User Centred Design
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The UCD research group is a collaboration between CSAD and PDR with a shared interest in the importance of the prototype as a focus around which ethnographical research methods can be deployed in design praxis. Working closely with industry partners, many of the techniques developed through the group's research are deployed directly in commercial design projects through PDR's commercial UCD offering.
Recent submissions
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The Importance of Presencing in Creativity
(Trifoss Business Press, 2020)Creativity needs to thrive inside and across organisations to help address the major global challenges we face. We review some key findings from creativity research and present a new model for creativity where the ideas ... -
Participatory Design Research of Vegetable-based Snack Products with Adolescent Participants
(The Design Society, 2020-08-26)The childhood obesity epidemic is often attributed to the widespread marketing of High Fat, Salt and Sugar (HFSS) foods. Currently, there is a lack of vegetable-based New Product Development (NPD) targeting adolescent ... -
Young Adolescents' Experiences and Views on Eating and Food
(Emerald, 2020-08-31)Purpose – Poor eating habits established during adolescence are likely to lead to negative long-term health consequences. The childhood obesity epidemic is a growing public health concern, largely attributed to obesogenic ... -
Using the Perceptual Experience Laboratory (PEL) to simulate tourism environments for hedonic wellbeing
(Springer, 2020-05-30)Measuring the relationship between stress, mood and tourism in natural settings is problematic in terms of the ability to undertake detailed, systematic and accurate monitoring. This paper presents the results of a ... -
Empowering indigenous communities in India through the use of design thinking methods
(UKRI, 2019-12-20)The project explored how user-led design research methods such as design thinking can be used to engage with, and empower indigenous communities in rural India, with a focus on how to improve their health and well-being. ... -
Product user testing: The void between laboratory testing and field testing
(Manchester School of Art, 2019-09-02)User testing will frequently make the difference between an excellent product and a poor one. Moreover, in certain fields such as medical device development or training, the defence field or automotive industry, such testing ... -
How student engagement has been enhanced through research into factors affecting creativity
(RAISE, 2019-11-08)Student engagement is critical in helping students learn effectively and achieve success. For students working in the areas of art and design, there is also a strong emphasis placed on the importance of creativity. Over ... -
Geometry vs Realism: an exploration of visual immersion in a synthetic reality space
(2019-09-03)With the broader aim of using a synthetic reality environment to improve and develop packaging designs for Welsh food Small-Medium Enterprises (SME), two studies were undertaken in a simulated environment to explore the ... -
Integrating ideas from design disciplines into the STEM curricula
(Taylor & Francis, 2019-10-10)The ‘Future of Jobs’ report from the World Economic Forum (2016) highlights that the three most important skills needed by the workforce from 2020 onwards are complex problem solving skills, critical thinking and creativity. ... -
Brace
(Intellectual Property Office, 2018-05-30)The invention concerns a neck brace, ideally but not exclusively disposable, formed from a blank and wherein the brace is contoured to fit about a wearer and comprises at least one, or a series of, crease line(s) that ... -
User Evaluation of a Smartphone Application for Anticoagulation Therapy.
(IOS Press, 2018-04)Anticoagulation therapy with Warfarin is used for specific cardiovascular diseases to control the ability of blood clotting. Traditional ways of self-management therapy are based on paper forms and procedures. This paper ... -
Designing for Multiple Hand Grips and Body Postures within the UX of a moving Smartphone
(ACM, 2018-06-09)In this paper we explore how screen-based smartphone interaction can be enriched when designers focus on the physical interaction issues surrounding the device. These consist of the hand grips used (Symmetric bimanual, ... -
Investigating How Smartphone Movement is Affected by Body Posture
(ACM, 2018-04-21)We present an investigation into how hand usage is affected by different body postures (Sitting at a table, Lying down and Standing) when interacting with smartphones. We theorize a list of factors (smartphone support, ... -
A new paradigm in cross-disciplinary undergraduate art and design education
(The Design Society, 2016)In 2010, against a background of rising student complaints, the staff at Cardiff School of Art & Design (CSAD) decided to review its undergraduate provision. The findings of that review revealed that the school had ... -
Creativity in product design education: Understanding the learning environment
(The Design Society, 2016-09-08)This paper examines current research into the relationship between creativity and the immediate physical environment, and how it has been found to influence the creativity of undergraduate product design students. This ... -
Affect and Dialogue in Collaborative Cross- Disciplinary Research: Developing Interactive Public Art on Cardiff Bay Barrage
(De Gruyter Open, 2017-12-20)Where Cartesian philosophy distinguishes the perceiving and perceptual mind from the body, phenomenology constitutes the experiential/experiencing body as the subject, giving rise to the affective potential of art. An ... -
Rich digital collaborations in a small rural community
(Springer, 2016)In this chapter we describe experience in the design and installation of a low-cost multi-touch table in a rural island community. We will discuss the creation of the table including: pragmatic challenges of installation, ... -
Understanding Grip Shifts: How Form Factors Impact Hand Movements on Mobile Phones
(ACM, 2017-05-02)In this paper we present an investigation into how hand usage is affected by different mobile phone form factors. Our initial (qualitative) study explored how users interact with various mobile phone types (touchscreen, ...