„How do tangible decision aids support the doctor-client interaction during a vaccination advice?"
Models help to present, organize, explain and understand different information and facilitate decisions. Although the haptic perception relieves cognitive processes demonstrably the potential of three-dimensional models remains mostly unused compared to visual and linguistic explanatory forms, not only in medical decision-making. This is especially true when it comes to complex information such as medical data. Therefore, the design of tangible models as decision aids aims to take account of the haptics in the decision making process. Using the example of HPV vaccination advice prototypical tests show that model objects support the doctor-client interaction and can help in understanding, evaluating and deciding.
As a fashion and costume designer I often lack access to the desired material – the raw resources for my designs. Many textiles are either unavailable or unaffordable. Digital technologies open up new possibilities for the production of textiles and the implementation of designs.
In a self-experiment, I explore the applicability of 3D printers and laser cutters for my existing collection. Exploratively and experimentally, I highlight the potential of various production processes. An exemplary top demonstrates the acquired knowledge as a collection of applied methods. As a result of my research, I illustrate what technical possibilities exist today, how they can be implemented, and where the potential lies in the combination of traditional craftsmanship and digital methods.
Gender is no longer considered a binary concept. Today the term embraces a spectrum of increasing interpretations. Self-determined gender identities are being defined and lived, free of stereotypes. Design must respond to this societal shift, and itself become more fluid and nuanced in terms of its interpretation of gender.
This work emerges from an empirical investigation of gender, and its impact on design. Based on insights, a catalogue of design criteria was established that consciously caters to the widest possible spectrum. Instead of being genderless, these designs are «genderfull»: embracing diversity and fluidity. Genderless design criteria are showcased in the form of theoretical sex toys to provoke debate. It is the physical representation of theory that allows beholders to question conventional perceptions of gender and its impact on design.
How can the use phase of clothing be altered to improve and prolong user satisfaction?
More than ever people are exploring the world. In 2016, international travels increased by four per cent globally, which shows people’s growing interest in travel.
Over the excitement of exploring new places, the packing logistics should not be forgotten. Do we not all know the struggle of anticipating what clothes we will need? And more so – where do we find the space to bring them all?
Through analysing female travellers’ needs and their journeys, this project developed a modular clothing system, enabling the freedom to travel light and adapt to all circumstances and wishes. Multifunctional items of clothing mean you do not have to compromise style for function. Having more choice with fewer items does not only benefit the traveller but opens up new ways of thinking about eco-friendly fashion.
We all take pride in our creations. The more tangible the projects are, the easier it is to show them to others. The recent past has seen the emergence of the maker movement, which can be understood as a development of the do-it-yourself culture. However, makers manufacture goods using digital production processes, like 3D printing, CNC milling, and laser cutting. For a majority of people outside of the maker scene, these processes are too complex to learn and the equipment too expensive to acquire.
The service design «make people make again», developed in this Master thesis, provides access, support and inspiration for everyone. To step out of the niche of the maker community, the platform is being integrated into existing hardware stores. This makes the platform accessible to a broader audience and hobbyist makers can profit from the experience of professionals.
How can interactions between the sighted and the visually impaired be facilitated in order to raise awareness and empathy for those living with visual impairments?
This Master thesis aims to transform the city of Zurich into a more accessible place for the visually impaired. The transformation is accomplished through the implementation of a city tour app for the visually impaired-. The app works in combination with interactive, 3D-printed replicas of landmarks and views of the Old Town of Zurich. This combination creates an immersive-sensory experience of the city, which can be enjoyed by both the sighted and the visually impaired.
But why does the city of Zurich need to become more accessible for the visually impaired? By opening the sights of cities to everyone, the project encourages a more inclusive society – a society that is aware and understanding of what it means to be visually impaired.
How can a product-system for container-toilets in Kenya be designed, to collect and transport faeces in slums, with safety and dignity?
One in three people worldwide live without safe and dignified toilets, over 200 million in African slums. This leads to widespread sickness, pollution, and death. Container-based sanitation services address the problem by collecting human faeces in containers, inside toilets, inside peoples’ homes. These services regularly collect the containers and biodegrade the faeces into products, e.g. compost. Container-toilets are smelly, services are inefficient and unsafe. In this thesis, ethnographic fieldwork, rapid prototyping, and experiments are used to develop a new solution; PooPac.
PooPac is a bioactive paper bag that suppresses the toilet smell. The biodegradable PooPac is sealed for transport, and directly composted, removing all contact with faeces. PooPac can increase access to safe and dignified sanitation.