Jorge Maya | Universidad EAFIT (original) (raw)

Papers by Jorge Maya

Research paper thumbnail of Contribution à l'aide au choix des méthodes d'intégration de la subjectivité de l'usager en conception de produits

Http Www Theses Fr, 2010

Un usager qui interagit avec un produit a un ressenti subjectif emotionnel, semantique et percept... more Un usager qui interagit avec un produit a un ressenti subjectif emotionnel, semantique et perceptuel. De nombreuses methodes pour integrer ces ressentis dans la conception de produits existent. Des etudes bibliographiques et aupres de concepteurs montrent que ces methodes ont un langage pluridisciplinaire qui rend difficile la connaissance du ressenti que chaque methode integre et le choix d’une de ces methodes en conception. Pour assister ce choix, des outils tels la methode du Projet Engage existent. Une simulation de l’utilisation de la methode Engage montre des difficultes dans le choix d’une methode d’integration : identifier ce qui est integre par une methode d’integration, definir les informations d’entree/sortie, comprendre les taxinomies de ces methodes et determiner dans quelle etape du processus de conception les resultats d’une de ces methodes peuvent s’utiliser (actionnabilite). La methode MIIS est alors proposee pour definir et expliciter les informations d’entree/sortie des methodes d’integration. Une taxinomie de ces methodes est aussi proposee. Enfin, des parametres d’actionnabilite sont evalues pour savoir en quoi ils aident au choix des methodes. Ces propositions ont ete experimentees et discutees. La methode MIIS est adaptee pour identifier les entrees/sorties des methodes d’evaluation des ressentis, mais est moins performante pour des methodes d’exploration des ressentis en amont du processus. Les caracteristiques de la taxonomie sont dependantes du critere de classification ce qui est une difficulte potentielle. Les criteres d’actionnabilite des methodes d’integration ne semblent pas aider au choix de ces methodes. Il est egalement montre experimentalement que les trois propositions ensemble aident effectivement au choix de ces methodes en conception. Des perspectives sont ouvertes, portant sur les methodes permettant de definir la taxinomie et de revoir ce qu’est l’actionnabilite d’une methode en conception.

Research paper thumbnail of El diseño en el espejo

Research paper thumbnail of The Form-Giving Process in Design: Requirements for a Comprehensive Model

The International Journal of Design Education

Research paper thumbnail of The Colors of Care: Proceedings of the 9th International Conference on Design & Emotion 2014

All Proceedings of the 9th International Conference on Design & Emotion <The Colors of Care&gt... more All Proceedings of the 9th International Conference on Design & Emotion <The Colors of Care>, 2014.

Research paper thumbnail of D+E: fundamentos, problemática y soluciones pedagógicas

Economía Creativa, 2017

En mercados saturados, el diseño para las emociones, D+E, es una alternativa para ofrecer benefic... more En mercados saturados, el diseño para las emociones, D+E, es una alternativa para ofrecer beneficios al usuario que otros productos competidores no presentan. No obstante, el D+E basado sólo en la intuición puede derivar en soluciones estereotipadas que serán desatendidas en el mercado o que no generarán en el usuario las emociones deseadas por el diseñador o empresa. Este artículo aborda los principales problemas que implica la pedagogía de los métodos del D+E y ofrece fundamentos, clarificando qué son las emociones, cuáles son sus componentes y cómo se diferencian de otros sentimientos afectivos y mostrando los mecanismos que explican su estructura y formación. Se presenta una variedad de métodos del D+E, desde baja hasta altamente estructurados, y se examina cómo se adaptan a diversas condiciones de los alumnos y de las empresas. Se presentan ejemplos resultantes de dichos métodos. Finalmente, se discuten los problemas disciplinares y epistemológicos del campo.

Research paper thumbnail of D+E: fundamentos, problemática y soluciones pedagógicas

Economía Creativa, 2017

En mercados saturados, el diseño para las emociones, D+E, es una alternativa para ofrecer benefic... more En mercados saturados, el diseño para las emociones, D+E, es una alternativa para ofrecer beneficios al usuario que otros productos competidores no presentan. No obstante, el D+E basado sólo en la intuición puede derivar en soluciones estereotipadas que serán desatendidas en el mercado o que no generarán en el usuario las emociones deseadas por el diseñador o empresa. Este artículo aborda los principales problemas que implica la pedagogía de los métodos del D+E y ofrece fundamentos, clarificando qué son las emociones, cuáles son sus componentes y cómo se diferencian de otros sentimientos afectivos y mostrando los mecanismos que explican su estructura y formación. Se presenta una variedad de métodos del D+E, desde baja hasta altamente estructurados, y se examina cómo se adaptan a diversas condiciones de los alumnos y de las empresas. Se presentan ejemplos resultantes de dichos métodos. Finalmente, se discuten los problemas disciplinares y epistemológicos del campo.

Research paper thumbnail of A Tool for the Design of Experience-Centered Exhibits in Science Centers

Research paper thumbnail of A Tool for the Design of Experience-Centered Exhibits in Science Centers

Research paper thumbnail of El diseño integrado. Un modelo de desarrollo de nuevos productos

Iconofacto, 2005

1. Introduccion La liberalizacion de mercados y la competencia creciente a nivel internacional re... more 1. Introduccion La liberalizacion de mercados y la competencia creciente a nivel internacional representan un desafio mayor para el sector manufacturero. Uno de los aspectos claves en esta dinamica es la capacidad de desarrollar productos innovadores que garanticen la supervivencia de las empresas. Dicha dinamica se hace cada vez mas compleja: los estandares de calidad de los productos son mas exigentes, los clientes demandan prestaciones mas precisas de estos y las legislaciones ambientales y comerciales imponen cada vez mas restricciones. En vista de todo lo anterior un nuevo producto puede facilmente presentar carencias en su desarrollo que impliquen la no terminacion del proyecto o su fracaso en el mercado.

Research paper thumbnail of Comment aider à la génération de nouveaux concepts et assurer la relation entre les caractéristiques explicites et implicites du produit dans un processus d’innovation

On assiste aujourd’hui à un paradoxe: les consommateurs exigent un niveau de qualité croissant de... more On assiste aujourd’hui à un paradoxe: les consommateurs exigent un niveau de qualité croissant des produits alors que le temps disponible pour leur développement est de plus en plus réduit. Comment aider la génération de nouveaux concepts et assurer la relation entre les caractéristiques explicites (dimensions, structure, matière …) et implicites (émotions, symboles, esthétique) du produit dans ce processus d’innovation de plus en plus contraint ? L’objectif de notre étude est de proposer une méthode pour assister la conception de produits innovants, d’une part, la génération de concepts de produit innovants et d’une autre part, l’explicitation de certaines informations et connaissances sur le produit, qui doivent être partagées par différents acteurs de conception. Notre travail se base sur un postulat : la définition d’un produit potentiellement innovant peut être en grande partie le résultat d’une recherche sur la structure des informations contenues dans les représentations du p...

Research paper thumbnail of Proposal of a Research Methodology to Increase the Robustness of the Conjoint Trends Analysis Method through Its Formalization

Lecture Notes in Production Engineering, 2013

ABSTRACT Nowadays, the product user experience (UX) is essential in the de-sign of innovative pro... more ABSTRACT Nowadays, the product user experience (UX) is essential in the de-sign of innovative products. Several methods assist in defining this UX. Some help to define the aesthetic appearance of a product (which conveys the desired UX). They are very precise but are also complex and expensive to use. Others are easy and inexpensive to use but imprecise. The Conjoint Trends Analysis Method (CTAM) lies between these two extremes. However, several CTAM’s instructions can be biased by the subjectivity of the CTAM user. Therefore, this research seeks to increase the CTAM robustness by formalizing instructions and making its concepts more explicit, aiming to increase its accuracy. Six ex-periments divided in four studies are proposed to respond to different research questions. Finally, there is a discussion on how the results can provide a basis from which to extract more robust guidelines for each step of the CTAM.

Research paper thumbnail of Inspirational Categories for Product Design: A Study Within the Conjoint Trends Analysis Method

The product user experience (UX) is essential in the design of innovative products. There are num... more The product user experience (UX) is essential in the design of innovative products. There are numerous methods to define the form of a product that best conveys an UX. One of these methods is the Conjoint Trend Board method (CTA) that is easy to use and inexpensive. Nevertheless, in some of CTA’s instructions the user can introduce biases. Therefore, this publication is part of a study that seeks to increase the robustness of the method, increasing the accuracy of their results. This research seeks to define the criteria for choosing an image as inspiring, when one applies the CTA. One experiment with 6 designers (novel and experienced) is proposed in order to identify what the inspiring and non-inspiring elements are. Finally, some criteria, for use when selecting images as inspiring within the CTA method, are proposed.

Research paper thumbnail of How Design is Taught? A Survey of Approaches, Models & Methods

How to teach design? This is not the first time that this question is asked and there are probabl... more How to teach design? This is not the first time that this question is asked and there are probably as many answers as design academic programs in the world. Knowing how to design is not enough to teach someone to do it. There are numerous experiences in this matter profusely published on literature. However, this information is sparse and does not exist in a summarized and comparative way, and knowing how design is taught is crucial to build other design academic programs in the future and enrich the pedagogical practices of the existing ones. Every design program should be based in a conceptual framework in which there are mainly two multidisciplinary fields: design and education. This framework provides a structured and concrete way of improving learning activities in design. In this paper, we will focus on design education identifying, summarizing and comparing its pedagogical practices (PP’s) published in this matter. The first objective is accomplished with a survey of approach...

Research paper thumbnail of Development of a concept cars typology that integrates the user's Kansei

Characterization, understanding and comparison of complex products as concept cars are, are often... more Characterization, understanding and comparison of complex products as concept cars are, are often very difficult. Typologies could be a mechanism for addressing this situation since they allow classification and management of information and facilitate comprehension and solution of situations in product design processes. For a graduation project in product design engineering at Universidad EAFIT in Medellín, Colombia consisting on the design of a concept-car for 2050, an appropriate methodology to collect and assimilate large quantities of information for the understanding and knowledge of these complex products was needed. As it did not exist the one that involved not only functional, but also highly interactive and emotional aspects of the user’s kansei (Typical for interactive products as a concept car), it was developed a concept cars typology that offers a classification in different categories of concept cars. This typology considers the concept car as a whole and differentiat...

Research paper thumbnail of Extracting Design Aesthetic Heuristics from Scientific Literature

Research paper thumbnail of What is an ugly car? A grounded theory approach on a webpage's comments

In automotive design, the misuse of some aesthetic variables such as proportion, symmetry or bala... more In automotive design, the misuse of some aesthetic variables such as proportion, symmetry or balances etc. during the aesthetic design process can produce a negative aesthetic response to the user such as, when people assess a car as ugly. However, there is not a systematic study about the elements which actually affect the aesthetics of a car and not even theories to aid the car ́s designers in this process. Thus, we applied a Grounded Theory methodology using as data source a Yahoo blog "10 ugliest cars of all time" to obtain a first approach about how people understand and perceive ugliness in a car. We found five hypotheses about how people make an aesthetic assessment of vehicles, which were faced with the aesthetic theories to confirm the results obtained.

Research paper thumbnail of How Design is Taught? A Survey of Approaches, Models & Methods

How to teach design? This is not the first time that this question is asked and there are probabl... more How to teach design? This is not the first time that this question is asked and there are probably as many answers as design academic programs in the world. Knowing how to design is not enough to teach someone to do it. There are numerous experiences in this matter profusely published on literature. However, this information is sparse and does not exist in a summarized and comparative way, and knowing how design is taught is crucial to build other design academic programs in the future and enrich the pedagogical practices of the existing ones. Every design program should be based in a conceptual framework in which there are mainly two multidisciplinary fields: design and education. This framework provides a structured and concrete way of improving learning activities in design. In this paper, we will focus on design education identifying, summarizing and comparing its pedagogical practices (PP’s) published in this matter. The first objective is accomplished with a survey of approach...

Research paper thumbnail of Design for Infants is Not Design for Children: On the Quest of Tools to Model a Method to Design for Infants

Child Centred Design focuses on understanding children s contextual and experiential factors for... more Child Centred Design focuses on understanding children s contextual and experiential factors for design. However, the conventional user-designer interaction could not support the specific situation of designing for infants. This is due to infants are not verbal or self-reflective. Approaches addressing users largely dependent on caregivers could support the case of design for infants, considering the wide knowledge caretakers may hold about their care-receivers. This paper addresses a literature survey of tools for designing for children, aiming to provide theoretical support for the formalisation of a method for designing for infants. The study followed a systematic approach data abstraction and analysis. The study shows that the current CCD domain has a focus on co-design tools with intergenerational teams, addressing children older than 6 years old. There were no findings addressing the case of infants. However, it was found that frameworks intended to design for autistic childr...

Research paper thumbnail of The Aware User Experience Model, Its Method of Construction and Derived Heuristics

Psychological experience possesses many different determinants of affective, cognitive, and behav... more Psychological experience possesses many different determinants of affective, cognitive, and behavioral order in complex interaction and mostly hidden to our consciousness. User experience models face this complexity by presenting a reduced set of variables and interactions. Most of these models have been created on a deductive but also largely intuitive basis. This poses three problems: First, the UX models’ authors don’t propose a systematic response to the question of “how to know what variables use into the UX model?” Second, most UX models overlook the components that arise to the user’s consciousness. Third, even with this multitude of UX models, UX designers continue to rely heavily on intuition. Based on previous work, we propose the Aware UX Model, built systematically, and gathering empirical users’ data. It focuses on the components, mostly thoughts, and feelings, that arise in the user’s consciousness. The model provides their characterization and a rational account of it...

Research paper thumbnail of Prototypical product shapes as a tool for aesthetic product design

The use of prototypical product shapes allows to structure and support the intuitive aesthetic de... more The use of prototypical product shapes allows to structure and support the intuitive aesthetic design process. Prototypicality, a cognitive variable, is the extent to which an object represents a category: it shapes our aesthetic feelings with products, affects usability, makes up the products’ look, and affects products’ aesthetic evaluations and preferences. A mental prototype is a category’s central element. We all have artifacts’ prototypical information, however, designers are not aware and do not use it explicitly. These concepts have seldom been applied in design. Consequently, we explored how to use prototypical shapes for the aesthetic design process. 1. We proposed vectorising and interpolating 32 hand drawn Pepper Mills, PMs, to get the prototypical shape. In 2, we found the most innovative, original and typical PMs (n=74, 20 PMs). 3. We then used rules to explore aesthetic design possibilities and to transfer attributes to the prototypical PM shape. PMs’ aesthetics, usab...

Research paper thumbnail of Contribution à l'aide au choix des méthodes d'intégration de la subjectivité de l'usager en conception de produits

Http Www Theses Fr, 2010

Un usager qui interagit avec un produit a un ressenti subjectif emotionnel, semantique et percept... more Un usager qui interagit avec un produit a un ressenti subjectif emotionnel, semantique et perceptuel. De nombreuses methodes pour integrer ces ressentis dans la conception de produits existent. Des etudes bibliographiques et aupres de concepteurs montrent que ces methodes ont un langage pluridisciplinaire qui rend difficile la connaissance du ressenti que chaque methode integre et le choix d’une de ces methodes en conception. Pour assister ce choix, des outils tels la methode du Projet Engage existent. Une simulation de l’utilisation de la methode Engage montre des difficultes dans le choix d’une methode d’integration : identifier ce qui est integre par une methode d’integration, definir les informations d’entree/sortie, comprendre les taxinomies de ces methodes et determiner dans quelle etape du processus de conception les resultats d’une de ces methodes peuvent s’utiliser (actionnabilite). La methode MIIS est alors proposee pour definir et expliciter les informations d’entree/sortie des methodes d’integration. Une taxinomie de ces methodes est aussi proposee. Enfin, des parametres d’actionnabilite sont evalues pour savoir en quoi ils aident au choix des methodes. Ces propositions ont ete experimentees et discutees. La methode MIIS est adaptee pour identifier les entrees/sorties des methodes d’evaluation des ressentis, mais est moins performante pour des methodes d’exploration des ressentis en amont du processus. Les caracteristiques de la taxonomie sont dependantes du critere de classification ce qui est une difficulte potentielle. Les criteres d’actionnabilite des methodes d’integration ne semblent pas aider au choix de ces methodes. Il est egalement montre experimentalement que les trois propositions ensemble aident effectivement au choix de ces methodes en conception. Des perspectives sont ouvertes, portant sur les methodes permettant de definir la taxinomie et de revoir ce qu’est l’actionnabilite d’une methode en conception.

Research paper thumbnail of El diseño en el espejo

Research paper thumbnail of The Form-Giving Process in Design: Requirements for a Comprehensive Model

The International Journal of Design Education

Research paper thumbnail of The Colors of Care: Proceedings of the 9th International Conference on Design & Emotion 2014

All Proceedings of the 9th International Conference on Design & Emotion <The Colors of Care&gt... more All Proceedings of the 9th International Conference on Design & Emotion <The Colors of Care>, 2014.

Research paper thumbnail of D+E: fundamentos, problemática y soluciones pedagógicas

Economía Creativa, 2017

En mercados saturados, el diseño para las emociones, D+E, es una alternativa para ofrecer benefic... more En mercados saturados, el diseño para las emociones, D+E, es una alternativa para ofrecer beneficios al usuario que otros productos competidores no presentan. No obstante, el D+E basado sólo en la intuición puede derivar en soluciones estereotipadas que serán desatendidas en el mercado o que no generarán en el usuario las emociones deseadas por el diseñador o empresa. Este artículo aborda los principales problemas que implica la pedagogía de los métodos del D+E y ofrece fundamentos, clarificando qué son las emociones, cuáles son sus componentes y cómo se diferencian de otros sentimientos afectivos y mostrando los mecanismos que explican su estructura y formación. Se presenta una variedad de métodos del D+E, desde baja hasta altamente estructurados, y se examina cómo se adaptan a diversas condiciones de los alumnos y de las empresas. Se presentan ejemplos resultantes de dichos métodos. Finalmente, se discuten los problemas disciplinares y epistemológicos del campo.

Research paper thumbnail of D+E: fundamentos, problemática y soluciones pedagógicas

Economía Creativa, 2017

En mercados saturados, el diseño para las emociones, D+E, es una alternativa para ofrecer benefic... more En mercados saturados, el diseño para las emociones, D+E, es una alternativa para ofrecer beneficios al usuario que otros productos competidores no presentan. No obstante, el D+E basado sólo en la intuición puede derivar en soluciones estereotipadas que serán desatendidas en el mercado o que no generarán en el usuario las emociones deseadas por el diseñador o empresa. Este artículo aborda los principales problemas que implica la pedagogía de los métodos del D+E y ofrece fundamentos, clarificando qué son las emociones, cuáles son sus componentes y cómo se diferencian de otros sentimientos afectivos y mostrando los mecanismos que explican su estructura y formación. Se presenta una variedad de métodos del D+E, desde baja hasta altamente estructurados, y se examina cómo se adaptan a diversas condiciones de los alumnos y de las empresas. Se presentan ejemplos resultantes de dichos métodos. Finalmente, se discuten los problemas disciplinares y epistemológicos del campo.

Research paper thumbnail of A Tool for the Design of Experience-Centered Exhibits in Science Centers

Research paper thumbnail of A Tool for the Design of Experience-Centered Exhibits in Science Centers

Research paper thumbnail of El diseño integrado. Un modelo de desarrollo de nuevos productos

Iconofacto, 2005

1. Introduccion La liberalizacion de mercados y la competencia creciente a nivel internacional re... more 1. Introduccion La liberalizacion de mercados y la competencia creciente a nivel internacional representan un desafio mayor para el sector manufacturero. Uno de los aspectos claves en esta dinamica es la capacidad de desarrollar productos innovadores que garanticen la supervivencia de las empresas. Dicha dinamica se hace cada vez mas compleja: los estandares de calidad de los productos son mas exigentes, los clientes demandan prestaciones mas precisas de estos y las legislaciones ambientales y comerciales imponen cada vez mas restricciones. En vista de todo lo anterior un nuevo producto puede facilmente presentar carencias en su desarrollo que impliquen la no terminacion del proyecto o su fracaso en el mercado.

Research paper thumbnail of Comment aider à la génération de nouveaux concepts et assurer la relation entre les caractéristiques explicites et implicites du produit dans un processus d’innovation

On assiste aujourd’hui à un paradoxe: les consommateurs exigent un niveau de qualité croissant de... more On assiste aujourd’hui à un paradoxe: les consommateurs exigent un niveau de qualité croissant des produits alors que le temps disponible pour leur développement est de plus en plus réduit. Comment aider la génération de nouveaux concepts et assurer la relation entre les caractéristiques explicites (dimensions, structure, matière …) et implicites (émotions, symboles, esthétique) du produit dans ce processus d’innovation de plus en plus contraint ? L’objectif de notre étude est de proposer une méthode pour assister la conception de produits innovants, d’une part, la génération de concepts de produit innovants et d’une autre part, l’explicitation de certaines informations et connaissances sur le produit, qui doivent être partagées par différents acteurs de conception. Notre travail se base sur un postulat : la définition d’un produit potentiellement innovant peut être en grande partie le résultat d’une recherche sur la structure des informations contenues dans les représentations du p...

Research paper thumbnail of Proposal of a Research Methodology to Increase the Robustness of the Conjoint Trends Analysis Method through Its Formalization

Lecture Notes in Production Engineering, 2013

ABSTRACT Nowadays, the product user experience (UX) is essential in the de-sign of innovative pro... more ABSTRACT Nowadays, the product user experience (UX) is essential in the de-sign of innovative products. Several methods assist in defining this UX. Some help to define the aesthetic appearance of a product (which conveys the desired UX). They are very precise but are also complex and expensive to use. Others are easy and inexpensive to use but imprecise. The Conjoint Trends Analysis Method (CTAM) lies between these two extremes. However, several CTAM’s instructions can be biased by the subjectivity of the CTAM user. Therefore, this research seeks to increase the CTAM robustness by formalizing instructions and making its concepts more explicit, aiming to increase its accuracy. Six ex-periments divided in four studies are proposed to respond to different research questions. Finally, there is a discussion on how the results can provide a basis from which to extract more robust guidelines for each step of the CTAM.

Research paper thumbnail of Inspirational Categories for Product Design: A Study Within the Conjoint Trends Analysis Method

The product user experience (UX) is essential in the design of innovative products. There are num... more The product user experience (UX) is essential in the design of innovative products. There are numerous methods to define the form of a product that best conveys an UX. One of these methods is the Conjoint Trend Board method (CTA) that is easy to use and inexpensive. Nevertheless, in some of CTA’s instructions the user can introduce biases. Therefore, this publication is part of a study that seeks to increase the robustness of the method, increasing the accuracy of their results. This research seeks to define the criteria for choosing an image as inspiring, when one applies the CTA. One experiment with 6 designers (novel and experienced) is proposed in order to identify what the inspiring and non-inspiring elements are. Finally, some criteria, for use when selecting images as inspiring within the CTA method, are proposed.

Research paper thumbnail of How Design is Taught? A Survey of Approaches, Models & Methods

How to teach design? This is not the first time that this question is asked and there are probabl... more How to teach design? This is not the first time that this question is asked and there are probably as many answers as design academic programs in the world. Knowing how to design is not enough to teach someone to do it. There are numerous experiences in this matter profusely published on literature. However, this information is sparse and does not exist in a summarized and comparative way, and knowing how design is taught is crucial to build other design academic programs in the future and enrich the pedagogical practices of the existing ones. Every design program should be based in a conceptual framework in which there are mainly two multidisciplinary fields: design and education. This framework provides a structured and concrete way of improving learning activities in design. In this paper, we will focus on design education identifying, summarizing and comparing its pedagogical practices (PP’s) published in this matter. The first objective is accomplished with a survey of approach...

Research paper thumbnail of Development of a concept cars typology that integrates the user's Kansei

Characterization, understanding and comparison of complex products as concept cars are, are often... more Characterization, understanding and comparison of complex products as concept cars are, are often very difficult. Typologies could be a mechanism for addressing this situation since they allow classification and management of information and facilitate comprehension and solution of situations in product design processes. For a graduation project in product design engineering at Universidad EAFIT in Medellín, Colombia consisting on the design of a concept-car for 2050, an appropriate methodology to collect and assimilate large quantities of information for the understanding and knowledge of these complex products was needed. As it did not exist the one that involved not only functional, but also highly interactive and emotional aspects of the user’s kansei (Typical for interactive products as a concept car), it was developed a concept cars typology that offers a classification in different categories of concept cars. This typology considers the concept car as a whole and differentiat...

Research paper thumbnail of Extracting Design Aesthetic Heuristics from Scientific Literature

Research paper thumbnail of What is an ugly car? A grounded theory approach on a webpage's comments

In automotive design, the misuse of some aesthetic variables such as proportion, symmetry or bala... more In automotive design, the misuse of some aesthetic variables such as proportion, symmetry or balances etc. during the aesthetic design process can produce a negative aesthetic response to the user such as, when people assess a car as ugly. However, there is not a systematic study about the elements which actually affect the aesthetics of a car and not even theories to aid the car ́s designers in this process. Thus, we applied a Grounded Theory methodology using as data source a Yahoo blog "10 ugliest cars of all time" to obtain a first approach about how people understand and perceive ugliness in a car. We found five hypotheses about how people make an aesthetic assessment of vehicles, which were faced with the aesthetic theories to confirm the results obtained.

Research paper thumbnail of How Design is Taught? A Survey of Approaches, Models & Methods

How to teach design? This is not the first time that this question is asked and there are probabl... more How to teach design? This is not the first time that this question is asked and there are probably as many answers as design academic programs in the world. Knowing how to design is not enough to teach someone to do it. There are numerous experiences in this matter profusely published on literature. However, this information is sparse and does not exist in a summarized and comparative way, and knowing how design is taught is crucial to build other design academic programs in the future and enrich the pedagogical practices of the existing ones. Every design program should be based in a conceptual framework in which there are mainly two multidisciplinary fields: design and education. This framework provides a structured and concrete way of improving learning activities in design. In this paper, we will focus on design education identifying, summarizing and comparing its pedagogical practices (PP’s) published in this matter. The first objective is accomplished with a survey of approach...

Research paper thumbnail of Design for Infants is Not Design for Children: On the Quest of Tools to Model a Method to Design for Infants

Child Centred Design focuses on understanding children s contextual and experiential factors for... more Child Centred Design focuses on understanding children s contextual and experiential factors for design. However, the conventional user-designer interaction could not support the specific situation of designing for infants. This is due to infants are not verbal or self-reflective. Approaches addressing users largely dependent on caregivers could support the case of design for infants, considering the wide knowledge caretakers may hold about their care-receivers. This paper addresses a literature survey of tools for designing for children, aiming to provide theoretical support for the formalisation of a method for designing for infants. The study followed a systematic approach data abstraction and analysis. The study shows that the current CCD domain has a focus on co-design tools with intergenerational teams, addressing children older than 6 years old. There were no findings addressing the case of infants. However, it was found that frameworks intended to design for autistic childr...

Research paper thumbnail of The Aware User Experience Model, Its Method of Construction and Derived Heuristics

Psychological experience possesses many different determinants of affective, cognitive, and behav... more Psychological experience possesses many different determinants of affective, cognitive, and behavioral order in complex interaction and mostly hidden to our consciousness. User experience models face this complexity by presenting a reduced set of variables and interactions. Most of these models have been created on a deductive but also largely intuitive basis. This poses three problems: First, the UX models’ authors don’t propose a systematic response to the question of “how to know what variables use into the UX model?” Second, most UX models overlook the components that arise to the user’s consciousness. Third, even with this multitude of UX models, UX designers continue to rely heavily on intuition. Based on previous work, we propose the Aware UX Model, built systematically, and gathering empirical users’ data. It focuses on the components, mostly thoughts, and feelings, that arise in the user’s consciousness. The model provides their characterization and a rational account of it...

Research paper thumbnail of Prototypical product shapes as a tool for aesthetic product design

The use of prototypical product shapes allows to structure and support the intuitive aesthetic de... more The use of prototypical product shapes allows to structure and support the intuitive aesthetic design process. Prototypicality, a cognitive variable, is the extent to which an object represents a category: it shapes our aesthetic feelings with products, affects usability, makes up the products’ look, and affects products’ aesthetic evaluations and preferences. A mental prototype is a category’s central element. We all have artifacts’ prototypical information, however, designers are not aware and do not use it explicitly. These concepts have seldom been applied in design. Consequently, we explored how to use prototypical shapes for the aesthetic design process. 1. We proposed vectorising and interpolating 32 hand drawn Pepper Mills, PMs, to get the prototypical shape. In 2, we found the most innovative, original and typical PMs (n=74, 20 PMs). 3. We then used rules to explore aesthetic design possibilities and to transfer attributes to the prototypical PM shape. PMs’ aesthetics, usab...