Empathic Design
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Empathic Design
Empathic design is a user-centered design approach that pays attention to the user's feelings toward a product. The empathic design process is sometimes mistakenly referred to as ''empathetic'' design. Characteristics The foundation of empathic design is observation and the goal to identify latent customer needs in order to create products that the customers don't even know they desire, or, in some cases, solutions that customers have difficulty envisioning due to lack of familiarity with the possibilities offered by new technologies or because they are locked in a specific mindset. Empathic design relies on observation of consumers as opposed to traditional market researchMattelmäki, T. and Battarbee, K., "Empathy Probes", The Proceedings of PDC2002, Malmo 23-25.6.2002 which relies on consumer inquiry with the intention to avoid possible biases in surveys and questions, and minimizes the chance that consumers will provide false information. Observations are carried out by a ...
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User-centered Design
User-centered design (UCD) or user-driven development (UDD) is a framework of process (not restricted to interfaces or technologies) in which usability goals, user characteristics, environment, tasks and workflow of a product, service or process are given extensive attention at each stage of the design process. These tests are conducted with/without actual users during each stage of the process from requirements, pre-production models and post production, completing a circle of proof back to and ensuring that "development proceeds with the user as the center of focus." Such testing is necessary as it is often very difficult for the designers of a product to understand intuitively the first-time users of their design experiences, and what each user's learning curve may look like. User-centered design is based on the understanding of a user, their demands, priorities and experiences and when used, is known to lead to an increased product usefulness and usability as it delivers sat ...
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Customer Feedback
Customer service is the assistance and advice provided by a company to those people who buy or use its products or services. Each industry requires different levels of customer service, but in the end, the idea of a well-performed service is that of increasing revenues. The perception of success of the customer service interactions is dependent on employees "who can adjust themselves to the personality of the customer". Customer service is often practiced in a way that reflects the strategies and values of a firm. Good quality customer service is usually measured through customer retention. Customer service for some firms is part of the firm’s intangible assets and can differentiate it from others in the industry. One good customer service experience can change the entire perception a customer holds towards the organization. Customer service does not only focus on the external aspect of the organization, but also the internal relations that facilitate the business activity. For ...
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Ethnography
Ethnography (from Greek ''ethnos'' "folk, people, nation" and ''grapho'' "I write") is a branch of anthropology and the systematic study of individual cultures. Ethnography explores cultural phenomena from the point of view of the subject of the study. Ethnography is also a type of social research that involves examining the behavior of the participants in a given social situation and understanding the group members' own interpretation of such behavior. Ethnography in simple terms is a type of qualitative research where a person puts themselves in a specific community or organization in attempt to learn about their cultures from a first person point-of-view. As a form of inquiry, ethnography relies heavily on participant observation—on the researcher participating in the setting or with the people being studied, at least in some marginal role, and seeking to document, in detail, patterns of social interaction and the perspectives of participants, and to understand these i ...
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Design Thinking
Design thinking refers to the set of Cognition, cognitive, strategic and practical procedures used by designers in the process of Design, designing, and to the body of knowledge that has been developed about how people reason when engaging with design problems. Design thinking is also associated with prescriptions for the innovation of products and services within business and social contexts. Background Design thinking has a history extending from the 1950s and '60s, with roots in the study of design cognition and design methods. It has also been referred to as "designerly ways of knowing, thinking and acting" and as "designerly thinking". Many of the key concepts and aspects of design thinking have been identified through studies, across different design domains, of design cognition and design activity in both laboratory and natural contexts. The term design thinking has been used to refer to a specific cognitive style (thinking like a designer), a general theory of design (a wa ...
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Contextual Design
Contextual design (CD) is a user-centered design process developed by Hugh Beyer and Karen Holtzblatt. It incorporates ethnographic methods for gathering data relevant to the product via field studies, rationalizing workflows, and designing human–computer interfaces. In practice, this means that researchers aggregate data from customers in the field where people are living and applying these findings into a final product.Beyer, H. & Holtzblatt, K. (1998). Contextual Design: Defining Customer-Centered Systems. San Francisco: Morgan Kaufmann. Contextual design can be seen as an alternative to engineering and feature driven models of creating new systems. Process overview The contextual design process consists of the following top-level steps: contextual inquiry, interpretation, data consolidation, visioning, storyboarding, user environment design, and prototyping. Collecting data – contextual inquiry Contextual inquiry is a field data collection technique used to capture detai ...
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Polar Electro
Polar Electro Oy (globally known as Polar) is a manufacturer of sports training computers, particularly known for developing the world's first wireless heart rate monitor. The company is based in Kempele, Finland and was founded in 1977. Polar has approximately 1,200 employees worldwide, it has 26 subsidiaries that supply over 35,000 retail outlets in more than 80 countries. Polar manufactures a range of heart rate monitoring devices and accessories for athletic training and fitness and also to measure heart rate variability. History In 1975, there was no accurate way to measure heart rate during training, and the idea of a wireless, portable heart rate monitor was conceived on a cross-country skiing track in Finland. Polar was founded in 1977, and the company filed its first patent for wireless heart rate measurement three years later. Its late founder Seppo Säynäjäkangas (1942–2018) was the inventor of the first wireless EKG heart rate monitor. In 1978, the company laun ...
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Design Continuum
A design is a plan or specification for the construction of an object or system or for the implementation of an activity or process or the result of that plan or specification in the form of a prototype, product, or process. The verb ''to design'' expresses the process of developing a design. In some cases, the direct construction of an object without an explicit prior plan (such as in craftwork, some engineering, coding, and graphic design) may also be considered to be a design activity. The design usually has to satisfy certain goals and constraints; may take into account aesthetic, functional, economic, or socio-political considerations; and is expected to interact with a certain environment. Typical examples of designs include architectural and engineering drawings, circuit diagrams, sewing patterns and less tangible artefacts such as business process models. Designing People who produce designs are called ''designers''. The term 'designer' generally refers to someone who works ...
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Focus Groups
A focus group is a group interview involving a small number of demographically similar people or participants who have other common traits/experiences. Their reactions to specific researcher/evaluator-posed questions are studied. Focus groups are used in market research to understand better people's reactions to products or services or participants' perceptions of shared experiences. The discussions can be guided or open. In market research, focus groups can explore a group's response to a new product or service. As a program evaluation tool, they can elicit lessons learned and recommendations for performance improvement. The idea is for the researcher to understand participants' reactions. If group members are representative of a larger population, those reactions may be expected to reflect the views of that larger population. Thus, focus groups constitute a research or evaluation method that researchers organize to collect qualitative data through interactive and directed discuss ...
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Kano Model
The Kano model is a theory for product development and customer satisfaction developed in the 1980s by Professor Noriaki Kano, which classifies customer preferences into five categories. Categories These categories have been translated into English using various names (delighters/exciters, satisfiers, dissatisfiers, etc.), but all refer to the original articles written by Kano. ; Must-be Quality : Simply stated, these are the requirements that the customers expect and are taken for granted. When done well, customers are just neutral, but when done poorly, customers are very dissatisfied. Kano originally called these “Must-be’s” because they are the requirements that must be included and are the price of entry into a market. : Examples: In a hotel, providing a clean room is a basic necessity. In a call center, greeting customers is a basic necessity. ; ; One-dimensional Quality : These attributes result in satisfaction when fulfilled and dissatisfaction when not ful ...
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Textile
Textile is an umbrella term that includes various fiber-based materials, including fibers, yarns, filaments, threads, different fabric types, etc. At first, the word "textiles" only referred to woven fabrics. However, weaving is not the only manufacturing method, and many other methods were later developed to form textile structures based on their intended use. Knitting and non-woven are other popular types of fabric manufacturing. In the contemporary world, textiles satisfy the material needs for versatile applications, from simple daily clothing to bulletproof jackets, spacesuits, and doctor's gowns. Textiles are divided into two groups: Domestic purposes onsumer textilesand technical textiles. In consumer textiles, aesthetics and comfort are the most important factors, but in technical textiles, functional properties are the priority. Geotextiles, industrial textiles, medical textiles, and many other areas are examples of technical textiles, whereas clothing and ...
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Old Age
Old age refers to ages nearing or surpassing the life expectancy of human beings, and is thus the end of the human life cycle. Terms and euphemisms for people at this age include old people, the elderly (worldwide usage), OAPs (British usage which stands for Old Age Pensioner), seniors, senior citizens (American usage), older adults (in the social sciences), and the elders (in many cultures). Elderly people often have limited regenerative abilities and are more susceptible to AIDS, herpes, hemorrhoids, and other illnesses than younger adults. A number of other disciplines and domains concern the aging and the aged, such as organic processes of aging ( senescence), medical studies of the aging process ( gerontology), diseases that afflict older adults (geriatrics), technology to support the aging society (gerontechnology), or leisure and sport activities adapted to older people, such as senior sport. The elderly face various social issues concerning retirement, loneliness, a ...
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Commercialization
Commercialization or commercialisation is the process of introducing a new product or production method into commerce—making it available on the market. The term often connotes especially entry into the mass market (as opposed to entry into earlier niche markets), but it also includes a move from the laboratory into (even limited) commerce. Many technologies begin in a research and development laboratory or in an inventor's workshop and may not be practical for commercial use in their infancy (as prototypes). The "development" segment of the " research and development" spectrum requires time and money as systems are engineered with a view to making the product or method a paying commercial proposition. The product launch of a new product is the final stage of new product development - at this point advertising, sales promotion, and other marketing efforts encourage commercial adoption of the product or method. Beyond commercialization (in which technologies enter the busines ...
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