Imperial College London

Dr Weston Baxter

Faculty of EngineeringDyson School of Design Engineering

Lecturer
 
 
 
//

Contact

 

+44 (0)20 7594 6894weston.baxter Website

 
 
//

Location

 

Dyson BuildingSouth Kensington Campus

//

Summary

 

Publications

Publication Type
Year
to

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.

BOOK CHAPTER

Piselli A, Baxter W, Simonato M, Del Curto B, Aurisicchio Met al., 2018, Development and evaluation of a methodology to integrate technical and sensorial properties in materials selection, Materials and Design, Vol: 153, Pages: 259-272, ISSN: 0264-1275

© 2018 Elsevier Ltd In the materials selection process, the use of different tools, languages and perspectives frequently causes disagreement between engineers and industrial designers. The aim of the paper is to define an integrated method for materials selection that provides industrial designers with measurable data to support and explain aesthetic decisions on materials. A new method for materials selection consisting of multiple tools structured in a two-step framework is presented. The method is tested through a case study of professional kitchen appliances where metal components are replaced with polymers. The first step involved the application of an established technique to identify polymeric bulk solutions, based on their technical properties. The second step employed a sensory analysis test to choose suitable finishes. Thirty-seven individuals performed the test: the subjects highlighted their main perceptions of metal and metal-look polymer finishes. The research demonstrates that the proposed method is suitable for the evaluation of both technical and sensorial properties of materials. In particular, Mapping test represents a rapid, low cost and effective tool to help industrial designers justify Colour Materials and Finish (CMF) choices with quantifiable information.

JOURNAL ARTICLE

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.

CONFERENCE PAPER

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

JOURNAL ARTICLE

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.

BOOK CHAPTER

Yang X, Aurisicchio M, Mackrill J, Baxter Wet 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.

CONFERENCE PAPER

Baxter W, Yang X, Aurisicchio M, Childs PRNet al., 2016, Exploring a human-centred design of possessions, 12th Biennial NordDesign Conference on Highlighting the Nordic Approach, Publisher: DESIGN SOC, Pages: 53-62

CONFERENCE PAPER

Baxter WL, Aurisicchio M, Childs PRN, 2016, Materials, use and contaminated interaction, MATERIALS & DESIGN, Vol: 90, Pages: 1218-1227, ISSN: 0264-1275

JOURNAL ARTICLE

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

CONFERENCE PAPER

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

JOURNAL ARTICLE

Bowen LA, Baxter WL, Magleby SP, Howell LLet 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

JOURNAL ARTICLE

Baxter W, Aurisicchio M, Childs PRN, Tear Here: the Impact of Object Transformations on Proper Disposal, IAPRI 20th World Conference on Packaging

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.

CONFERENCE PAPER

Baxter W, Aurisicchio M, Mugge R, Childs Pet al., Decontaminating experiences with circular offerings, Product Lifetimes and The Environment (PLATE) 2017

CONFERENCE PAPER

Baxter W, Aurisicchio M, Mugge R, Childs Pet al., Decontaminating experiences with circular offerings, Product Lifetimes and The Environment (PLATE) 2017

CONFERENCE PAPER

Baxter W, Aurisicchio M, Mugge R, Childs PRNet 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.

CONFERENCE PAPER

This data is extracted from the Web of Science and reproduced under a licence from Thomson Reuters. You may not copy or re-distribute this data in whole or in part without the written consent of the Science business of Thomson Reuters.

Request URL: http://wlsprd.imperial.ac.uk:80/respub/WEB-INF/jsp/search-html.jsp Request URI: /respub/WEB-INF/jsp/search-html.jsp Query String: respub-action=search.html&id=00854118&limit=30&person=true