2. Design Research - Identifying opportunties Flashcards

1
Q

What are the 3 design origins?

A

Ergonomics, Cognitive Psychology, Marketing Research

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2
Q

What is Ergonomics

A

The application of human body knowledge to design

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3
Q

Anthropometry

A

the study of shape and size of the human body, provided a significant direction for human centred design

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4
Q

what is the benefit of cognitive psychology

A

uses human factors research to identify product designs that are ‘natural’ for consumers

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5
Q

what is the limitation of cognitive psychology

A

it does not examine larger institutional and cultural contexts

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6
Q

what is the limitation of marketing research as an origin of Design research

A

cant know how people use products in their life

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7
Q

importance of design research

A

inspires collaboration and uses ethnography to unravel human behaviour

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8
Q

why is collaboration of designers, marketers and researchers important

A

no over relying on an insider view, removes bias and can see outside the box

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9
Q

what are the 3 stages of the design research process

A

planning DR, DR implementation, interpreting and reporting

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10
Q

what are the three parts to the “planning design research” stage in DRP

A

design mandate, identifying design problem, negotiating proposal

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11
Q

incremental innovation

A

company aims to improve existing service, most common

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12
Q

what is the design mandate

A

given by the client, authorisation to begin the design process (leblanc 2012)

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13
Q

types of design problems

A

negative (disagreement) or positive (goal)

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14
Q

two stages of design research implementation in the DRP

A

data collection, framework development

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15
Q

iterative approach

A

not a linear process, back and forth between data and framework

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16
Q

two stages of the ‘interpreting and reporting’ part of the DRP

A

general design implications, specific design recommendations

17
Q

deductive approach to data collection

A

quantitative, test predetermined hypotheses

18
Q

inductive approach to data collection

A

qualitative, creating product ideas that people didnt know they needed

19
Q

positives of observations

A

inconsistencies between what people say and what they actually do, reveals behaviour even participants cant explain or articulate

20
Q

ethnography

A

observing while participating to fully understand behaviour and context

21
Q

going native

A

embedded fully into the social group

22
Q

three pre-conditions for the success of ethnography

A

recognise it as a creative process not just data collection, give them an equal voice in the project, integrate the work of designers and researchers