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  • 1. Mandke, Yashodhan Using Haptics and Vibro-Tactile Technology to Assist Hard-of-Hearing Warehouse Employees

    Master of Fine Arts, Miami University, 2018, Art

    79% of warehouse and third-party logistics providers report they are unprepared for the skilled shortage, and additional sources suggest this may keep getting worse. (Labor Shortages in the Warehouse, 2017). 2 to 4 in every 1,000 people in United States suffer from a particular type of deafness which includes complete deafness, partial deafness, deafness due to age and veterans of military services who have experienced deafness during their time in war zones (Callis, L. L., 2015). Hard-of-hearing individuals are well acquainted and comfortable with the haptics with the sense of touch for communication (Harkins, J. et al., 2010). This thesis aimed at understanding the opportunities in how the hard-of-hearing employees can be a part of the skilled labor force of the warehouses which might require design intervention through haptics. The researcher conducted a field visit to the warehouse and interviewed the hard-of-hearing employees and the subject matter experts on the subject. With safety and communication emerging as the biggest hurdle for the hard-of-hearing a universal design intervention of push notification system using vibrotactile technology has been proposed so that the hard-of-hearing employees can be aware about the work environment and emergency situations in the warehouse. This social innovation not only makes hard-of-hearing more independent and safe but also help them explore different roles in warehouses.

    Committee: Dennis Cheatham (Advisor); James Coyle (Committee Member); James Porter (Committee Member) Subjects: Design; Labor Relations; Welfare
  • 2. Fan, Siyuan Integrating design into interactive personal medicine education experience

    MDES, University of Cincinnati, 2013, Design, Architecture, Art and Planning: Design

    Medication is one of the most important treatment methods for COPD (Chronic Obstructive Pulmonary Disease) patients. Whether they properly use their medication has great influence on the effectiveness of the treatment. Thus, the education on how to use their medicine and the related device is quite important. However, it is often observed that the drugs are not appropriately and efficiently used. Due to this misuse, the efficiency of the treatment is diminished and the hospital costs are increased. This thesis aims at defining problems in the current education process with respect to COPD treatment methods. It generates a new interactive education experience that provides effective solutions to help patients use their medicine and the related device appropriately, thus improving the provider's work efficiency and decreasing medicine abuse.

    Committee: Craig Vogel M.I.D. (Committee Chair); Ralph Panos M.D. (Committee Member) Subjects: Design
  • 3. Vakili, Negar A Framework for Understanding AI's Capabilities and Limitations in UX Design

    Master of Computing and Information Systems, Youngstown State University, 2025, Department of Computer Science and Information Systems

    The integration of Artificial Intelligence (AI) in User Experience (UX) design has opened new avenues for efficiency, automation, and data-driven decision-making. AI tools assist designers by automating repetitive tasks, analyzing user behavior, and offering real-time insights. However, despite its transformative potential, the adoption of AI in UX design remains uneven. Designers often face challenges in understanding AI's role, balancing automation with creativity, and addressing ethical concerns such as data privacy and algorithmic bias. This thesis explores AI's impact on UX design by identifying its key capabilities and limitations. Through an extensive literature review, the research highlights how AI enhances design processes while also revealing areas where human intuition and creativity remain essential. A structured framework is proposed to guide UX designers in integrating AI effectively, ensuring that they harness its strengths while mitigating its challenges. The findings of this research contribute to the growing discourse on AI in design by providing actionable recommendations tailored to UX professionals. By clarifying when and how AI should be used, this study empowers designers to make informed decisions that enhance user experience without compromising ethical integrity or creative freedom. The framework developed in this thesis aims to bridge the gap between AI's computational power and the human-centered approach that defines UX design, ultimately leading to more intuitive, engaging, and responsible digital experiences.

    Committee: Robert Gilliland PhD (Advisor); John Sullins PhD (Committee Member); Feng Yu PhD (Committee Member) Subjects: Artificial Intelligence; Computer Engineering; Computer Science; Design; Information Systems; Information Technology
  • 4. Adah, Afure Sprinters Aren't Robots: Optimizing Athletic Performance by Exploring Emerging Technology, Co-design, and User Experience Design

    Master of Fine Arts, The Ohio State University, 2024, Design

    This project explores integrating emerging technology into sprint training by conceptualizing and designing a mobile application prototype called SprintSense. Inspired by my experience as a collegiate sprinter and my interest in collaborating with fellow sprinters, this research explores how augmented reality (AR) and artificial intelligence (AI) can enhance training for track sprinters. This project utilized Research through Design (RtD) and co-design as primary design research approaches to highlight participant input and design adaptability. In track and field sprinting, wearables and sensors can track metrics like heart rate, speed, stride length, ground contact time, and power (1080Motion, 2024). This kind of data is invaluable to athletes and coaches. With access to tailored feedback, athletes can avoid self-assessment or generic online advice, which can limit their ability to refine techniques or create customized training plans. Technology has become essential in enhancing athletic performance, primarily through its application during training. While much of the focus has been on wearable devices and data-driven analysis, there remains an opportunity to better integrate technology with the physical environments where athletes train and compete. This intersection between emerging technologies and training environments can improve an athlete's performance. This project aims to unite experts of the lived experience—sprinters—to envision and create innovative solutions through co-design activities. It explores the integration of emerging technologies into sprint training by designing a mobile application prototype, SprintSense. Key findings from the co-design workshops reveal that expert feedback via AI coaching and AR personalized race planning, delivered in a way accessible to sprinters of varying levels of experience, meets the sprinters' unmet needs and bridges the gap between traditional training and emerging technology. The research project hi (open full item for complete abstract)

    Committee: Peter Chan (Committee Chair); Shadrick Addy (Committee Member); Elizabeth Sanders (Committee Member) Subjects: Design
  • 5. Liu, Min Design for Embodied Learning Experiences: Introducing a Process-oriented Design Framework

    Master of Fine Arts, The Ohio State University, 2024, Design

    Today, in the world of exhibition design, designers are challenged to employ technologies to enhance learning experiences by considering embodied learning possibilities, which emphasize learners' bodily and sensory engagement in their learning process. One prominent challenge lies in translating high-level pedagogical principles of embodied cognition into effective design practices that can be implemented in educational settings and can accommodate specific educational topics (Macrine & Fugate, 2022). To address this issue, this research explores and proposes a conceptual, process-oriented design framework to aid designers in creating embodied learning experiences to deliver on learning objectives that often originate from those outside of the design team (e.g., educator, exhibit curator). This conceptual design framework draws insights from secondary research across education and design domains, incorporating design considerations from existing frameworks related to embodied learning (e.g., Horst, 2008; Black, et al., 2012; Antle & Wise, 2013; Melcer & Isbister, 2021; Tancredi, et al., 2022; Wiggins & McTighe, 2005) as well as the Double Diamond design process by the UK Design Council (Design Council, n.d.). This framework was further tested and refined by applying it to two design projects: “Sun & Earth” and “Dinosaur Explore”. This research-through-design approach (Frayling, 1993) helped the researcher to explore potential design challenges and map out the problem-solving process. Through these two design applications, the researcher describes how this design framework aids in the generation and specification of design ideas for embodied and interactive learning experiences. In addition to the framework, a set of design principles was generated, drawing from insights into embodied learning and reflections on the design process. The final deliverable of this research is a website housing the Design for Embodied Learning Experiences (D4E) Framework along with (open full item for complete abstract)

    Committee: Elizabeth Sanders (Advisor); Maria Palazzi (Committee Member); William Nickley (Committee Member) Subjects: Design
  • 6. Lim, Chai Zhen Jennifer The Minds of Conspiracy: Visualizing the Mindset of Conspiracy Theorists and Designing the Ideal Future

    Master of Fine Arts, The Ohio State University, 2024, Design

    It can be mind-boggling to understand how one can end up being absorbed in anti-science conspiracy theories, especially those that contradict the core facts of our world that we have known since we were young. These conspiracy theorists, especially flat earthers, are often labeled as “insane” or “crazy” due to their beliefs. This thesis dives into the mindset of anti-science conspiracy theorists and flat earthers to understand the headspace they are in that drives them into these communities. The Minds of Conspiracy is a website designed and developed by synthesizing the research done by psychologists, sociologists, historians, and communication scholars. It is an exploration into providing a holistic and empathetic introduction to the complex topic of conspiracy theory with flat earthers as the case study through the use of visuals and concise language. With individuals who are non-experts in these fields as the target audience, the website is designed to effectively deliver the research findings in an easily digestible format through the principles of information design. Readers can educate themselves about the flat earth community, its impact, methods of disseminating the theory, current and potential interventions, and the importance of collaboration between relevant stakeholders to bring change for our future.

    Committee: Paul Nini (Advisor); David Staley (Committee Member); Yvette Shen (Committee Member) Subjects: Design
  • 7. Gao, Zichun At-Home Commute – Exploring the Commute Experience Between Work and Life for Young Adult Remote Workers

    MDES, University of Cincinnati, 2023, Design, Architecture, Art and Planning: Design

    As working remotely is becoming a new social norm, more people are working from home. Without the need to commute to the workplace, seamless integration of work and private life causes work overspill and leads to the mixture of work and personal life roles, especially for younger generations who have limitations in creating a physically separated workspace. To better understand the problem, surveys, interviews, and observations were conducted with young remote workers. Based on the insights from these studies, concepts for building a system that helps work-life separation were developed and tested through an online survey. This resulted in the design of a software application for a simulated at-home commute experience, along with the ability to control smart home products that prompt indoor living environment changes to simulate a transition process between work and personal life. This study lays a foundation for future work in terms of building work-life boundaries at home.

    Committee: Yong-Gyun Ghim M.Des. M.S. (Committee Chair); Elaine Hollensbe Ph.D. (Committee Member); Steven Doehler M.A. (Committee Member) Subjects: Design
  • 8. Mathews, Cristelle Human-Centered Interface and System Design for Saving Lives

    MDES, University of Cincinnati, 2023, Design, Architecture, Art and Planning: Design

    The Opioid Overdose (OD) epidemic has been recognized as a public health issue in the United States. Harm reduction organizations, syringe service programs and safe use sites have been developed, while products such as mobile applications and devices are being proposed for various community needs. Despite the research and effort going into digital and technological innovation for OD prevention, there is a gap in access to care, support, and resources to ensure safety at any given location and time. NarConnect is a community-based and human-centered interface and systems design developed for saving lives from an opioid OD. NarConnect provides its primary users with a physiological monitor to measure vitals, and a mobile application that helps its users to convert any place into a safe use site. The objective of this thesis is to utilize participatory research methods to evaluate the usability of the NarConnect application for further development. The outcome of this thesis is a robust mobile application prototype that is rooted in user-centered design. Additionally, this thesis aims to report research findings that can be utilized by prospective applications and interventions supporting harm reduction needs.

    Committee: Daniel Arendt Pharm.D. (Committee Member); Claudia Rebola Ph.D. (Committee Chair) Subjects: Design
  • 9. Alow, Mark Development of Enhanced User Interaction and User Experience for Supporting Serious Role-Playing Games in a Healthcare Setting

    Master of Science (MS), Wright State University, 2022, Computer Science

    Education about implicit bias in clinical settings is essential for improving the quality of healthcare for underrepresented groups. Such a learning experience can be delivered in the form of a serious game simulation. WrightLIFE (Lifelike Immersion for Equity) is a project that combines two serious game simulations, with each addressing the group that faces implicit bias. These groups are individuals that identify as LGBTQIA+ and people with autism spectrum disorder (ASD). The project presents healthcare providers with a training tool that puts them in the roles of the patient and a medical specialist and immerses them in social and clinical settings. WrightLIFE games are distributed on both mobile and desktop devices and go through the entire cycle of providing healthcare professionals with experiential learning, which starts with defining the goals of the simulation and ends with collecting feedback. In this thesis work, cross-platform software frameworks like the Unity Engine have been used to develop survey scenes to comprehensively document users' pre- and post-simulation experience and attitudes towards implicit bias. Life course scenes were designed to convey an enhanced user experience that bridges the socio-technical gap between the real and virtual worlds. By applying existing user-experience design methodologies to design the survey scenes and life course scenes, it was possible to create an immersive experiential-learning assessment tool that has the potential to deliver data-driven and targeted learning.

    Committee: Ashutosh Shivakumar Ph.D. (Committee Chair); Yong Pei Ph.D. (Committee Co-Chair); Paul J. Hershberger Ph.D. (Committee Member); Thomas Wischgoll Ph.D. (Committee Member) Subjects: Computer Engineering; Computer Science
  • 10. Gruebel, Rhys Uncovering the Recycling Distraction: a Graphic Designer's Journey Designing a Website to Challenge Recycling-Based Individualism

    Master of Fine Arts, The Ohio State University, 2022, Design

    This is a scholarly personal narrative about the author's three-year journey leading to the development of the Recycling Distraction, a website designed to raise awareness of the shortcomings of municipal recycling. Based on research by environmental historians, sociologists, and economists, the Recycling Distraction presents a critical perspective on America's reliance on municipal recycling for managing post-consumer waste. Through the website, the author challenges the longstanding corporate practice of individualizing environmental responsibility to avoid anti-litter regulations, and argues that companies should be held responsible for their proportionate share of environmental damage caused by single-use disposable products. This paper documents the author's experience learning the fundamentals of user-experience (UX) research as an MFA candidate in the Department of Design. During the journey, the author navigates the landscape of sustainability programs at The Ohio State University, and searchers for opportunities to conduct UX research to support the development of circular-economy initiatives at the institution. Following a series of exploratory design activities, including: (1) conducting user-experience inquiries into recycling-related problems; (2) designing digital solutions aimed at improving recycling participation; (3) reviewing recycling and circular-economy literature; and (4) reflecting upon on his experiences, the author redirects his efforts toward raising awareness of recycling's failure to reduce waste and prevent pollution, which culminates with the development of the Recycling Distraction project.

    Committee: Yvette Shen (Advisor); Bartow J. Elmore (Committee Member); Paul J. Nini (Committee Member) Subjects: Design
  • 11. Wang, Yukun Female User Experience in Industrial Design– Redesigning Medical Personal Protective Equipment (PPE) Suits

    MDES, University of Cincinnati, 2022, Design, Architecture, Art and Planning: Design

    Medical personal protective equipment (PPE) garment designs usually use male data. However, the primary users of PPE garments are women. This research aims to take a user-centered design approach for redesigning PPE suites based on data of female healthcare professionals and addressing their unique needs in the design process. The main methods used in this study include Empathic Experience: Role-play Ideation, Storyboard Research Design Methodology, Experiments on design and defect testing of protective clothing, Ethnographic Interviews, Ethnographic Observations, stakeholder Value Web, and Prototyping and prototype testing. This study found that the improved design of the medical PPE garment will 1) significantly improve the user experience of female healthcare workers, 2) address the issue of medical PPE garments not conforming to Chinese female anthropometric data, 3) address the exposure of healthcare workers to viral environments and elevated risk of infection due to back fabric displacement, and 4) address the problem of hand skin damage due to prolonged wearing of medical rubber gloves. For future research, this study will provide reference and support for developing PPE garments focusing on female users' needs.

    Committee: Craig Vogel M.I.D. (Committee Member); Brigid O'Kane MFA (Committee Member); Zachary Hoh (Committee Member) Subjects: Design
  • 12. Hua, Tianxin How to establish robotaxi trustworthiness through In-Vehicle interaction design.

    MDES, University of Cincinnati, 2022, Design, Architecture, Art and Planning: Design

    Purpose: This study aims to discover the trust factors between robotaxis and passengers and then propose an in-vehicle interactive design solution that can be referenced in future studies. Design/methodology/approach: The study utilizes data collected from 12 participants using a semi-structured interview. This study's design proposals will be based on interview-based research, literature review, and a case study of modern vehicle cockpit designs. The validation process includes mock-up interaction tests and prototype screen size tests. Findings: According to this study, a reliable robotaxi system should always notify and explain its features to passengers. Meanwhile, passengers should be provided with clear traffic information and control options. The robotaxi should be able to adapt to current and future traffic circumstances while prioritizing journey efficiency. Other findings suggest that passengers may trust the robotaxi more if the vehicle allows them to transfer previous HVI experience to the new environment, particularly if physical buttons are used. Lastly, giving passengers a customized experience through the design of the space would make them more likely to trust the robotaxi. Originality/value: This study examines ways of building trustworthiness between the robotaxi and passengers through an in-vehicle interface system and provides the design guidelines and principles. To reach this goal, the system logic design, the interaction framework, and the user operation hierarchy were all investigated.

    Committee: Craig Vogel M.I.D. (Committee Member); Yong-Gyun Ghim M.Des. M.S. (Committee Member) Subjects: Design
  • 13. Roll, Melanie Renee Are You Experienced: A Speculative Experiment in UXD Testing Sites

    MFA, Kent State University, 2022, College of Communication and Information / School of Visual Communication Design

    This project investigates UXD research practices through various critical-making methodologies and analytical frameworks. The physical space and location of user testing research provide opportunities in which to gather user feedback on over-arching issues facing design professionals involved in experience design, interaction design, and data management. Using speculative and critical making as guiding principles, the prototype UXD testing environment is an exploration into how end-users understand, participate, and view technological innovation as it relates to user experience with communication technologies and data. The exhibition serves as user-centric laboratory and a prototype for continued inquiry into designing sustainably and ethically for a complex global population.

    Committee: Jessica Barness (Committee Chair); Ken Visocky O'Grady (Committee Member); Aoife Mooney (Committee Member) Subjects: Art Criticism; Design; Fine Arts; Technology
  • 14. Srivastava, Akshat Developing Functional Literacy of Machine Learning Among UX Design Students

    MDES, University of Cincinnati, 2021, Design, Architecture, Art and Planning: Design

    Machine Learning (ML) plays an increasingly important role in modern user experience (UX) design practice. Being one of the fastest evolving tech phenomena within the `AI boom,' ML stands out as a field that could significantly benefit from more creative and critical thinking. Simultaneously, UX design students can benefit from increased literacy and competency in the already pervasive, highly relevant technology. However, contemporary UX design education fails to sufficiently empower young designers to work with cutting-edge technologies such as ML. A considerable amount of research has been conducted around designers' (lack of) comprehension of ML. These prior studies focus on identifying and discussing the challenges faced by UX design practitioners in designing for ML; not much research exists to propose and/or evaluate solutions for designers' lack of comprehension of ML. Further, none of the research in the UX design for ML space has focused on UX design students or education so far, though much of it identifies the lack of education of designers about ML as a major issue. Based on an analytical review of 88 introductory educational resources on UX design for ML, this thesis establishes a starting point for design educators to incorporate ML into undergraduate design curricula. It makes three primary contributions: 1) a set of guidelines for introductory education on UX design for ML, 2) a taxonomy of ML capabilities, use cases, and exemplars, and 3) a sample course proposal that demonstrates the application of (1) and (2) in undergraduate design education.

    Committee: Matthew Wizinsky M.F.A. (Committee Chair); Renee Seward (Committee Member); Craig Vogel M.I.D. (Committee Member) Subjects: Design
  • 15. Zhang, Chaozheng Designing the Digital Collecting and Managing of Inspirational Pictures and Associated Inspirations for Product Design Students

    MDES, University of Cincinnati, 2018, Design, Architecture, Art and Planning: Design

    The pictures that give designers ideas are inspirational pictures. It is important for them in terms of generating new ideas and gaining knowledge. The inspirational pictures are mostly in digital format at present. But the current experience of annotating, organizing and managing inspirational digital pictures are found unpleasant. This thesis concentrates on how to develop a tool that can help product design students with collecting and managing inspirational pictures and associated inspirations. Secondary research was done to understand the relevant knowledge regarding collecting and managing inspirational pictures and associated inspirations. Based on this, interviews are conducted to understand why and how product design students currently collect and manage the inspirational picture and associated inspirations. According to these, insights were uncovered and transformed into design requirements, which led to the design of a web application Capiration. After the building of prototypes, user tests were conducted to evaluate the design and to find aspects that need to be improved in the future.

    Committee: Craig Vogel M.I.D. (Committee Chair); Ian Bellomy M.F.A. (Committee Member); Gerald Michaud M.A. (Committee Member) Subjects: Design
  • 16. Clepper, Erin Agile Project Management/Systems Engineering of an AV Interior Prototype

    Master of Science, The Ohio State University, 2018, Mechanical Engineering

    APEX, Alternative Perspective for the User Experience, is a two-year collaboration between Ohio State University, ArtCenter College of Design, and Honda R&D Americas, Inc. The purpose of this project was to determine the millennial vision of the future of mobility. Honda tasked student teams at ArtCenter and OSU to design the user experience of an autonomous vehicle interior for millennial women in 2030. The final output of the project was a full-scale functional interior prototype. Honda will validate user experience concepts from this project with millennial women to ensure the APEX experience meets target customer needs and to guide future research. Out of the six project phases, OSU led the latter three which involved the design, implementation, and validation of the high-level interior prototype. The OSU team utilized principles of design thinking and lean startup, as well as project frameworks such as scrum and the V-model, throughout the project. This paper discusses the design, implementation, and testing of the APEX autonomous vehicle interior prototype. The paper will especially focus on management of the resources and technical partners involved in the project, and the integration of the vehicle subsystems into a functioning prototype.

    Committee: Shawn Midlam-Mohler (Advisor); Annie Abell (Committee Member) Subjects: Design; Engineering; Mechanical Engineering
  • 17. Zhu, Jiani Applying UX design approach to Cardiac Home Care Education: Design case studies with print and digital Materials

    MDES, University of Cincinnati, 2017, Design, Architecture, Art and Planning: Design

    With the development of information and communication technologies, most user experience design projects increasingly focus on digital features of mobile apps and services, rarely leveraging the benefits of print materials. However, printed booklets, with their tangible and familiar material qualities, still have unique values in communicating information to users in intuitive and graspable forms. Either mobile apps or print booklets cannot be a perfect solution by themselves for any user experience problems, and this study investigates the experiential qualities of both components and explores their complimentary integration to coordinate users' optimal information navigation and communication. For doing so, this thesis takes the Cardiac Home Care Education System Design Project, which was conducted for 12 months from 2016 to 2017, as a case study to compare and contrast the design processes and outcomes of an app and a booklet developed based on the same instructional content. The thesis discusses benefits of either component in various aspects of user experience as well as similarities vs. differences in their design considerations. The findings of this study will provide useful design implications and guidelines regarding which material component —between a mobile app and a printed booklet—would be a more appropriate solution for a given information navigation problem and furthermore how both components could be integrated toward a holistic user experience.

    Committee: Heekyoung Jung Ph.D. (Committee Chair); Craig Vogel M.I.D. (Committee Member) Subjects: Design
  • 18. Kim, Soojin Designing Fun-oriented Products: A Fun Product that Leads Pleasurable User Experience of The Cincy Red Bike

    MDES, University of Cincinnati, 2015, Design, Architecture, Art and Planning: Design

    Seeking pleasure is an essential activity of human beings. Pleasure is achieved by satisfying human needs. According to Abraham Maslow, once people have satisfied a need, they need more and higher needs for better contentment. Increasing interests in human factors and emotion in product design considered pleasure as the highest value in a hierarchy of consumer needs in product experiences. This trend has led design researchers to study about designing pleasurable products. However, these studies do not explain how pleasure begins. This thesis defines that the precursor to pleasure is fun. Fun is an activator that motivates people to take action in a product experience, potentially leading to long-term and deeper pleasure from that experience. Also, a developmental process from fun to pleasure was found. That process was translated into a diagram named Funion. In order to demonstrate this hypothesis, the Cincy Red Bike, a bike sharing service in Cincinnati, particularly in uptown area where University of Cincinnati is located, was selected as a subject to test. Based on insights from empirical research about University of Cincinnati students who are the target user group and the Funion process, design strategies were established for designing a fun-oriented product for the Bike. A personified smartphone dock was designed called Funamigo. An associated service plan was also designed. Both were evaluated throughout an evaluation user test with UC students. The test results show that a fun-oriented product for the Cincy Red Bike could motivate UC students to join and use the Cincy Red Bike membership. Moreover, Funamigo experiences encouraged them to sustain the membership with both fun and deeper pleasure even though there were limitations and concerns from respondents. Further design implications and future work are discussed in the end.

    Committee: Gerald Michaud M.A. (Committee Chair); Juan Islas Munoz M.A. (Committee Member); Heekyoung Jung Ph.D. (Committee Member) Subjects: Design
  • 19. Chew, Selene Se Lui Designers as Entrepreneurs: An Investigation on Why Startups Need Design and Design Need Startups

    Master of Fine Arts, The Ohio State University, 2015, Industrial, Interior Visual Communication Design

    Research have shown that the design-centric companies have yielded returns 228% greater than non-design-centric companies over the last 10 years. In another parallel research, Dyer et al. developed an Innovative Premium Test and discovered that leaders with high `innovative premium' tends to lead a company in an innovative way, thus having a higher chance for a more successful company. Both researches have shown either being design-centric or innovative leads to a more successful company, but the innovative test has not been done on designers specifically. A pattern among these design-centric companies found that design is needed to build quality and innovative products or services, develop strategic market advantage, and encourage innovative design-centric corporate cultures through design-led leadership styles. Startups are newly found small businesses with the purpose of delivering new product or services and searching for a repeatable and scalable business model under extreme uncertainty. A startup needs design to build up a design-centric scalable and repeatable business model while at infancy, and be competitive and innovative to navigate through the uncertainty of delivering novel products or services. A startup with a designer as one of the founders is said to help cultivate a design-centric culture within the company. UX designers in particular are needed for their competencies to deliver products that meet user's needs and to juggle strategically between business and design. In recent years, while more startups realize the importance of design, more designers choose entrepreneurship than before. Despite the surge in designers becoming founders, there seems to be greater demand than supply for designers in the startup community. Designers are underrepresented in the startup community as compared to business and engineering. In this thesis, interviews with designer founders, and startup and design experts, and a survey with designers, were conducted to (open full item for complete abstract)

    Committee: R.B. Stone (Advisor); Scott Shim (Committee Member); David Staley (Committee Member) Subjects: Design; Entrepreneurship
  • 20. Xie, Fei How interaction design for ceramics exhibition will help audiences to have a better experience in museums.

    MDES, University of Cincinnati, 2013, Design, Architecture, Art and Planning: Design

    The common ways of offering information and educating visitors in museums are proving audio, interpretive signs and video displays. However, non-interactive ways don't work well at engaging audiences. Artifacts in most museums are not allowed to be touched by visitors. They are usually put into glass display cabinets for protection. This thesis focuses on identify issues of user experience design in museums and define interactive product requirements for museum exhibitions as a harmonious whole system in order to provide audiences exciting experiences during visiting. Among archaeological artifacts, ceramics play an important role in understanding a region's culture and technology. However, for audiences from a different cultural background, it is hard to understand when there is a lack of contextual information. There are also lots of stories behind ceramics, which are worth detailed explanations. However, only a limited amount of information can be presented to audiences in the museums. For that reason, this thesis uses ceramics as an entry point and discusses how to present knowledge of exhibition subject and artifacts information to audiences by using interaction designs. By applying the Goal-Directed design approach in the process, this thesis is seeking for solutions to provide a better museum experience and creates multiple prototypes of interaction design for ceramic exhibition. The last chapter of the thesis summarizes findings from the process and extends the finding to general design requirements for designing interaction products or system for museum exhibitions.

    Committee: Craig Vogel M.I.D. (Committee Chair); Katie Parker (Committee Member); Renee Seward (Committee Member) Subjects: Design