0. Complete issue
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1. Adaptation of smart-object dimensions in the product design process to reduce household food waste
- Pages: 5-17
- Muhammad Jameel Bin Mohamed Kamil, Chuah Ee Hua, Mohd Najib Abdullah Sani
- Abstract | Download | View
Abstract
Food waste is a huge problem across the world, but it's especially bad in
developed countries such as Malaysia, according to the previous study. It is
estimated that 1.3 billion tonnes of food are lost or wasted every year, accounting
for one-third of all food produced for human consumption. Hence,
the goal of this study is to supplement the solution within the framework
of product design process based on the evaluation of food waste behaviour
among household in Malaysia. As an approach for acquiring empirical data,
a survey study was conducted with 52 respondents in Malaysia, including an
analysis of similar existing products on the market, which was then followed
by the design process. The findings suggest a multitude of design needs in
preventing food waste behaviour among household in Malaysia, including
the issues of the existing similar products on the market. Therefore, a few
design criteria have been proposed and a set of semi-working food tracking
models was successfully developed as a proposal for potential future development
and production. It is hoped that the outcome of the study exhibits
the synchronization of the product design process inside the smart-object
dimensions in order to generate the design that helps to manage and reduce
the amount of food waste created among household in Malaysia.
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2. User friendly haptic tool for soccer fans with vision disabilities: Design and proof of concept
- Pages: 19-32
- Emmanuel Maravelakis, Antonios Konstantaras, Panagiotis Kyratsis, Nikolaos Bolanakis, Nectarios Vidakis, Markos Petousis, Katerina Kabassi
- Abstract | Download | View
Abstract
Loss of eyesight inflicts multiple difficulties in everyday lives’ tasks affecting
not just the visually impaired but also their loved ones. The sense of being
depleted by the otherwise visually perceived satisfaction from attending
various events becomes a burden not just in terms of joy but also in relation
to accompanying parties. The aim of this research work was to provide
a worthy perceived experience of attending a soccer match with the
company of a friend, centered at the visually impaired person’s needs and
perspective. The methodology developed was based on a holistic approach
combining a number of creative tools, in order to explore, visualize and
evaluate the proposed solutions, with advanced CAD modeling, rendering
techniques and 3D printing technology for improved representation and
prototyping of the final product. Evaluation via multi-criteria decision-making
casted the developed system as quite usable, suitable for assisting the
visually impaired users in absorbing valuable information regarding the
real time progress of a live soccer event using the selves-developed tactile
interface. That way, visually impaired people are able to use the final
product with a great deal of success and “feel the view” and the “time” in
a variety of cases, allowing them to better enjoy attending an entertainment
event, such as soccer, with the interactive company of a friend.
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3. Validation of a preliminary competency assessment scale for Malaysian graphic design graduates
- Pages: 33-49
- Shaw-Chiang Wong, Muhammad Zaffwan Idris
- Abstract | Download | View
Abstract
The criteria for measuring the competency levels of graphic design (GD)
graduates have continuously been shaped by the changing context of
practice. However, previous studies provide little evidence on the existence
of an effective competency assessment scale for GD graduates. The purpose
of the study is to evaluate the psychometric properties of a preliminary
competency assessment scale for GD graduates in Malaysia. 207 final
year GD degree students in Malaysia were sampled to validate the scale.
The data was analysed using exploratory factor analysis and Cronbach’s
reliability test. The results suggested that the preliminary scale consists
of 12 constructs and 59 items under five competency dimensions. All 12
constructs yielded high internal consistency values, ranging between
.723 and .914. Theoretically, the validated scale contributed to a new
body of knowledge to the competency assessment of GD graduates
in Malaysia. Practically, the findings provided relevant stakeholders
with prescribed standards of performance and appropriate tools to
assess the competency levels of new entrants to the GD profession.
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4. Visibility and legibility of five-letter words in different experimental conditions
- Pages: 51-58
- Primož Weingerl, Uroš Nedeljković, Nace Pušnik
- Abstract | Download | View
Abstract
The length of a word depends on the number of characters that make it
up. Since we are constantly confronted with words (information), a suitable
typeface should be chosen to make reading comfortable and easy. The
number of characters can affect how visible a word is and, more importantly,
how quickly the word can be read and understood. For this reason, we
conducted tests with five-letter words randomly displayed at the four
positions on the screen. The study examined the minimum time required to
recognize five-letter words. Five different typefaces (Calibri, Georgia, Swiss
721, Trebuchet, Verdana) were included in the study to determine which of
the screen typefaces read the fastest. The Georgia typeface performed the
best regardless of the other conditions. The time to read upper-case letters
was much shorter than lower-case and sentence-case letters. For words
presented in the upper positions of the screen, the recognition time was
shorter than for the lower positions of the screen. Different combinations
of variables showed that some were better suited for on-screen use.
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