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Weston Baxter
Ownership is central to the successful design of many offerings. This is made more evident with large contextual shifts in terms of immaterial ownership, ownership by multiple users and time-dependent ownership. Psychological ownership... more
Ownership is central to the successful design of many offerings. This is made more evident with large contextual shifts in terms of immaterial ownership, ownership by multiple users and time-dependent ownership. Psychological ownership theory links naturally to existing experience design models and is thus useful in approaching how to design for ownership. Designers should consider the motives and routes to ownership described by psychological ownership theory but also the paths to ownership formed through interaction with an object. The result is a new frame for design in which the objective is to create a possession, not simply an object. Designing an object, which is owned, means focusing on the interactions between a user and the object through the entire lifecycle including consideration of when an object enters and exits a person’s possessions. Within this new frame, there are at least four main ways in which designers can create intentional ownership experiences. Specifically, they can help give meaning to the ownership deprived experiences increasingly prevalent in modern digital and shared contexts; structure the ownership experience; reduce redundant effort made once an object is taken into a person’s possession; and mitigate contaminated interaction, which is likely to prevent ownership from occurring.
Keeping a product offering in the system through continued use and between multiple users creates the potential for interactions which become contaminated. These contaminated interactions can cause a barrier to material circulation and... more
Keeping a product offering in the system through continued use and between multiple users creates the potential for interactions which become contaminated. These contaminated interactions can cause a barrier to material circulation and extended product lifetimes. This study seeks to identify the underlying design strategies useful in addressing contaminated interaction. Strategies were identified through an exploration of possible solutions to negative contamination in two phases. Phase I involved identifying 70 existing solutions to instances of negative contaminated interaction and abstracting these to identify a more fundamental underlying principle. In Phase II, designers participated in a brainstorming session to identify as many solutions as possible to several contaminated interaction design briefs. The resulting 155 solutions were analysed together with the other data to generate a final set of strategies. In the end, eight strategies distilled from the analysis which are used to address contaminated interaction. The strategies represent preventative and responsive solutions applicable to various elements of the contamination process.
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The purpose of this paper is to present contaminated interaction as a design construct. Interactions with an object can be altered, positively, neutrally or negatively, due to some prior use. In such cases, the interaction departs from... more
The purpose of this paper is to present contaminated interaction as a design construct. Interactions with an object can be altered, positively, neutrally or negatively, due to some prior use. In such cases, the interaction departs from the designed condition and is said to be contaminated. This is particularly significant as objects, physical or non-physical, have multiple uses or are shared amongst users. We propose an ontological model of contaminated interaction based on a review of literature and an analysis of user experiences. The model outlines the process of contaminated interaction including the drivers and outcomes. In a negative context, contamination can lead to consumers misusing, negatively experiencing, or avoiding the object altogether. Positive contamination sees the opposite effect in which usability can increase, users report more positive experiences and users seek out or cherish the object. Together, this model presents an approach to understanding and addressing contamination in the design process to enable the creation and maintenance of meaningful experiences.
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Contamination poses a significant problem to the circular economy, which derives much of its value from maintaining pure material flows. The aim of this paper is to frame contaminated interaction among other forms of contamination and... more
Contamination poses a significant problem to the circular economy, which derives much of its value from maintaining pure material flows. The aim of this paper is to frame contaminated interaction among other forms of contamination and investigate its effects on the circular economy. The research is based on a review of the contamination literature and case studies. We differentiate between three types of contamination influencing circular material flows: technical, which deals with fitness for use; systemic, which deals with efficiency in processing; and interaction, which deals with user-object interaction and decision making. Our focus is on developing a foundational understanding of contaminated interaction and how it influences circular processes. Through multiple examples, contaminated interaction is shown to create three barriers to the circular economy: downcycling, disposal and hindered circulation. Among other proposals to address contaminated interaction, the research calls for the development of experientially transferrable design—products that can move between users and uses without negative consequences.
The study of happiness is receiving increasing attention both in positive psychology and design. A key issue in current literature is the lack of empirical evidence linking products and happiness. We address this examining 87 reports of... more
The study of happiness is receiving increasing attention both in positive psychology and design. A key issue in current literature is the lack of empirical evidence linking products and happiness. We address this examining 87 reports of product-mediated happy experiences and analysing their relations to well-being. Six types of products with experiential attributes were reported to contribute more systematically to happiness. Digital devices and food are the two dominant products followed by vehicles, books, clothing & accessories and sport equipment. These products make us happy by creating: hedonic experiences in which we relieve stress, get rest and increase joy; and eudaimonic experiences in which we establish positive social relationships, develop self-identity, achieve personal growth and gain competence and autonomy. In such experiences, products acted as carriers of reflective meanings, and enablers of experiencing. These insights provide an initial mapping of the relationship between products and happiness and suggest approaches to designing products that can bring happy experiences.
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Understanding the idea of possession is essential for creating successful products and services, particularly in digital and access contexts. This paper examines current shortcomings in conceptualising ownership and possessions before... more
Understanding the idea of possession is essential for creating successful products and services, particularly in digital and access contexts. This paper examines current shortcomings in conceptualising ownership and possessions before presenting a framework for the process of developing user possession. The framework is grounded in psychological ownership theory and informed by interviews with thirteen participants. The theory considers ownership as a mental state in which users feel the object is theirs. The interviews explored this mental state under three contexts: traditional material possession, digital possession, and access-based possession. This work helps inform the meaning of possessions, and can aid designers and policy makers in how to approach the notion of designing possessions from a human-centered viewpoint.
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Efforts promoting proper disposal of packaging generally focus on infrastructure and messaging. Significantly less attention has been given to how the attributes of packaging can be used to change disposal behaviour. This research shows... more
Efforts promoting proper disposal of packaging generally focus on infrastructure and messaging. Significantly less attention has been given to how the attributes of packaging can be used to change disposal behaviour. This research shows how changes in packaging attributes (e.g. alterations in shape, colour, or size) influence two disposal behaviours: recycling and littering. Specifically, we use an implicit association test to measure the subconscious tendency to categorize altered objects as trash rather than recycling. The results indicate that 82% of respondents showed at least a slight effect and 53% showed a strong effect towards associating altered objects with waste. Next, we evaluate object transformations on littering behaviour through an observational field study. Observations (N = 2823) indicated that littering is influenced by deformed, torn, disassembled, and partially full packaging. No significant effect was found with regard to packaging that is wet, sticky, has undergone colour changes or that is has remains (e.g. sauce) on it. These findings suggest that the (re)design of packaging can significantly influence proper disposal. Based on this, packaging can be (re)designed in two ways. First, many types of packaging have scripted alterations such as the iconic ‘tear here’ indicator. These can be changed to preserve properties associated with recyclables and non-littering. Second, packaging can be designed so that there are fewer alterations during use. This work can also help identify inherent attributes that encourage proper disposal.
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Origami has been previously utilized in design to create deployable systems. Action origami, origami designed to move, has the ability to deploy to a larger state and have motion in the deployed state. The majority of action origami... more
Origami has been previously utilized in design to create deployable systems. Action origami, origami designed to move, has the ability to deploy to a larger state and have motion in the deployed state. The majority of action origami achieves motion through coupled systems of spherical mechanisms. An origami vertex, the point at which folds converge, is shown to be equivalent to a spherical change-point mechanism. A position analysis of an origami vertex is presented, resulting in a relationship between input and output angles as well as the path of the coupler link. A method for analyzing coupled systems of repeated spherical mechanisms is proposed and demonstrated using two examples. A better understanding of the kinematics of action origami increases the ability of designers to create compact, deployable mechanisms for use in packaging, space, and medical industries.
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This study explores the extent to which the theory of psychological ownership can be used to understand and design for slower consumption through two strategies: product longevity and access-based consumption. To do this we employ a... more
This study explores the extent to which the theory of psychological ownership can be used to understand and design for slower consumption through two strategies: product longevity and access-based consumption. To do this we employ a qualitative study investigating objects kept, discarded and used by participants. We find that the theory is useful in informing both product longevity research and access-based consumption. Both strategies benefit from a framework in which the motives and routes to developing object attachment are discussed. Longevity decisions made by users (i.e. keeping, disposing and engaging with objects) are determined by the ability of an object to fulfill the motives in the framework. Routes can be utilized to create more meaningful paths to ownership and attachment. Access-based consumption threatens all three motives for ownership and leaves the user with little meaning. Thus the theory helps explain the consumer reluctance to adopt access-based consumption models as they currently stand.
Research Interests:
The mental state in which an individual claims an object as theirs is called psychological ownership. Psychological ownership is associated with motives, routes, affordances, and outcomes directly linked to attachment. This research... more
The mental state in which an individual claims an object as theirs is called psychological ownership. Psychological ownership is associated with motives, routes, affordances, and outcomes directly linked to attachment. This research introduces psychological ownership in the context of designing object attachment and identifies affordance principles that help facilitate it. A framework presenting the motives for and routes to psychological ownership is proposed to provide a holistic understanding of object attachment. In the framework each route to psychological ownership, that is, control, intimate knowledge, and self-investment, has a corresponding class of affordances. Overall a total of 16 affordance principles are identified through contextual inquiry with 4 objects (a car, a mobile phone, a pair of shoes, and a park bench). Previous studies have identified various elements of this framework but have fallen short of clearly defining and relating the motives, routes, and affordances to psychological ownership identified here. These affordance principles are readily mapped to experience design models and provide a practical resource for designers. Together, the framework and the affordances inform design decisions and move towards a prescriptive design method for facilitating object attachment.
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Materials help communicate meaning to users. This meaning changes with time as the object transforms due to use. Through a two-phase study, this research develops new understanding of how people appraise used objects and the mechanisms... more
Materials help communicate meaning to users. This meaning changes with time as the object transforms due to use. Through a two-phase study, this research develops new understanding of how people appraise used objects and the mechanisms driving contamination—the aversion that one has towards engaging with used objects. In the first phase, observations of indicators of use were collected from participants in order to develop a general typology for indicators of use and deduce the sensorial properties of used objects. In the second phase, these observations were analysed to isolate the data, which caused feelings of aversion. The subset of observations marked with aversion was labelled as contaminated. Further analysis revealed three mechanisms driving contamination—hygiene, utility, and territory—presented together as the HUT contamination model. Sensorial properties from the first study were mapped to contamination mechanisms and properties most frequently contributing to contamination were identified. The properties contributing to the various contamination mechanisms differ significantly. Hygienic contamination typically results from transient object states, utility contamination from permanent changes to object characteristics, and territorial contamination from object settings and contextual factors. As expected, the majority of the indicators contributing to contamination are related to material properties. This work acts as a link between material selection and contaminated interaction with used objects.
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