A Multi-Method Case Study of Textile Craft-Design Applications – Usability and Effects on the Design Process

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http://hdl.handle.net/10138/324522

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Riikonen , S & Seitamaa-Hakkarainen , P 2018 , ' A Multi-Method Case Study of Textile Craft-Design Applications – Usability and Effects on the Design Process ' , Art, Design and Communication in Higher Education , vol. 17 , no. 2 , pp. 217-236 . https://doi.org/10.1386/adch.17.2.217_1

Title: A Multi-Method Case Study of Textile Craft-Design Applications – Usability and Effects on the Design Process
Author: Riikonen, Sini; Seitamaa-Hakkarainen, Pirita
Contributor: University of Helsinki, Maker culture, Design learning and Technology (MaDe)
University of Helsinki, Maker culture, Design learning and Technology (MaDe)
Date: 2018-10-01
Language: eng
Number of pages: 20
Belongs to series: Art, Design and Communication in Higher Education
ISSN: 1474-273X
URI: http://hdl.handle.net/10138/324522
Abstract: This article presents a multi-method case study of five mobile device and desktop computer applications intended specifically for craft-design. The main aim of the study was to investigate the effects of application usage on the craft-design process and to analyse the usability of the applications from three perspectives: user experience, traditional usability and functionality. Eight master’s level craft teacher students evaluated the applications and used those to conduct a design task on a Virtual Design Studio course at the University of Helsinki. To enable an authentic working environment and style for the participants and to gather research data remotely, a multi-method approach was designed that included data from questionnaires, written tasks and recordings of screen events. Analysis of the effects of application usage on the craft-design process revealed three factors that promote changes: the usability of an application, new possibilities and limitations compared to traditional design methods and the technical expertise of the designer – usability being the most significant factor behind the changes observed.
Subject: 516 Educational sciences
ICT
craft-design
design applications
Design process
digital design
USABILITY
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