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Browsing by Subject "osallistava suunnittelu"

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  • Huhtala, Unna (2023)
    Objectives. The aim of this user-centered design-based research was to create a disc golf bag suitable for running use, designed for active disc golf enthusiasts. The research was based on the FEA model developed by Lamb and Kallal (1992) for the development of clothing design. This model considers user needs and preferences in product design-based, with the fundamental principles of product functionality, expressiveness, and aesthetics. Previous bag and backpack studies have shown that it is essential to consider proper fit, even weight distribution, ergonomics, and the weight of the bag/backpack in relation to the carrier's weight. Methods. The data for this thesis were collected from an active disc golf enthusiast, whose needs and preferences were the basis for product development. The participating individual played the role of an expert in the research. The research questions consisted of three parts: "What are the user's design criteria for a functional disc golf bag?", "How to develop an ergonomically functional disc golf bag for running use?", and "Does the developed bag meet the user's preferences and the product's suitability?". The research data was obtained through theme interviews, prototype testing and evaluation, as well as voice messages, which were transcribed according to design criteria. The research progressed iteratively between the researcher and the user. After gathering user data, the researcher analyzed the material, followed by collecting additional user data and analyzing it. Data collection took place progressively, following the research questions, starting in the autumn of 2022, and concluding in the autumn of 2023. Results and Conclusions. As a result of the design-based research, the user evaluated the product to be functional and in line with their desires, needs, and expectations. The user highly valued the product developed in collaboration with the researcher, which supports their hobby. The results indicated that the developed bag is functional, ergonomic, and practical. The user's satisfaction was also reflected in the product's usability and its ability to meet their needs. This reinforced the success of the development research and demonstrated that involving the user in the design and development of the product can be extremely beneficia.
  • Kivioja, Mirjami (2021)
    The purpose of this user-centered development research was to design sustainable and long-lasting trousers for the 7-year-old child. There was such a problem with the use of the child's trousers that the knees of trousers broke really fast, and even the more expensive trousers assumed to be higher quality had not endured in the child´s use. In addition to functionality and durability, the long-lived product should be pleasing to the user, so the user´s participa-tion in the design process was important. The research also considered suitability of partici-patory design methods to the design process of an individual garment. The framework for determining the user's needs for trousers was the FEA model of Lamb and Kallal (1992), in which the user's needs are divided into functional, aesthetic and expressive needs. The child and his parents participated in determining the user profile, the context of the use-situation and the needs of the user. Methods of participatory design were used to col-lect the data. The data was analyzed using qualitative content analysis. The need for recrea-tional trousers used in normal everyday life raised from the data. The development of the trousers continued iteratively with the manufacture, use, and usability evaluation of trousers´ prototype and two further developed trouser versions. The user evaluated trousers with the child-custom survey, where contentment with the trousers was measured using a colored smiley scale. The child and parents were interviewed about the usability of trousers at each stage of the research. Parents also evaluated the last trouser version using a checklist. Based on evaluations of the trouser versions, trousers evolved at each design iteration, and in the opinion of the child and parents, the latest trouser version corresponded to all needs of the user. In the research used a participatory design toolkit by Brandt, Binder, and Sanders (2013), divided into themes of telling, making and enacting. These themes provided a good basis for the methods of data collection, and in particular helped to show up the child's wish-es for trousers. Participatory approach allowed research to be done on a practical level and was understandable to the child.
  • Lehtisaari-Pousar, Saala (2022)
    The purpose of this user-centered design-based research was to redesign wedding dress, which was made of recycled bedlinen and use leftover linen fabric to redesign upcycled clothes by participatory designing methods. The study approaches the apparel design challenge with Lamb and Kallal (1992) design framework, which was developed to consider the consumer’s needs. The Functional, Expressive, and Aesthetics (FEA) framework was developed to provide an overall conceptual frame for designing any type of apparel. The study explores Niinimäki and Koskinen (2011) article how an emphatic design approach could improve a sustainable design process. Also, sustainable development, slow fashion, and significance of material choices were important aspects of this study. Previous studies have addressed the impact of apparel design with special needs, but not consider redesigning upcycled clothes with recycled material, which has restrictions of fabric quantity. The research questions were ”which are the users wishes, needs and expectations for wedding dress redesign” and “which are user-based design criteria of functional, expressive and aesthetic needs” and also “does the custom made upcycled clothes meet the design criteria by user-centered experience”. User was interviewed three times. Based on the user data collection qualitative content analysis gathered the essential issues. Themes were to identify user profile and user needs for the upcycled clothes. Participatory design process includes Mattelmäki (2006) design probes, user’s picture collages of her favorite clothes, sketches, and prototypes. Conclusion of the study was how much the user appreciates the co-making process and the opportunity to change people’s values and attitudes towards slow fashion. Also, user’s expectations were fulfilled by upcycled clothes. Custom made clothes suite her well and memories were included by satisfaction. User’s idea of layering clothes offered more variety of using the upcycled linen clothes all year round.
  • Vehmanen, Martti (2019)
    Objectives. The objective of this thesis was to examine a planning project concerning an informal learning environment, undertaken by the Kaisaniemi Botanic Garden, that used participatory methods in involving students and teachers. Through finding a synthesis between this undertaking and previous research on the subject, another objective was to build a model which other informal learning environments could use in carrying out similar projects in an appropriate manner. The thesis approaches institutional cooperation through the concept of boundary crossing, especially as interpreted by Akkerman and Bakker. Methods. The study was conducted using a qualitative approach. The research data was collected through semi-structured interviews, in which the three employees of the garden who were mainly in charge of the project were heard. The data was analysed using the methods of content analysis, and the model was constructed by utilizing the traditions of grounded theory. Results. The project was considered successful, but it’s non-recurrent execution was deemed problematic. The biggest obstacles were the everyday challenges of large institutions – schools and informal learning environments – and their balancing in relation to one another. The participatory design framework created in the study offers informal learning environments a nine-step plan of action, which runs through three phases – preinteraction, interaction and postinteraction – in a circular manner.