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Open Access

Abstract

Details

Designing Environments for People with Dementia
Type: Book
ISBN: 978-1-78769-974-8

Book part
Publication date: 20 July 2005

Lilia Pavlovsky

It has been suggested that “space and artifacts constitute systems of communication which organizations build up within themselves” (Gagliardi, 1992a, b, p. vi) and reflect the…

Abstract

It has been suggested that “space and artifacts constitute systems of communication which organizations build up within themselves” (Gagliardi, 1992a, b, p. vi) and reflect the cultural life within that organization. This is a study of how the “landscape” of a public library (“Library X”), as an information retrieval system, relates to the values of the people who created it. The efforts here are geared towards understanding the physical instantiation of institutional culture and, more specifically, institutional values as they are reflected through the artifact.

Details

Advances in Library Administration and Organization
Type: Book
ISBN: 978-1-84950-338-9

Book part
Publication date: 3 August 2017

Matt Bower

The ability for learners to interact online via their avatars in a 3-D simulation space means that virtual worlds afford a host of educational opportunities not offered by other…

Abstract

The ability for learners to interact online via their avatars in a 3-D simulation space means that virtual worlds afford a host of educational opportunities not offered by other learning technology platforms, but their use also raises several pertinent issues that warrant consideration. This chapter reviews the educational use of virtual worlds from a design perspective. Virtual-world definitions are explored, along with their key educational characteristics. Different virtual-world environments are briefly contrasted, including Second Life, Active Worlds, Open Sim, and Minecraft. A wide variety of virtual-world uses in schools and universities are examined so as to understand their versatility. Key educational benefits of virtual worlds are distilled from the literature, such as the ability to facilitate 3-D simulations, role-plays, construction tasks, and immersive learning. Emergent issues surrounding the use of virtual worlds are also analyzed, including cognitive load, safety, and representational fidelity. One higher education and one school level vignette are provided in order to offer more detailed insight into the use of virtual worlds in practice. Recommendations for learning design and implementation are presented, based on the thematic analysis of contemporary virtual-worlds research.

Details

Design of Technology-Enhanced Learning
Type: Book
ISBN: 978-1-78714-183-4

Article
Publication date: 21 September 2022

Elisa Mattarelli, Carlotta Cochis, Fabiola Bertolotti and Paula Ungureanu

This paper investigates how (1) a work environment designed to sustain creativity (i.e. through flexible arrangements and elements of the social-organizational work environment

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Abstract

Purpose

This paper investigates how (1) a work environment designed to sustain creativity (i.e. through flexible arrangements and elements of the social-organizational work environment) and (2) the amount of enacted work interactions among employees, interpreted as facilitators of new idea generation (i.e. outdegree centrality in instrumental networks), differently impact creativity and work–life balance.

Design/methodology/approach

The authors conducted a quantitative study in a knowledge-intensive multinational company and collected data through a survey on a sample of 207 workers.

Findings

Findings highlight that flexible work arrangements are positively related to increased work–life balance but not to creativity, whereas having access to a social-organizational work environment designed to foster creativity is associated to an increased level of idea generation, but to a reduction in work–life balance. In addition, centrality in instrumental social networks is also associated to a reduction of work–life balance. Findings thus point to a potential trade-off between structures aimed at increasing creativity and initiatives aimed at engendering work–life balance.

Originality/value

The research contributes to the current debate on new organizational practices for innovation and creativity, highlighting their unexpected implications for workers. The research also contributes to the literature on work–life balance by unraveling previously unexplored antecedents, i.e. social networks and the social-organizational work environment designed for creativity.

Details

European Journal of Innovation Management, vol. 27 no. 2
Type: Research Article
ISSN: 1460-1060

Keywords

Article
Publication date: 7 August 2017

Julius T. Nganji and Mike Brayshaw

The purpose of this paper is to address how virtual learning environments (VLEs) can be designed to include the needs of learners with multiple disabilities. Specifically, it…

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Abstract

Purpose

The purpose of this paper is to address how virtual learning environments (VLEs) can be designed to include the needs of learners with multiple disabilities. Specifically, it employs AI to show how specific learning materials from a huge repository of learning materials can be recommended to learners with various disabilities. This is made possible through employing semantic web technology to model the learner and their needs.

Design/methodology/approach

The paper reviews personalised learning for students with disabilities, revealing the shortcomings of existing e-learning environments with respect to students with multiple disabilities. It then proceeds to show how the needs of a student with multiple disabilities can be analysed and then simple logical operators and knowledge-based rules used to personalise learning materials in order to meet the needs of such students.

Findings

It has been acknowledged in literature that designing for cases of multiple disabilities is difficult. This paper shows that existing learning environments do not consider the needs of students with multiple disabilities. As they are not flexibly designed and hence not adaptable, they cannot meet the needs of such students. Nevertheless, it is possible to anticipate that students with multiple disabilities would use learning environments, and then design learning environments to meet their needs.

Practical implications

This paper, by presenting various combination rules to present specific learning materials to students with multiple disabilities, lays the foundation for the design and development of learning environments that are inclusive of all learners, regardless of their abilities or disabilities. This could potentially stimulate designers of such systems to produce such inclusive environments. Hopefully, future learning environments will be adaptive enough to meet the needs of learners with multiple disabilities.

Social implications

This paper, by proposing a solution towards developing inclusive learning environments, is a step towards inclusion of students with multiple disabilities in VLEs. When these students are able to access these environments with little or no barrier, they will be included in the learning community and also make valuable contributions.

Originality/value

So far, no study has proposed a solution to the difficulties faced by students with multiple disabilities in existing learning environments. This study is the first to raise this issue and propose a solution to designing for multiple disabilities. This will hopefully encourage other researchers to delve into researching the educational needs of students with multiple disabilities.

Details

The International Journal of Information and Learning Technology, vol. 34 no. 4
Type: Research Article
ISSN: 2056-4880

Keywords

Article
Publication date: 26 January 2024

Julie Steen, Brian N. Rutherford, Barry J. Babin and Joseph F. Hair, Jr.

Design is an important construct in the retail environment literature. Yet, the measures used for design have not followed appropriate scale development procedures. The purpose of…

Abstract

Purpose

Design is an important construct in the retail environment literature. Yet, the measures used for design have not followed appropriate scale development procedures. The purpose of this study is to provide a conceptual definition and then develop a scale for retail environment design (RED).

Design/methodology/approach

Interviews with both consumers and marketing researchers are used to generate a potential list of items. Using four different studies, these items are refined, and the RED scale is offered.

Findings

This study develops and validates the four-dimensional RED scale to measure the design of retail environments. The dimensions are functional, aesthetic, lighting and signage.

Research limitations/implications

The newly developed RED scale will allow retailing researchers to measure lighting and signage qualities as part of retail design, measure design of retail environments more accurately and allow different studies to be compared.

Practical implications

The newly developed RED scale will allow retailers to better understand customers’ perceptions of the four dimensions of design. Retailers spend significant time and money designing and redesigning retail environments. The RED scale will enable managers to ensure these significant investments create competitive advantages and an appropriate return on investment.

Originality/value

A scale to measure retail environment design is developed. The scale includes two dimensions (lighting and signage) that are not typically investigated.

Details

European Journal of Marketing, vol. 58 no. 4
Type: Research Article
ISSN: 0309-0566

Keywords

Article
Publication date: 12 February 2021

Abhinesh Prabhakaran, Abdul-Majeed Mahamadu, Lamine Mahdjoubi, Patrick Manu, Che Khairil Izam Che Ibrahim and Clinton Ohis Aigbavboa

This study aims to propose a novel approach to developing an interactive and immersive virtual environment for design communication in the furniture, fixture and equipment (FFE…

Abstract

Purpose

This study aims to propose a novel approach to developing an interactive and immersive virtual environment for design communication in the furniture, fixture and equipment (FFE) sector. The study further investigates its effectiveness in enhancing the design communication and coordination between the stakeholder.

Design/methodology/approach

Quasi-experimental research was adopted involving 12 FFE professionals, designers and end-users in single-group pre-test-post-test design. The tests were performed primarily to ascertain the impact of the application of interactive virtual reality on delivering furniture design selection and coordination tasks. Further interviews were used to elicit participants' views on the functionality and usefulness of the proposed approach.

Findings

The findings indicate that an interactive immersive virtual FFE environment: enhances the productivity of the design team through a collaborative virtual workspace offering a synchronised networked design testing and review platform; reduces the time required for the stakeholders to comprehend the design options and test those; enhances the design communication and quality of the design and encourages the collaborative culture in the industry; improves the design satisfaction of the stakeholders; and finally, requires significantly less time for design decision-making when compared to traditional methods.

Research limitations/implications

Future studies should incorporate space planning concepts and explore non-experimental methodologies in a real-life FFE project setup.

Practical implications

The proposed approach provides opportunities for enhanced interpretation of design intent in FFE as well as efficiency in design selection and coordination tasks when compared with conventional two-dimensional methods of communication.

Originality/value

This study proposes a step change in the way furniture design is communicated and coordinated through an immersive virtual experience. Previous studies have not addressed the issue of impact on design coordination instead focussed on marketing and sales.

Details

Engineering, Construction and Architectural Management, vol. 28 no. 5
Type: Research Article
ISSN: 0969-9988

Keywords

Open Access
Article
Publication date: 25 June 2018

Maarten J. Verkerk, Joost van Hoof, Sil Aarts, Sylvia J.M.M. de Koning and Johanna J. van der Plaats

Older people with dementia (OPD) have specific housing and technology-related needs, for which various design principles exist. A model for designing environments and its…

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Abstract

Purpose

Older people with dementia (OPD) have specific housing and technology-related needs, for which various design principles exist. A model for designing environments and its constituting items for people with dementia that has a firm foundation in neurology may help guide designers in making design choices. The paper aims to discuss these issues.

Design/methodology/approach

A general design model is presented consisting of three principles for OPD, namely designing for ageing people; designing for a favourable state and designing for beautiful moments. The neurosciences as a whole give shape to an eminent framework explaining the behaviour of OPD. One of the objectives of this paper is to translate the design principles into design specifications and to show that these specifications can be translated in a design.

Findings

Philosophical concepts are introduced which are required to understand design for OPD. Four case studies from Dutch nursing homes are presented that show how the theory of modal aspects of the philosopher Dooyeweerd can be used to map design specifications in a systematic way.

Research limitations/implications

These examples of design solutions illustrate the applicability of the model developed in this article. It emphasises the importance of the environment for supporting the daily life of OPD.

Originality/value

There is a need for a design model for OPD. The environment and technology should initiate positive behaviours and meaningful experiences. In this paper, a general model for the designing of environments for OPD was developed that has a firm foundation in neurology and behavioural sciences. This model consists of six distinct steps and each step can be investigated empirically. In other words, this model may lay the foundation for an evidence-based design.

Details

Journal of Enabling Technologies, vol. 12 no. 2
Type: Research Article
ISSN: 2398-6263

Keywords

Article
Publication date: 2 March 2015

Chuba Onyechi Odum

– The purpose of this paper is to present a study assessing residents’ satisfaction with the integration of natural environment in public housing designs in Enugu urban, Nigeria.

Abstract

Purpose

The purpose of this paper is to present a study assessing residents’ satisfaction with the integration of natural environment in public housing designs in Enugu urban, Nigeria.

Design/methodology/approach

The study followed qualitative and quantitative strategies. Personal observations and one-on-one interviews were conducted where necessary. A survey of 898 households residing in two main prevalent residential building typologies, systematically selected based on quota of their existence in seven public housing estates, was conducted, with a questionnaire as the key data collection instrument. A five-point Likert scale was used in measuring residents’ level of satisfaction of three key housing environment sub-components. Data collected were analyzed using descriptive statistics.

Findings

Residents expressed dissatisfaction with overall housing estate environment in terms of naturalness in the estate landscaping and availability of green areas, and also with immediate dwelling unit environments in terms open spaces and naturalness in external finishes. Many of the residents, however, claimed to be indifferent about the extent of response of layout designs to natural factors, and street layout concepts to climatic influences. This reveals a high level of apathy of residents to their estates designs.

Research limitations/implications

Collecting relevant data from the government agency that are the providers of the public housing studied was a herculean task, as there was no existing organized data bank. Consequently, the researcher depended more on extensive field work. In addition to the above, getting the questionnaire respondents to agree to participate in the study was another major challenge, as they were not used to participating in such studies before the current study.

Social implications

Findings from the study imply that residents’ are adaptable to whatever housing environment they are provided with; therefore, therapeutic housing environment, if provided, would enhance healthy living for public housing residents in Nigeria.

Originality/value

This work is a pioneering effort at evaluating public housing environment in the study area in relation to residents’ perception.

Details

International Journal of Housing Markets and Analysis, vol. 8 no. 1
Type: Research Article
ISSN: 1753-8270

Keywords

Book part
Publication date: 24 October 2019

Jessica M. Ray, Rebecca Berg and Stephanie N. Sudikoff

Changes in the physical environments of health care settings have become increasingly common to meet the evolving needs of the health care marketplace, new technologies, and…

Abstract

Changes in the physical environments of health care settings have become increasingly common to meet the evolving needs of the health care marketplace, new technologies, and infrastructure demands. Physical environment change takes many forms including new build construction, renovation of existing space, and relocation of units with little to no construction customization. The interrelated nature of the complex socio-technical health care system suggests that even small environmental modifications can result in system-level changes. Environmental modifications can lead to unintended consequences and introduce the potential for latent safety threats. Engaging users throughout the change lifecycle allows for iterative design and testing of system modifications. This chapter introduces a flexible process model, PROcess for the Design of User-Centered Environments (PRODUCE), designed to guide system change. The model was developed and refined across a series of real-world renovations and relocations in a large multihospital health care system. Utilizing the principles of user-centered design, human factors, and in-situ simulation, the model engages users in the planning, testing, and implementation of physical environment change. Case studies presented here offer exemplars of how to modify the model to support individual project objectives and outcomes to assess at each stage of the project.

Details

Structural Approaches to Address Issues in Patient Safety
Type: Book
ISBN: 978-1-83867-085-6

Keywords

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