as a Function of Information Entropy 63.1 Introduction 63.2 Information Theory and Design 63.3 Information and Optimization 63.3.1 The Pareto Principle 63.3.2 Singular Value Decomposition for Modelling and Optimization 63.3.3 Influence on a Performance Attribute 63.4 Example: Optimization of a Beam 63.5 Discussion 63.6 Conclusions References Part VI Design Training and Education 64 A Framework for the Design of Smart Wearable Devices Using Emotional Design Approach 64.1 Introduction 64.2 Methodology for Literature Review 64.3 Literature Review 64.3.1 Smart Wearable Devices 64.3.2 Emotional Design 64.4 Development Process of the Framework 64.5 Experiment Design and Data Analysis 64.6 Results and Discussions 64.7 Conclusion References 65 Games as Inherent Learning Environments: A Thematic Analysis in India 65.1 Introduction 65.2 Literature Review 65.3 Methodology 65.4 Delimitations 65.5 Data Collection and Analysis 65.5.1 Vocabulary and New Words 65.5.2 Strategy and Skills 65.5.3 Interpersonal Skills 65.5.4 Subject-Specific Learning 65.5.5 Technical Learning 65.5.6 New Experiences 65.5.7 Self-improvement 65.5.8 Miscellaneous 65.5.9 No Learning 65.6 Analysis 65.7 Conclusion and Discussion References 66 Teaching Creativity as a Fundamental Design Practice 66.1 Introduction 66.2 Methodology for Present Research 66.3 Findings of First Study 66.4 Findings of Second Study 66.5 Findings of Third Study 66.6 Conclusion References 67 Preparing Indian Children for 21st Century Through Design Education: Results from Workshops in Delhi Govt Schools 67.1 Introduction 67.1.1 21st century Skills and Design Education 67.2 Methodology 67.3 Data Analysis 67.4 Results 67.5 Discussion 67.6 Limitations and Future Work References 68 Testing the Effectiveness of a Design Subject Towards Achieving 21st Century Skills in a 5th Grade Classroom of India 68.1 Introduction 68.2 Research Methodology 68.2.1 Curriculum Development 68.2.2 Classroom Intervention 68.2.3 Validity and Reliability 68.3 Results 68.3.1 Pretest and Posttest 68.3.2 Focus Group Discussion 68.3.3 Findings 68.4 Conclusion and Implications References 69 How UX Design Interns Learn in Practice?—Examining the Internship Experience Thorough the Community of Practice Lens 69.1 Introduction 69.2 Community of Practice (CoP) and Landscape of Practice (LoP) Theory 69.3 Looking at UX Design Practice from the Perspective of Community of Practice (CoP) and Landscapes of Practice (LoP) 69.4 Research Methodology 69.5 Data Collection and Analysis 69.6 Discussion and Conclusions 69.7 Limitations and Future Work References 70 Sustainability and Sensitivity: Learnings from the Foundation Programs of Bauhaus, Ulm, NID and IDC 70.1 Introduction 70.2 The Bauhaus (1919–1933) 70.3 The HfG Ulm (1953–1968) 70.4 The NID (1961 Onwards) 70.5 The IDC (1969 Onwards) 70.6 Global Efforts Towards Sustainability 70.6.1 Review of Design Courses 70.7 The Foundation Programme–Learnings for Sustainability Sensitivity References 71 State of Sustainable Design Content in Design Education: An Analysis of Bachelor’s Degree Courses in India 71.1 Introduction 71.2 Background 71.2.1 Design Education and Sustainability 71.2.2 Design Education in India and Sustainability 71.3 The Research 71.4 Data Collection and Analysis 71.4.1 The Survey 71.4.2 The Case Study 71.5 Discussion 71.6 Conclusion 71.7 Limitations and Future Research References 72 The Digital Technology Integration in Fine Arts: A Qualitative Study of Printmaking Practice in the Indian Art Education Scenario 72.1 Introduction 72.2 Literature Survey 72.3 Methodology 72.4 De-Limitation of the Study 72.5 Data Collection and Participant Selection 72.6 Analysis 72.6.1 Data Interpretation 72.7 Result 72.8 Conclusion References 73 Nurturing Information Literacy and Visual Literacy Amongst Design Students Using Constructivist Approach 73.1 Introduction 73.2 Objective of the Study 73.3 Research Methodology 73.3.1 Sampling 73.3.2 Limitations of the Study 73.4 The Learning–Teaching Ap
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