15 results found
Baxter W, Aurisicchio M, 2018, Ownership by Design, Psychological Ownership and Consumer Behaviour, Editors: Peck, Shu
Ownership is central to the successful design of many offerings. This is made more evident with large contextual shifts in terms of immaterial ownership, ownership by multiple users, and time dependent ownership. Psychological ownership theory links naturally to existing experience design models and is thus useful in approaching how to design for ownership. Designers should consider the motives and routes to ownership described by psychological ownership theory but also the paths to ownership formed through interaction with an object. The result is a new frame for design in which the objective is to create a possession, not simply an object. Designing an object, which is owned, means focusing on the interactions between a user and the object through the entire lifecycle including consideration of when an object enters and exits a person’s possessions. Within this new frame, there are at least four main ways in which designers can create intentional ownership experiences. Specifically, they can help: give meaning to the ownership deprived experiences increasingly prevalent in modern digital and shared contexts; structure the ownership experience; reduce redundant effort made once an object is taken into a person's possession; and mitigate contaminated interaction, which is likely to prevent ownership from occurring.
Piselli A, Baxter W, Simonato M, et al., 2018, Development and evaluation of a methodology to integrate technical and sensorial properties in materials selection, MATERIALS & DESIGN, Vol: 153, Pages: 259-272, ISSN: 0264-1275
Bahrudin F, Aurisicchio MARCO, Baxter WESTON, 2017, Sustainable materials in design projects, EKSIG 2017, Publisher: TU Delft Open
New types of sustainable materials are introduced in our markets every year to minimise the environmental impact of products. The search for more environmentally benign materials is crucial in reducing the depletion of non-renewable material resources. Recent literature indicates that there is a growing interest and rapid technological progression from various industry stakeholders on this matter. Nevertheless, the sustainability issues pursued by designers and other material developers are still ambiguous. The overall aim of this research is to develop new understanding of the sustainable materials being developed and applied in product design. Seventy-two material-centred design projects are analysed in terms of resource renewability and resource origin. The data obtained are further classified according to the material group and products produced with such materials. Renewable materials make up half of the materials used. Moreover, waste materials comprise up to half of the materials used. Three materials groups were found to be more frequently used, namely natural composites, synthetic polymers and organic materials. Most of these materials are being made into furniture, household objects and clothing and accessories. Within the natural composites and organic materials, various extraordinary materials were used, reflecting the dynamicity of designers’ work and experimentation with materials. As for synthetic polymers, recycled plastics are the main materials used and this is not surprising given their abundance in the environment. In general, the application of sustainable materials seems to be at its infancy but explorations are vibrant and progressive. The impact of these materials in the mainstream market is unknown and other sustainability factors need further evaluation. As such, design as a discipline is yet to facilitate the uptake of these materials.
Baxter W, Aurisicchio M, Childs P, 2017, Contaminated Interaction Another Barrier to Circular Material Flows, JOURNAL OF INDUSTRIAL ECOLOGY, Vol: 21, Pages: 507-516, ISSN: 1088-1980
Baxter W, Aurisicchio M, Mugge R, et al., 2017, Decontaminating experiences with circular offerings, 2nd Conference on Product Lifetimes and the Environment (PLATE), Publisher: IOS PRESS, Pages: 32-36
Baxter W, Childs P, 2017, Designing circular possessions, Routledge Handbook of Sustainable Product Design, Pages: 391-404, ISBN: 9781317435938
© 2017 selection and editorial matter, Jonathan Chapman; individual chapters, the contributors. The notion of possession is one of the most fundamental concepts that guide everyday behaviour. Paradoxically, it is often poorly understood. This is particularly true in a circular context where consumer interactions with possessions are being altered and in some cases redefined. Thus, an understanding of possession serves as a useful, if not necessary, prerequisite to designing circular products, services and systems. This chapter explores the idea of possession: what it is, how an object becomes one and why it is important for the circular economy. Possession is understood through a human-centred lens that considers the consumer’s state of mind towards and relationship with an object. A state of possessiveness can be attained for material or immaterial objects and for objects that may or may not legally belong to the person. The discussion is presented within a design framework that discusses the motives and routes that lead to the state of possession. This framework is substantiated by looking at affordance principles and paths associated with possession. Each section includes a theoretical discussion as well as practical examples and insights that can be incorporated into the product design process itself. This chapter aids in understanding interactions relevant to the circular economy such as the maintenance and care that comes with object attachment and adoption of access-based consumption models. Understanding and designing for these desired interactions should be the first priority of designers followed by an establishment of laws, regulations and policies to support them.
Yang X, Aurisicchio M, Mackrill J, et al., 2017, On the products and experiences that make us happy, Pages: 499-508, ISSN: 2220-4334
The study of happiness is receiving increasing attention both in positive psychology and design. A key issue in current literature is the lack of empirical evidence linking products and happiness. We address this examining 87 reports of product-mediated happy experiences and analysing their relations to wellbeing. Six types of products with experiential attributes were reported to contribute more systematically to happiness. Digital devices and food are the two dominant products followed by vehicles, books, clothing & accessories and sport equipment. These products make us happy by creating: hedonic experiences in which we relieve stress, get rest and increase joy; and eudaimonic experiences in which we establish positive social relationships, develop self-identity, achieve personal growth and gain competence and autonomy. In such experiences, products acted as carriers of reflective meanings, and enablers of experiencing. These insights provide an initial mapping of the relationship between products and happiness and suggest approaches to designing products that can bring happy experiences.
Baxter W, Yang X, Aurisicchio M, et al., 2016, Exploring a human-centred design of possessions, 12th Biennial NordDesign Conference on Highlighting the Nordic Approach, Publisher: DESIGN SOC, Pages: 53-62
Baxter WL, Aurisicchio M, Childs PRN, 2016, Materials, use and contaminated interaction, MATERIALS & DESIGN, Vol: 90, Pages: 1218-1227, ISSN: 0264-1275
Baxter WL, Aurisicchio M, Childs PRN, 2016, Tear Here: The impact of object transformations on proper disposal (123), Pages: 216-226
© 2016 CETEA - Packaging Technology Center. All rights reserved. Efforts promoting proper disposal of packaging generally focus on infrastructure and messaging. Significantly less attention has been given to how the attributes of packaging can be used to change disposal behaviour. This research shows how changes in packaging attributes (e.g. alterations in shape, colour, or size) influence two disposal behaviours: recycling and littering. Specifically, we use an implicit association test to measure the subconscious tendency to categorize altered objects as trash rather than recycling. The results indicate that 82% or respondents showed at least a slight effect and 53% showed a strong effect towards associating altered objects with waste. Next, we evaluate object transformations on littering behaviour through an observational field study. Observations (N = 2823) indicated that littering is influenced by deformed, torn, disassembled, and partially full packaging. No significant effect was found with regard to packaging that is wet, sticky, has undergone colour changes or that is has remains (e.g. sauce) on it. These findings suggest that the (re)design of packaging can significantly influence proper disposal. Based on this, packaging can be (re)designed in two ways. First, many types of packaging have scripted alterations such as the iconic 'tear here' indicator. These can be changed to preserve properties associated with recyclables and non-littering. Second, packaging can be designed so that there are fewer alterations during use. This work can also help identify inherent attributes that encourage proper disposal.
Baxter W, Childs PRN, Aurisicchio M, 2015, Using psychological ownership to guide strategies for slower consumption, Product Lifetimes And The Environment (PLATE), Publisher: Nottingham Trent University
Baxter WL, Aurisicchio M, Childs PRN, 2015, A psychological ownership approach to designing object attachment, JOURNAL OF ENGINEERING DESIGN, Vol: 26, Pages: 140-156, ISSN: 0954-4828
Bowen LA, Baxter WL, Magleby SP, et al., 2014, A position analysis of coupled spherical mechanisms found in action origami, Mechanism and Machine Theory, Vol: 77, Pages: 13-24, ISSN: 0094-114X
Baxter W, Aurisicchio M, Mugge R, et al., Decontaminating experiences with circular offerings, Product Lifetimes and The Environment (PLATE) 2017
Baxter W, Aurisicchio M, Mugge R, et al., Positive and negative contamination in user interactions, ICED17: 21st International Conference on Engineering Design, Publisher: Design Society
The purpose of this paper is to present contaminated interaction as a design construct. Interactions with an object can be altered,positively, neutrallyor negatively,due to some prior use. In such cases, the interaction departs from the designed condition and is said to be contaminated. This is particularly significant as objects, physical or non-physical, have multiple uses or are shared amongst users. We propose an ontological model of contaminated interaction based on a review of literature and an analysis of user experiences. The model outlines the process of contaminated interaction including the drivers and outcomes. In a negative context, contamination can lead to consumers misusing, negatively experiencing, or avoiding the object altogether. Positive contamination sees the opposite effect in which usability can increase, users report more positive experiences and users seek out or cherish the object. Together, this model presents an approach to understanding and addressing contamination in the design process to enable the creation and maintenance of meaningful experiences.
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