Revista Sonda: Investigación y Docencia en Artes y Letras
En un escenario donde coexisten distintas tecnologías de pantalla, resulta de interés para diseña... more En un escenario donde coexisten distintas tecnologías de pantalla, resulta de interés para diseñadores y publicistas saber cómo preparar las imágenes en cada caso para que resulten más eficaces a la hora de presentar visualmente un producto. El presente artículo pone en valor distintos trabajos que han ahondado en el estudio de estas materias, y propone las pautas a seguir para el diseño de un experimento que ayude a entender cómo puede variar la valoración de un producto al ser presentado visualmente en una pantalla 3D o en una 2D, ayudando a determinar las características que debería tener una composición para que el producto destacara en ella y para que la imagen global resultase más atractiva.
En la actualidad existe una gran variedad de pequenos electrodomesticos para muchas funciones, si... more En la actualidad existe una gran variedad de pequenos electrodomesticos para muchas funciones, siendo las actividades que se realizan en la cocina destinatarias de muchos de ellos. Es habitual encontrar electrodomesticos para diferentes aplicaciones cuya funcion principal es identica o muy similar, tales como: calentar un fluido (cafetera, tetera) o transmitir calor a un objeto (esterilizador o calentador de biberones o calentador de recipientes con comida). Ademas, en algunos casos los productos estan disenados unicamente para una funcion muy especifica, como es el caso del esterilizador de biberones o el calentador, sin tener demasiado en cuenta su aplicacion a otros objetos para los que se quiera esterilizar o calentar. Uno de los enfoques de diseno que mas puede marcar el futuro del diseno desde el punto de vista de la sostenibilidad es el de disenar objetos aumentando su duracion a traves de sus opciones de uso, incrementando la utilidad del mismo. Esta comunicacion analiza las...
Las preguntas guiadas (Guiding Questions) se pueden utilizar como metodo de aprendizaje, evaluaci... more Las preguntas guiadas (Guiding Questions) se pueden utilizar como metodo de aprendizaje, evaluacion y obtencion de nuevas ideas. En el ambito del Diseno, permiten conducir al disenador en la fase conceptual y son la herramienta adecuada para analizar una gran variedad de aspectos no considerados inicialmente en el proceso creativo. Las preguntas guiadas ayudan a enmarcar hipoteticas situaciones del uso del producto, presentes o futuras, y de la interaccion con el usuario, por lo que utilizarlas en fases iniciales del desarrollo del proceso de diseno nos ayudara a que el producto se adapte mejor a nuevas necesidades, a que alargue su vida util y, en definitiva, contribuya a aumentar la satisfaccion del usuario. Esta comunicacion, por tanto, muestra un analisis en profundidad de los diferentes usos de las preguntas guiadas dentro del proceso creativo propio del ambito del diseno de producto.
En el diseno circular los productos mantienen los recursos en circulacion durante todas las fases... more En el diseno circular los productos mantienen los recursos en circulacion durante todas las fases del ciclo de vida del producto el mayor tiempo posible, sin generar residuos. El diseno circular ayuda pues en gran medida a la expansion de la Economia Circular en sustitucion del actual sistema predominantemente lineal. En los ultimos tiempos, se han publicado varias metricas para valorar cuanto de circular es un producto y metodos para valorar el potencial de mejora de la circularidad de un producto. Algunas de estas metricas requieren de informacion detallada del producto y otras se basan en valoraciones cualitativas de varios criterios de circularidad entre dos situaciones extremas opuestas. La fase de diseno conceptual se caracteriza por la creatividad y divergencia para llegar a disenos novedosos. Estos estan poco definidos, pero deben analizarse para seleccionar una entre todas las alternativas generadas. Este trabajo analiza como se pueden aplicar algunas de las metricas de cir...
ABSTRACT This paper analyzes what technologies, devices and equipment are available today that ca... more ABSTRACT This paper analyzes what technologies, devices and equipment are available today that can contribute to the creation of an interactive environment based on Spatial Augmented Reality (SAR). The objective is to define what should be considered to build a room-sized workspace equipped with SAR tools, aimed to facilitate both artists and designers to develop their creations. This workspace will be designed as a "white box" cabin in which the user will be placed, The user will be able to interact with images projected on the walls and primary volumes by using gestures and their own body movements. Interaction with an interface based only on projected images can be carried out in an intuitive and gestural way, removing the technological constraints that appear when working simultaneously with different devices and interfaces. To be immersed in a physical space where the environment itself acts as a working tool would change the concept of a workplace by eliminating everything that could cause problems for the creative task. Once built, this prototype would be used to raise a methodology for analyzing the influence of SAR in the process of creation of indoor spaces, both at creative and emotional level in designers and artists, as well as the influence in the design itself obtained.
It is expected that in the near future new products that would be able to adapt to different usag... more It is expected that in the near future new products that would be able to adapt to different usage scenarios in order be more used will increase. For example, nowadays new modular smartphones are being develop that will be able to adapt to future needs of the user reducing the frequency of substitution of an old product for a new one. The authors argue that this approach could be applied to more products and it could be extended in practice with the appropriate knowledge and methods. The aim of this communication is to analyse the perception of future designers about the advantages of these products. To assess this a workshop has been done in which a smartphone is compared with a modular mobile phone, a new sports bag that adapts to be used in winter and summer is conceptualised and an opinion questionnaire is asked in different phases of the workshop. The conclusions obtained show that they perceive the products that adapt to different scenarios as better in terms of frequency of u...
It is often said that there are certain studies, careers or specialties that attract a specific p... more It is often said that there are certain studies, careers or specialties that attract a specific profile of students, but what truth is there in this? A certain profile implies characteristics and attitudes of both personality and interaction and learning, so it would be very useful when planning the teaching to know the profile of the students, and would be even more useful to be able to predict the type of students who are going to be teached year after year. In this paper we have analyzed the cerebral profiles of various degree students in order to know if they have the same characteristics or, at least, there is a clear trend towards a specific profile according to the Degree or specialty chosen.
ABSTRACT The left brain rules the logical, mathematical and analytical side of the people, while ... more ABSTRACT The left brain rules the logical, mathematical and analytical side of the people, while the right rules the sensations, feelings and artistic skills. It therefore seems reasonable to postulate that the dominance of one hemisphere or the other in the designers will influence their design process and the way they interact with the rest of the design team. This paper describes an experiment in which we have analyzed the group work of design teams composed of subjects with left dominance, right dominance and mixed teams, working in both in-person and virtual and sessions, in order to determine if the way of work and process information of the designers directly influences the novelty and therefore the design creativity, or otherwise it is not a determinative factor. It also examines if the interaction between the dominant hemisphere and the way of working, in person or virtual, influences the designs’ novelty degree. To measure the novelty degree Sapphire method was used.
"One of the keys to success in obtaining creative ideas by a design team is the interact... more "One of the keys to success in obtaining creative ideas by a design team is the interaction between ideas that are generated. It is common for virtual team members having to communicate via chat, restricting the way people communicate, which could influence the level of creativity of the results rather than the fact itself of the use of the technologies used to communicate. The ultimate aim of this work is to determine if there are any differences in the level of communication of presential and virtual teams while generating creative ideas about a design problem. For this purpose, this paper examines the suitability of the technique of quantitative content analysis (Rourke et al. 2005) using three categories of interaction: designer-designer, designer-content and designer-experiment resources. The analysis carried out shows that the technique used is appropriate to compare the degree of interaction during the process of generating ideas between members of a team with the two types of work: presential and virtual, as all interventions have been classified according to the defined categories and the level of coincidence of the analysis is over 80%."
Ponencia presentada en el IX Congreso Internacional de Ingenieria de Proyectos celebrado en Malag... more Ponencia presentada en el IX Congreso Internacional de Ingenieria de Proyectos celebrado en Malaga en el ano 2005
Revista Sonda: Investigación y Docencia en Artes y Letras
En un escenario donde coexisten distintas tecnologías de pantalla, resulta de interés para diseña... more En un escenario donde coexisten distintas tecnologías de pantalla, resulta de interés para diseñadores y publicistas saber cómo preparar las imágenes en cada caso para que resulten más eficaces a la hora de presentar visualmente un producto. El presente artículo pone en valor distintos trabajos que han ahondado en el estudio de estas materias, y propone las pautas a seguir para el diseño de un experimento que ayude a entender cómo puede variar la valoración de un producto al ser presentado visualmente en una pantalla 3D o en una 2D, ayudando a determinar las características que debería tener una composición para que el producto destacara en ella y para que la imagen global resultase más atractiva.
En la actualidad existe una gran variedad de pequenos electrodomesticos para muchas funciones, si... more En la actualidad existe una gran variedad de pequenos electrodomesticos para muchas funciones, siendo las actividades que se realizan en la cocina destinatarias de muchos de ellos. Es habitual encontrar electrodomesticos para diferentes aplicaciones cuya funcion principal es identica o muy similar, tales como: calentar un fluido (cafetera, tetera) o transmitir calor a un objeto (esterilizador o calentador de biberones o calentador de recipientes con comida). Ademas, en algunos casos los productos estan disenados unicamente para una funcion muy especifica, como es el caso del esterilizador de biberones o el calentador, sin tener demasiado en cuenta su aplicacion a otros objetos para los que se quiera esterilizar o calentar. Uno de los enfoques de diseno que mas puede marcar el futuro del diseno desde el punto de vista de la sostenibilidad es el de disenar objetos aumentando su duracion a traves de sus opciones de uso, incrementando la utilidad del mismo. Esta comunicacion analiza las...
Las preguntas guiadas (Guiding Questions) se pueden utilizar como metodo de aprendizaje, evaluaci... more Las preguntas guiadas (Guiding Questions) se pueden utilizar como metodo de aprendizaje, evaluacion y obtencion de nuevas ideas. En el ambito del Diseno, permiten conducir al disenador en la fase conceptual y son la herramienta adecuada para analizar una gran variedad de aspectos no considerados inicialmente en el proceso creativo. Las preguntas guiadas ayudan a enmarcar hipoteticas situaciones del uso del producto, presentes o futuras, y de la interaccion con el usuario, por lo que utilizarlas en fases iniciales del desarrollo del proceso de diseno nos ayudara a que el producto se adapte mejor a nuevas necesidades, a que alargue su vida util y, en definitiva, contribuya a aumentar la satisfaccion del usuario. Esta comunicacion, por tanto, muestra un analisis en profundidad de los diferentes usos de las preguntas guiadas dentro del proceso creativo propio del ambito del diseno de producto.
En el diseno circular los productos mantienen los recursos en circulacion durante todas las fases... more En el diseno circular los productos mantienen los recursos en circulacion durante todas las fases del ciclo de vida del producto el mayor tiempo posible, sin generar residuos. El diseno circular ayuda pues en gran medida a la expansion de la Economia Circular en sustitucion del actual sistema predominantemente lineal. En los ultimos tiempos, se han publicado varias metricas para valorar cuanto de circular es un producto y metodos para valorar el potencial de mejora de la circularidad de un producto. Algunas de estas metricas requieren de informacion detallada del producto y otras se basan en valoraciones cualitativas de varios criterios de circularidad entre dos situaciones extremas opuestas. La fase de diseno conceptual se caracteriza por la creatividad y divergencia para llegar a disenos novedosos. Estos estan poco definidos, pero deben analizarse para seleccionar una entre todas las alternativas generadas. Este trabajo analiza como se pueden aplicar algunas de las metricas de cir...
ABSTRACT This paper analyzes what technologies, devices and equipment are available today that ca... more ABSTRACT This paper analyzes what technologies, devices and equipment are available today that can contribute to the creation of an interactive environment based on Spatial Augmented Reality (SAR). The objective is to define what should be considered to build a room-sized workspace equipped with SAR tools, aimed to facilitate both artists and designers to develop their creations. This workspace will be designed as a "white box" cabin in which the user will be placed, The user will be able to interact with images projected on the walls and primary volumes by using gestures and their own body movements. Interaction with an interface based only on projected images can be carried out in an intuitive and gestural way, removing the technological constraints that appear when working simultaneously with different devices and interfaces. To be immersed in a physical space where the environment itself acts as a working tool would change the concept of a workplace by eliminating everything that could cause problems for the creative task. Once built, this prototype would be used to raise a methodology for analyzing the influence of SAR in the process of creation of indoor spaces, both at creative and emotional level in designers and artists, as well as the influence in the design itself obtained.
It is expected that in the near future new products that would be able to adapt to different usag... more It is expected that in the near future new products that would be able to adapt to different usage scenarios in order be more used will increase. For example, nowadays new modular smartphones are being develop that will be able to adapt to future needs of the user reducing the frequency of substitution of an old product for a new one. The authors argue that this approach could be applied to more products and it could be extended in practice with the appropriate knowledge and methods. The aim of this communication is to analyse the perception of future designers about the advantages of these products. To assess this a workshop has been done in which a smartphone is compared with a modular mobile phone, a new sports bag that adapts to be used in winter and summer is conceptualised and an opinion questionnaire is asked in different phases of the workshop. The conclusions obtained show that they perceive the products that adapt to different scenarios as better in terms of frequency of u...
It is often said that there are certain studies, careers or specialties that attract a specific p... more It is often said that there are certain studies, careers or specialties that attract a specific profile of students, but what truth is there in this? A certain profile implies characteristics and attitudes of both personality and interaction and learning, so it would be very useful when planning the teaching to know the profile of the students, and would be even more useful to be able to predict the type of students who are going to be teached year after year. In this paper we have analyzed the cerebral profiles of various degree students in order to know if they have the same characteristics or, at least, there is a clear trend towards a specific profile according to the Degree or specialty chosen.
ABSTRACT The left brain rules the logical, mathematical and analytical side of the people, while ... more ABSTRACT The left brain rules the logical, mathematical and analytical side of the people, while the right rules the sensations, feelings and artistic skills. It therefore seems reasonable to postulate that the dominance of one hemisphere or the other in the designers will influence their design process and the way they interact with the rest of the design team. This paper describes an experiment in which we have analyzed the group work of design teams composed of subjects with left dominance, right dominance and mixed teams, working in both in-person and virtual and sessions, in order to determine if the way of work and process information of the designers directly influences the novelty and therefore the design creativity, or otherwise it is not a determinative factor. It also examines if the interaction between the dominant hemisphere and the way of working, in person or virtual, influences the designs’ novelty degree. To measure the novelty degree Sapphire method was used.
"One of the keys to success in obtaining creative ideas by a design team is the interact... more "One of the keys to success in obtaining creative ideas by a design team is the interaction between ideas that are generated. It is common for virtual team members having to communicate via chat, restricting the way people communicate, which could influence the level of creativity of the results rather than the fact itself of the use of the technologies used to communicate. The ultimate aim of this work is to determine if there are any differences in the level of communication of presential and virtual teams while generating creative ideas about a design problem. For this purpose, this paper examines the suitability of the technique of quantitative content analysis (Rourke et al. 2005) using three categories of interaction: designer-designer, designer-content and designer-experiment resources. The analysis carried out shows that the technique used is appropriate to compare the degree of interaction during the process of generating ideas between members of a team with the two types of work: presential and virtual, as all interventions have been classified according to the defined categories and the level of coincidence of the analysis is over 80%."
Ponencia presentada en el IX Congreso Internacional de Ingenieria de Proyectos celebrado en Malag... more Ponencia presentada en el IX Congreso Internacional de Ingenieria de Proyectos celebrado en Malaga en el ano 2005
One of the reasons why products are replaced is as a consequence of changes in the users’ persona... more One of the reasons why products are replaced is as a consequence of changes in the users’ personal life. Adaptable or upgradable products have the advantage that, to some extent, they counter dissatisfaction in products that still work by improving functionalities or adding new ones. So, to develop adaptable products, designers have to consider the potential changes in the users’ personal life during the earlier phases of the design process. This work presents a list of scenario creation-type questions which promote design ideas that consider changing needs (QuChaNe). To check the effectiveness of this list of questions, an experiment with 28 designers was conducted. In the experiment, the designers applied the proposed list of questions to generate ideas for products. The same task was carried out using no prescribed method as a control group for comparison purposes. The results show that the use of the list of scenario creation questions leads to the generation of more ideas for changing needs and with higher quality. This finding implies that designers could use these questions to generate ideas for changing needs as a previous task before applying design for adaptability (DFA) or upgradability (DFU) methods. This would ultimately lead to more adaptable products.
PROCEEDINGS FROM THE 17TH INTERNATIONAL CONGRESS ON PROJECT MANAGEMENT AND ENGINEERING. ISBN‐13: 978‐84‐616‐6454‐2, 2013
"One of the keys to success in obtaining creative ideas by a design team is the interaction betwe... more "One of the keys to success in obtaining creative ideas by a design team is the interaction between ideas that are generated. It is common for virtual team members having to communicate via chat, restricting the way people communicate, which could influence the level of creativity of the results rather than the fact itself of the use of the technologies used to communicate.
The ultimate aim of this work is to determine if there are any differences in the level of communication of presential and virtual teams while generating creative ideas about a design problem. For this purpose, this paper examines the suitability of the technique of quantitative content analysis (Rourke et al. 2005) using three categories of interaction: designer-designer, designer-content and designer-experiment resources.
The analysis carried out shows that the technique used is appropriate to compare the degree of interaction during the process of generating ideas between members of a team with the two types of work: presential and virtual, as all interventions have been classified according to the defined categories and the level of coincidence of the analysis is over 80%."
Uploads
The ultimate aim of this work is to determine if there are any differences in the level of communication of presential and virtual teams while generating creative ideas about a design problem. For this purpose, this paper examines the suitability of the technique of quantitative content analysis (Rourke et al. 2005) using three categories of interaction: designer-designer, designer-content and designer-experiment resources.
The analysis carried out shows that the technique used is appropriate to compare the degree of interaction during the process of generating ideas between members of a team with the two types of work: presential and virtual, as all interventions have been classified according to the defined categories and the level of coincidence of the analysis is over 80%."