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The context of design innovation refers to harnessing human creativity for ‘creation of value’. With innovation pointing to transforming the ideas for success in the market place, it is a reasonable expectation for creativity-based design... more
The context of design innovation refers to harnessing human creativity for ‘creation of value’. With innovation pointing to transforming the ideas for success in the market place, it is a reasonable expectation for creativity-based design practice to enable this particular transformation. The review of design innovation literature suggests that the practice ought to be explicit with regard to ‘creation of value’. The research study looks at this scope towards developing a practice support for enabling ‘creation of value’. The literature on business model refers to the rationale behind creation of value, which may be adapted into design practice. The development of practice support adopts the various perspectives from the literature on business model and introduces the resulting approach as part of standard design phases, in order to address ‘creation of value’ explicitly. The stages in design research methodology are adhered with, while developing the practice support. An initial study with reference to the context of design startups indicates validation of the developed practice support.
Design Innovation aims at harnessing human creativity for value creation. Towards this aim, Design Innovation attempts to address simultaneously the dimensions of human desirability, technological feasibility, and business viability. The... more
Design Innovation aims at harnessing human creativity for value creation. Towards this aim, Design Innovation attempts to address simultaneously the dimensions of human desirability, technological feasibility, and business viability. The practice of design lends a handle to address each of these intersecting dimensions, whereby it leads to design outcomes, which correspond to respective business elements that are aimed at overall value creation and entrepreneurship. Design combined with Innovation makes the notion of value explicit, as innovation is exclusively about finding new ways of value creation. Accordingly, with respect to the context of Design Innovation, the design practice ought to explicitly address and ensure creation of value. This is where identifying the design concerns, in support of Design Innovation, with its exclusive emphasis on value creation, becomes very important. To this extent, it would require certain study and investigation. This is what has been attempted in the proposed paper.
In India, the wedding industry is booming as a result of growing affluence. Indian brides are inclined towards spending an extravagant amount on exclusive, high-fashion, designer bridal wear. There is, however, almost no published... more
In India, the wedding industry is booming as a result of growing affluence. Indian brides are inclined towards spending an extravagant amount on exclusive, high-fashion, designer bridal wear. There is, however, almost no published research that examines the aesthetic and other preferences of bridal couples in India in respect of bridal wear, including how predisposed couples are to innovate in its design. 3D printing is a popular aid in visualizing prospective designs and in prototype testing, being gradually applied in the creation of haute couture and mass-produced fashion products. The paper reports research on consumers’ attitudes towards and use intention regarding 3D-printed bridal lehengas. Data was collected from Indian bridal wear consumers and decision-makers through semi-structured interviews. The results suggest that respondents had a positive attitude towards the technology, having a higher perception of the aesthetics and wearability of 3D-printed bridal lehenga
Fashion brands offer iconic associations with the consumers about their personalities and approaches, which are beyond their basic need of product features. Counterfeit fashion brands are similar or confusingly similar copies of authentic... more
Fashion brands offer iconic associations with the consumers about their personalities and approaches, which are beyond their basic need of product features. Counterfeit fashion brands are similar or confusingly similar copies of authentic fashion brands and these are typically available at a fraction of the original product price with lower quality. The purpose of this study was to measure Indian consumers’ ethical and other values based on various factors affecting the consumer-purchasing attitude of counterfeit fashion brands. The study determines important predictors of attitude towards counterfeits as fashion and brand consciousness and social impact. This study also supports the fact that attitude towards counterfeit fashion brands leads to ethical judgement and ideologies and is negatively influenced by consumer’s ethical consciousness. The findings of this study may benefit fashion brand marketers, producers and practitioners in their marketing communication to design their branding strategies in the Indian context.
Additive manufacturing technology, popularly known as 3D printing, is a contemporary method of customizing and manufacturing products. The 3D print market is expected to be worth more than $10 billion by the year 2021. The future of... more
Additive manufacturing technology, popularly known as 3D printing, is a contemporary method of customizing and manufacturing products. The 3D print market is expected to be worth more than $10 billion by the year 2021. The future of fashion aims to make use of 3D printing technology in the manufacturing process; however, practitioners are still doubtful whether this technology has the potential to revolutionize the fashion industry. Although 3D printing technology offers benefits to the businesses and production processes, whether it can replace the present mass production methods is still questionable. Until now, 3D printed fashion is studied from the perspective of material and technology applications. The perspective and adoption intents of the consumers are not explored, specifically in the Indian context. Hence, this research aims to study possible influences of 3D printed fashion products’ adoption intention on Indian millennials. Personal traits are the essential basis of human behaviors that are closely associated with human needs. These personal traits, such as social, functional, hedonic, and cognitive attributes, are also arguably better predictors of consumer behavior than demographic or psychographic factors. Hence, recognizing the importance of studying present-day consumers’ adoption preferences relating to 3DP fashion products, the current study explores the role of personal traits in adopting 3D printed fashion products through domain-specific factors such as fashion innovativeness and fashion leadership. The data were collected from Indian millennials via the online survey method. Research findings of this study add to the existing conceptual literature of 3D printing applications in fashion and guide fashion design practitioners by providing influencing factors of 3D printed fashion adoption among Indian millennial fashion consumers.
Every community and society has a very precious heritage which has to be and can be transferred to the next generation. It is the responsibility of the civil society to transfer that heritage to the next generation.There is a large... more
Every community and society has a very precious heritage which has to be and can be transferred to the next generation. It is the responsibility of the civil society to transfer that heritage to the next generation.There is a large variety of technologies for 3D surveying purposes and generally a technique is chosen according to the project requirements, operator experience, budget and location constraints. Digital images and range sensors (laser scanner) are generally the most used technologies used to virtually reconstruct the whole geometry of the studied heritage. 3d model allows the user to get an accurate physical replica of the site. This can be studies, measured and used.
In this edition of Space Frames curated by Dr. Deepka Mathew, Meera Margaret Singh composed a narrative that is introspective of the fundamental aspects of the physical and cultural environment.
Table for Two is a short parallel interactive narrative in cinematic virtual reality. This virtual reality experience is a creative artefact that has adopted screen production enquiry as a practice-based research. This research aims to... more
Table for Two is a short parallel interactive narrative in cinematic virtual reality. This virtual reality experience is a creative artefact that has adopted screen production enquiry as a practice-based research. This research aims to explore alternative narrative possibilities in virtual reality.  Virtual reality is one of the latest disruptions in cinema that has challenged filmmakers with new methods for 360-degree storytelling.  This challenge has led to several studies recommending grammar to guide the users’ gaze toward intended areas in the virtual environment. However, it is argued that this aspect limits the full potential of virtual reality.  This study on parallel interactive narratives in virtual reality addresses this limitation. Here, the user is addressed as a navigator of the experience. Table for Two offers navigation freedom to look anywhere they desire in the virtual reality environment. A number of studies on virtual reality narratives suggests that theatre, cin...
A Rotating Cylindrical Display is recommended as an ergonomic approach for the communication of scripts in Parallel Interactive Narratives in Virtual Reality (PIN VR). VR studies propose grammars to orient a navigator’s gaze towards... more
A Rotating Cylindrical Display is recommended as an ergonomic approach for the communication of scripts in Parallel Interactive Narratives in Virtual Reality (PIN VR). VR studies propose grammars to orient a navigator’s gaze towards intended areas; however, it is argued that it is this limitation of the navigator’s ability to choose their own viewing direction, which restricts the full potential of the medium. PIN VR experiences address this limitation by allowing the navigator to teleport from one narrative location to another; while the remaining narrative locations run in parallel sequences, irrespective of the navigator’s presence. A study on scriptwriting for VR reveals that there is no standard approach for VR script design. This leads to the possibility to explore scriptwriting for PIN VR experiences. Through a Screen Production Enquiry, a PIN VR script has been attempted in a Traditional and Spherical Format. It is observed that these formats limit the representation of parallel narrative timelines. An ergonomic solution is found in a combination of a Tabular Format and a Rotating Cylindrical PIN VR Display. The display includes parallel scripts mounted around the surface of a cylinder. The display adopts relevant ergonomic and functional details from a rotating literature rack and a digital kiosk display. The Rotating Cylindrical PIN VR Display has been tested with VR production crew members for its ergonomic and visual communication effectiveness.
Urban Air Mobility (UAM) can provide new air mobility faster and avoid city traffic with the growth of new technologies. But they need to be co-developed with the city infrastructure. Thus, understanding the working scenarios of UAM and... more
Urban Air Mobility (UAM) can provide new air mobility faster and avoid city traffic with the growth of new technologies. But they need to be co-developed with the city infrastructure. Thus, understanding the working scenarios of UAM and how they will interact with the city and the other modes of transport systems is vital. Storyboarding helps policymakers, city planners, designers, and investors better understand the product's contextual interaction over time. This process allows the design team to be implicit or express a design that is easy to understand, reflect upon, or modify.
In India, the wedding industry is booming as a result of growing affluence. Indian brides are inclined towards spending an extravagant amount on exclusive, high-fashion, designer bridal wear. There is, however, almost no published... more
In India, the wedding industry is booming as a result of growing affluence. Indian brides are inclined towards spending an extravagant amount on exclusive, high-fashion, designer bridal wear. There is, however, almost no published research that examines the aesthetic and other preferences of bridal couples in India in respect of bridal wear, including how predisposed couples are to innovate in its design. 3D printing is a popular aid in visualizing prospective designs and in prototype testing, being gradually applied in the creation of haute couture and mass-produced fashion products. The paper reports research on consumers’ attitudes towards and use intention regarding 3D-printed bridal lehengas. Data was collected from Indian bridal wear consumers and decision-makers through semi-structured interviews. The results suggest that respondents had a positive attitude towards the technology, having a higher perception of the aesthetics and wearability of 3D-printed bridal lehenga
Hinduism is a heterogeneous course, otherwise syndicated. Vaiṇavam (Ta.) / Vaiṣṇavism (Viṣṇu), Çaivam (Ta.) /Śaivism (Śiva), Śāktam or Śaktism (Śakti-Devī, the Mother Goddess), Gāṇāpatya (Gaṇapati), Kaumāra (Skanda-Murukaṉ) and Sauram... more
Hinduism is a heterogeneous course, otherwise syndicated. Vaiṇavam (Ta.) / Vaiṣṇavism (Viṣṇu), Çaivam (Ta.) /Śaivism (Śiva), Śāktam or Śaktism (Śakti-Devī, the Mother Goddess), Gāṇāpatya (Gaṇapati), Kaumāra (Skanda-Murukaṉ) and Sauram (Sūrya) collectively make for Hinduism. Each of these sects qualifies for a religion; but is considered as sub-sects of the religion. Furthermore, each of these sects are not monolithic but are agglomeration of several folk and tribal cults. The bhakti literature of Tamil Āḻvārs and Nāyaṉmārs draw inspiration from Sanskrit themes as well as vernacular and folk motifs, canonized in the Vaiṇava Nālāyirativviyappirapantam (‘Nālāyiram’) and Śaiva Paṉṉirutirumuṟai respectively. The aim of the project is to disembark on the cultural heritage significance of Āṇṭāḷ/Kōtai of Śrīvilliputtūr, the only woman mystic among the twelve Āḻvārs. Gender and its perspectives on cultural heritage is an emerging field. Ethnographies current approaches of Indology regarding Indian women are prompting to address Gender, Heritage and the Hindu religion. The UNESCO protects heritage properties under the theme common heritage of humanity, with a framework of international Standard Setting Instruments. By assessing cultural heritage significance of Āṇṭāḷ/Kōtai, we advocate for a ‘thematic World Heritage category’ entitled for Woman Focal Cultural Heritage
Games, for the purpose of education, have been used in the world since the 1970s. The mediums used for these activities range from board games to Virtual Reality(VR), and the topics covered under them can range from history to STEM... more
Games, for the purpose of education, have been used in the world since the 1970s. The mediums used for these activities range from board games to Virtual Reality(VR), and the topics covered under them can range from history to STEM subjects. The increasing use of educational games has made it essential to verify these tools for their efficacy by evaluating them from several dimensions. This paper presents a Systematic Literature Review (SLR) on studies where educational games were applied to focus groups and tries to report on the various aspects that reportedly contribute to increased engagement. The review was according to the ‘Preferred Reporting Items for Systematic Reviews and Meta-Analyses’ (PRISMA) guidelines. The research was initiated with a sample of 60 articles, out of which a total of 10 relevant articles were identified and further examined. The extent of the research was to highlight the aspects of the educational game which were catalyzing the level of engagement. Other secondary findings were about research topics, type of resources, and evaluation approaches. The findings of this paper provide insights for researchers and evaluators into current practices of making an educational game engaging. The research was carried out using the databases from SCOPUS, Springer, and Taylor & Francis. Considering keywords, we included articles that showed the terms: ‘Video’ and/or ‘Games’ and/or ‘Digital’ and/or ‘Educational’ and/or Learning’ and/or ‘Games’ and/or ‘STEM’ and/or ‘Subjects’. The paper concludes by identifying several aspects in educational games which could influence the engagement levels, such as the progression of difficulty, visual cues for better navigation, modular templates, personalized avatars, etc. Additional research is needed to individually analyze all the observations noted in this paper to accurately model the effects of a game.

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