There has been limited adoption of Immersive Journalism (IJ) by the audience; simultaneously, the audience’s perspective is rarely considered in the production and research of IJ. At this point, however, it is crucial to incorporate an audience perspective to identify potentially unintended effects of IJ and improve on the innovation of IJ. This study investigates the audience’s experience and evaluation of IJ by qualitatively analyzing their thoughts after viewing two IJ cases. Our results indicate that the audience may pick up on intended effects, such as a sense of presence and an intense emotional experience, but some also express unease towards these effects. Furthermore, the audience struggles to comprehend this study’s two immersive journalistic cases as part of the journalistic genre. These findings provide insight into the gap between the initial hype and the current reality of IJ and provide the basis for propositions for future IJ productions.
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Academic design research often fails to contribute to design practice. This dissertation explores how design research collaborations can provide knowledge that design professionals will use in practice. The research shows that design professionals are not addressed as an important audience between the many audiences of collaborative research projects. The research provides insight in the learning process by design professionals in design research collaborations and it identifies opportunities for even more learning. It shows that design professionals can learn about more than designing, but also about application domains or project organization.
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Author supplied from the article: ABSTRACT Increasing global competition in manufacturing technology puts pressure on lead times for product design and production engineering. By the application of effective methods for systems engineering (engineering design), the development risks can be addressed in a structured manner to minimise chances of delay and guarantee timely market introduction. Concurrent design has proven to be effective in markets for high tech systems; the product and its manufacturing means are simultaneously developed starting at the product definition. Unfortunately, not many systems engineering methodologies do support development well in the early stage of the project where proof of concept is still under investigation. The number of practically applicable tools in this stage is even worse. Industry could use a systems engineering method that combines a structured risk approach, concurrent development, and especially enables application in the early stage of product and equipment design. The belief is that Axiomatic Design can provide with a solid foundation for this need. This paper proposes a ‘Constituent Roadmap of Product Design’, based on the axiomatic design methodology. It offers easy access to a broad range of users, experienced and inexperienced. First, it has the ability to evaluate if knowledge application to a design is relevant and complete. Secondly, it offers more detail within the satisfaction interval of the independence axiom. The constituent roadmap is based on recent work that discloses an analysis on information in axiomatic design. The analysis enables better differentiation on project progression in the conceptual stage of design. The constituent roadmap integrates axiomatic design and the methods that harmonise with it. Hence, it does not jeopardise the effectiveness of the methodology. An important feature is the check matrix, a low threshold interface that unlocks the methodology to a larger audience. (Source - PDF presented at ASME IMECE (International Mechanical Engineering Congress and Exposition
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The transition to an inclusive society through design Inclusive design can play a critical role in shaping a more equitable society. When products and services are intentionally created to be inclusive, they become more accessible to a wide audience, including people who might otherwise struggle to engage with them. In this way, designers become agents of social transformation. The project Active Inclusive Design (AID) addresses this challenge directly. It aims to enhance the capabilities of professional and future designers to create inclusive products and services, both digital and non-digital. In doing so, it supports a responsible and digital society central to the Expertise network Systemic Co-design (ESC) agenda, and is closely connected to all ESC Dynamic Learning Agenda (DLA) themes: Systemic Co-Design (SCD) in me, SCD with others, SCD in reality and SCD in time.
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Designing for interactivity for audience engagement in journalistic narratives is a new practice that emerged after The New York Times’ success with Snow Fall in 2012. Journalists have begun collaborating with designers in interdisciplinary teams to design these interactive narratives. Few studies describe the new practice that is the result of this collaboration. In this study, we examine the production processes of three journalistic interactive narratives and their design for audience engagement by focusing on the imagined user as part of the production process. Our analysis shows how producers develop the role of users by considering the narrative’s experience and accessibility. Together, these two concepts underpin the practice of designing for audience engagement and subsequent entextualisation. Our findings show that, although producers claim that they approach users differently when designing texts for interactive audience engagement, their concepts of the interactive user are grounded in more traditional notions of authorship and audience in journalistic practices.
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This article examines the impact of the COVID-19 pandemic on the sign language interpreting profession drawing on data from a fourth and final survey conducted in June 2021 as part of a series of online “living surveys” during the pandemic. The survey, featuring 331 respondents, highlights significant changes in the occupational conditions and practices of sign language interpreters due to the sudden shift towards remote video-mediated interpreting. The findings reveal a range of challenges faced by interpreters, including the complexities of audience design, lack of backchanneling from deaf consumers, the need for heightened self-monitoring, nuanced conversation management, and team work. Moreover, the study highlights the physical and mental health concerns that have emerged among interpreters as a result of the shift in working conditions, and a need for interpreters to acquire new skills such as coping with the multimodal nature of online interpreting. While the blend of remote, hybrid, and on-site work has introduced certain advantages, it also poses new challenges encompassing workload management, online etiquette, and occupational health concerns. The survey’s findings underscore the resilience and adaptability of SLIs in navigating the shift to remote interpreting, suggesting a lasting transformation in the profession with implications for future practice, training, and research in the post-pandemic era.
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This paper discusses two studies - the one in a business context, the other in a university context - carried out with expert educational designers. The studies aimed to determine the priorities experts claim to employ when designing competence-based learning environments. Designers in both contexts agree almost completely on principles they feel are important. Both groups emphasized that one should start a design enterprise from the needs of the learners, instead of the content structure of the learning domain. However, unlike business designers, university designers find it extremely important to consider alternative solutions during the whole design process. University designers also say that they focus more on project plan and desired characteristics of the instructional blueprint whereas business designers report being more client-oriented, stressing the importance of "buying in" the client early in the process.
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The moment of casting is a crucial one in any media production. Casting the ‘right’ person shapes the narrative as much as the way in which the final product might be received by critics and audiences. For this article, casting—as the moment in which gender is hypervisible in its complex intersectional entanglement with class, race and sexuality—will be our gateway to exploring the dynamics of discussion of gender conventions and how we, as feminist scholars, might manoeuvre. To do so, we will test and triangulate three different forms of ethnographically inspired inquiry: 1) ‘collaborative autoethnography,’ to discuss male-to-female gender-bending comedies from the 1980s and 1990s, 2) ‘netnography’ of online discussions about the (potential) recasting of gendered legacy roles from Doctor Who to Mary Poppins, and 3) textual media analysis of content focusing on the casting of cisgender actors for transgender roles. Exploring the affordances and challenges of these three methods underlines the duty of care that is essential to feminist audience research. Moving across personal and anonymous, ‘real’ and ‘virtual,’ popular and professional discussion highlights how gender has been used and continues to be instrumentalised in lived audience experience and in audience research.
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Office well-being aims to explore and support a healthy, balanced and active work style in office environments. Recent work on tangible user interfaces has started to explore the role of physical, tangible interfaces as active interventions to explore how to tackle problems such as inactive work and lifestyles, and increasingly sedentary behaviours. We identify a fragmented research landscape on tangible Office well-being interventions, missing the relationship between interventions, data, design strategies, and outcomes, and behaviour change techniques. Based on the analysis of 40 papers, we identify 7 classifications in tangible Office well-being interventions and analyse the intervention based on their role and foundation in behaviour change. Based on the analysis, we present design considerations for the development of future tangible Office well-being design interventions and present an overview of the current field and future research into tangible Office well-being interventions to design for a healthier and active office environment.
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The Co-Design Pressure Cooker was set up to gather knowledge on co-design in product development activities of Small-to-Medium Enterprises(SMEs). This booklet gives an impression of ten projects conducted in the Province of Utrecht, the Netherlands. In these ten projects, a total of 22 companies were involved. 5000 booklets have already been printed in Dutch and handed out to SMEs for knowledge dissemination. We have received ample requests from the international community, which leads us to believe that there is an international audience for the cases conducted and knowledge gathered. This is why we decided to publish an English version of this booklet. The booklet will be followed by a scientific publication on the knowledge gathered for the academic community. Feel free to contact us for more information on this project
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