{"title":"极端的用户条件,以提高设计的创造力和同理心-应用使用视觉障碍","authors":"Sujithra Raviselvam, Dongwook Hwang, Bradley Camburn, K. Sng, Katja Hölttä-Otto, Kris Wood","doi":"10.1080/21650349.2021.2024093","DOIUrl":null,"url":null,"abstract":"ABSTRACT Extreme-users who experience physical, sensory or cognitive challenges can help identify latent needs across a majority of the general population users. Identifying these latent needs may open doors to novel products, services, and systems. Empathic design techniques of simulation tools and scenarios allow designers to experience a range of extreme-user perspectives. However, research still lacks a thorough understanding of the potential impact of such techniques, especially their potential to uncover and address latent needs. This paper strengthens the understanding of simulation tools and scenarios by analyzing two user-centered workshops that applied simulated scenarios to empathize with users with visual impairments (VIs), and uses an empathic similarity metric to evaluate the empathic outcomes in conjunction with self-evaluated empathy. In addition to empathy, creativity is measured for the concepts shared by 36 (x2) workshop participants and 13 participants with VIs. Empirical analysis of the results, across two sequences of controlled studies, supports the potential of simulated scenarios in evoking participant creativity and empathy. KEY TERMINOLOGIES Empathy: Ability to understand and share feelings of others without judgment. Simulation: Imitation of a process, situation, or circumstance. Scenario: Context-specific (how, where, and who) circumstances experienced by users. Latent Needs: Needs that are important yet not obvious to the average user (Otto & Wood, 1998). Extreme-Users: Users who experience challenges with physical or cognitive abilities. General Population: The remainder of the population who do not qualify as extreme-users.","PeriodicalId":43485,"journal":{"name":"International Journal of Design Creativity and Innovation","volume":"10 1","pages":"75 - 100"},"PeriodicalIF":1.2000,"publicationDate":"2022-01-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Extreme-user conditions to enhance design creativity and empathy- application using visual impairment\",\"authors\":\"Sujithra Raviselvam, Dongwook Hwang, Bradley Camburn, K. Sng, Katja Hölttä-Otto, Kris Wood\",\"doi\":\"10.1080/21650349.2021.2024093\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"ABSTRACT Extreme-users who experience physical, sensory or cognitive challenges can help identify latent needs across a majority of the general population users. Identifying these latent needs may open doors to novel products, services, and systems. Empathic design techniques of simulation tools and scenarios allow designers to experience a range of extreme-user perspectives. However, research still lacks a thorough understanding of the potential impact of such techniques, especially their potential to uncover and address latent needs. This paper strengthens the understanding of simulation tools and scenarios by analyzing two user-centered workshops that applied simulated scenarios to empathize with users with visual impairments (VIs), and uses an empathic similarity metric to evaluate the empathic outcomes in conjunction with self-evaluated empathy. In addition to empathy, creativity is measured for the concepts shared by 36 (x2) workshop participants and 13 participants with VIs. Empirical analysis of the results, across two sequences of controlled studies, supports the potential of simulated scenarios in evoking participant creativity and empathy. KEY TERMINOLOGIES Empathy: Ability to understand and share feelings of others without judgment. Simulation: Imitation of a process, situation, or circumstance. Scenario: Context-specific (how, where, and who) circumstances experienced by users. Latent Needs: Needs that are important yet not obvious to the average user (Otto & Wood, 1998). Extreme-Users: Users who experience challenges with physical or cognitive abilities. General Population: The remainder of the population who do not qualify as extreme-users.\",\"PeriodicalId\":43485,\"journal\":{\"name\":\"International Journal of Design Creativity and Innovation\",\"volume\":\"10 1\",\"pages\":\"75 - 100\"},\"PeriodicalIF\":1.2000,\"publicationDate\":\"2022-01-11\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Design Creativity and Innovation\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1080/21650349.2021.2024093\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"ENGINEERING, MANUFACTURING\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Design Creativity and Innovation","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/21650349.2021.2024093","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"ENGINEERING, MANUFACTURING","Score":null,"Total":0}
Extreme-user conditions to enhance design creativity and empathy- application using visual impairment
ABSTRACT Extreme-users who experience physical, sensory or cognitive challenges can help identify latent needs across a majority of the general population users. Identifying these latent needs may open doors to novel products, services, and systems. Empathic design techniques of simulation tools and scenarios allow designers to experience a range of extreme-user perspectives. However, research still lacks a thorough understanding of the potential impact of such techniques, especially their potential to uncover and address latent needs. This paper strengthens the understanding of simulation tools and scenarios by analyzing two user-centered workshops that applied simulated scenarios to empathize with users with visual impairments (VIs), and uses an empathic similarity metric to evaluate the empathic outcomes in conjunction with self-evaluated empathy. In addition to empathy, creativity is measured for the concepts shared by 36 (x2) workshop participants and 13 participants with VIs. Empirical analysis of the results, across two sequences of controlled studies, supports the potential of simulated scenarios in evoking participant creativity and empathy. KEY TERMINOLOGIES Empathy: Ability to understand and share feelings of others without judgment. Simulation: Imitation of a process, situation, or circumstance. Scenario: Context-specific (how, where, and who) circumstances experienced by users. Latent Needs: Needs that are important yet not obvious to the average user (Otto & Wood, 1998). Extreme-Users: Users who experience challenges with physical or cognitive abilities. General Population: The remainder of the population who do not qualify as extreme-users.
期刊介绍:
The International Journal of Design Creativity and Innovation is an international publication that provides a forum for discussing the nature and potential of creativity and innovation in design from both theoretical and practical perspectives. Design creativity and innovation is truly an interdisciplinary academic research field that will interest and stimulate researchers of engineering design, industrial design, architecture, art, and similar areas. The journal aims to not only promote existing research disciplines but also pioneer a new one that lies in the intermediate area between the domains of systems engineering, information technology, computer science, social science, artificial intelligence, cognitive science, psychology, philosophy, linguistics, and related fields. The journal covers, but is not restricted to, the following topics: ·Theories on Design Creativity and Innovation ·Cognition of Design Creativity ·Innovative Process ·Inventive Process ·Analogical Reasoning for Design Creativity and Innovation ·Design Synthesis ·Method and Tools for Design Creativity and Innovation ·Representation of Design Creativity and Innovation ·Education for Design Creativity and Innovation ·Concept Generation and Inspiration.