Design Research


I'm working with a broader specter of design methods, approaches, and research related to a specific domain or challenge identified in each project. Similarly, enrolled in the master's program in Design and Innovation, I beneficially combine my long-term experience as a designer in the industry field with academic knowledge where diverse approaches such as wireframing, prototyping, testing, co-design, and visualization are an essential part of every project I work with.

In my research studies, I look specifically into how everyday life, and our bodies, are shaped by information and communication technology. Essential for my research is critical thinking, the constructive perspective that creates an environment open for innovation and reflection.



 

I'm working with a broader specter of design methods, approaches, and research related to a specific domain or challenge identified in each project. Similarly, enrolled in the master's program in Design and Innovation, I beneficially combine my long-term experience as a designer in the industry field with academic knowledge where diverse approaches such as wireframing, prototyping, testing, co-design, and visualization are an essential part of every project I work with.

In my research studies, I look specifically into how everyday life, and our bodies, are shaped by information and communication technology. Essential for my research is critical thinking, the constructive perspective that creates an environment open for innovation and reflection.


I'm working with a broader specter of design methods, approaches, and research related to a specific domain or challenge identified in each project. Similarly, enrolled in the master's program in Design and Innovation, I beneficially combine my long-term experience as a designer in the industry field with academic knowledge where diverse approaches such as wireframing, prototyping, testing, co-design, and visualization are an essential part of every project I work with.

In my research studies, I look specifically into how everyday life, and our bodies, are shaped by information and communication technology. Essential for my research is critical thinking, the constructive perspective that creates an environment open for innovation and reflection.



My research focuses specifically on the use of technology in everyday situations, with a center on mobile technologies. My themes include:

Digitalization of personal life
Accessible products
Existential questions in and through technologies
Health technologies

Methods I am familiar with are:

A/B Testing, Affinity diagram, Behavioral design, Brand Experience workshop,
Business model canvas, Content analysis, Contextual inquiry, Customer journey map,
Empathy map, How might we, Image boards, Interviews, Literature review, Personas, Stakeholders map, Storyboards, Storytelling, Usability test, Workshops


My research focuses specifically on the use of technology in everyday situations, with a center on mobile technologies. My themes include:

Digitalization of personal life
Accessible products
Existential questions in and through technologies
Health technologies

Methods I am familiar with are:

A/B Testing, Affinity diagram, Behavioral design, Brand Experience workshop,
Business model canvas, Content analysis, Contextual inquiry, Customer journey map,
Empathy map, How might we, Image boards, Interviews, Literature review, Personas, Stakeholders map, Storyboards, Storytelling, Usability test, Workshops


My research focuses specifically on the use of technology in everyday situations, with a center on mobile technologies. My themes include:

Digitalization of personal life
Accessible products
Existential questions in and through technologies
Health technologies

Methods I am familiar with are:

A/B Testing, Affinity diagram, Behavioral design, Brand Experience workshop,
Business model canvas, Content analysis, Contextual inquiry, Customer journey map,
Empathy map, How might we, Image boards, Interviews, Literature review, Personas, Stakeholders map, Storyboards, Storytelling, Usability test, Workshops

 
My research focuses specifically on the use of technology in everyday situations, with a center on mobile technologies. My themes include:

Digitalization of personal life
Accessible products
Existential questions in and through technologies
Health technologies

Methods I am familiar with are:

A/B Testing, Affinity diagram, Behavioral design, Brand Experience workshop, Business model canvas, Content analysis, Contextual inquiry, Customer journey map, Empathy map, How might we, Image boards, Interviews, Literature review, Personas, Stakeholders map, Storyboards, Storytelling, Usability test, Workshops



My research focuses specifically on the use of technology in everyday situations, with a center on mobile technologies. My themes include:

Digitalization of personal life
Accessible products
Existential questions in and through technologies
Health technologies

Methods I am familiar with are:

A/B Testing, Affinity diagram, Behavioral design, Brand Experience workshop,
Business model canvas, Content analysis, Contextual inquiry, Customer journey map, Empathy map, How might we, Image boards, Interviews, Literature review, Personas, Stakeholders map, Storyboards, Storytelling, Usability test, Workshops


IMG-1386
interview-unpack
IMG-6233
pointofview

See some of my latest research ↓

See some of my latest research ↓

See some of my latest research ↓

#1

The Aesthetic Preferences and Understandability
within Skeuomorphism, Skeuominimalism, and
Flat Icon Style 
Among Elderly in the Context of the

Easy-to-use Digital Reading Application

Collaboration Project with
Swedish Agency for Accessible Media

The Aesthetic Preferences and Understandability within Skeuomorphism, Skeuominimalism, and Flat Icon Style Among Elderly in the Context of the
Easy-to-use Digital Reading Application

Collaboration Project with
Swedish Agency for Accessible Media

The Aesthetic Preferences and Understandability
within Skeuomorphism, Skeuominimalism, and
Flat Icon Style 
Among Elderly in the Context of the 
Easy-to-use Digital Reading Application

(Pre-Study Course Project)


Collaboration Project with MTM

Introduction

The graphical user interface (GUI) is the most popular form that allows people to interact with digital devices. Widely used in GUIs' the icons represent specific functions and help users interact with the electronic products. (Goonetilleke et al. 2001, as cited by Zhao, K. et al. 2021). According to researchers, the elderly, tend to find it difficult to understand the concept of the different components part of the interfaces. Many studies related to icon design show that “the use of icons in the interface can reduce users’ cognitive load and perceived system complexity. Small changes in the usability of icons have the potential to significantly improve user experience with computers and mobile devices.” (Goonetilleke et al. 2001, Gatsou et al. 2012 as cited by Zhao, K. et al. 2021). However, research regarding elderly preference and level of understanding for icon style has not been clearly defined.

Research on icon style mainly focuses on the three distinct strategies of flat, skeuominimalism, and skeuomorphic design. Flat design is usually more abstract and simplified, concentrating on bright colors, no added effect with clean lines, and 2D illustration techniques. (Spiliotopoulos et. al, 2018) The flat design is currently a more common style in interface design. The Skeuominimalism design is similar to flat design, but it uses depth effects such as lighting and shadows to "provide meaning about the interactive elements. (Urbano, et al. 2020).

Introduction

The graphical user interface (GUI) is the most popular form that allows people to interact with digital devices. Widely used in GUIs' the icons represent specific functions and help users interact with the electronic products. (Goonetilleke et al. 2001, as cited by Zhao, K. et al. 2021). According to researchers, the elderly, tend to find it difficult to understand the concept of the different components part of the interfaces. Many studies related to icon design show that “the use of icons in the interface can reduce users’ cognitive load and perceived system complexity. Small changes in the usability of icons have the potential to significantly improve user experience with computers and mobile devices.” (Goonetilleke et al. 2001, Gatsou et al. 2012 as cited by Zhao, K. et al. 2021). However, research regarding elderly preference and level of understanding for icon style has not been clearly defined.

Research on icon style mainly focuses on the three distinct strategies of flat, skeuominimalism, and skeuomorphic design. Flat design is usually more abstract and simplified, concentrating on bright colors, no added effect with clean lines, and 2D illustration techniques. (Spiliotopoulos et. al, 2018) The flat design is currently a more common style in interface design. The Skeuominimalism design is similar to flat design, but it uses depth effects such as lighting and shadows to "provide meaning about the interactive elements. (Urbano, et al. 2020).

Project 2
Project 1
IMG-1037

“Good designers do not sit down and decide to do ‘flat design’ one day and ‘skeuomorphism’ the next. Good designers design for context, utilizing all that they have learned and forming a response that is uniquely their own, not the fan base’s (Peters, 2013). When it comes down to the levels of user experience and usability, skeuomorphism and flat designs are disparate visual solutions, yes, but neither is a solution to the massive usability problem (Riley, 2013). The best solution usually lies somewhere in the middle. There is a way to take all the good things from flat design and skeuomorphism/realism and apply them in a way that is still usable, even for highly complex interfaces.” (Page, 2014)

Thus, the purpose of this pre-study is to explore and focus on different interface design theories and detailed study about the skeuomorphism, skeuominimalism, and flat icon style in the context of the easy-to-use digital reading application. Moreover, how can all this design approach affect the user experience and the solution according to the user group?

“Good designers do not sit down and decide to do ‘flat design’ one day and ‘skeuomorphism’ the next. Good designers design for context, utilising all that they have learned and forming a response that is uniquely their own, not the fan base’s (Peters, 2013). When it comes down to the levels of user experience and usability, skeuomorphism and flat designs are disparate visual solutions, yes, but neither is a solution to the massive usability problem (Riley, 2013). The best solution usually lies somewhere in the middle. There is a way to take all the good things from flat design and skeuomorphism/realism and apply them in a way that is still usable, even for highly complex interfaces.” (Page, 2014)

Thus, the purpose of this pre-study is to explore and focus on different interface design theories and detailed study about the skeuomorphism, skeuominimalism, and flat icon style in the context of the easy-to-use digital reading application. Moreover, how can all this design approach affect the user experience and the solution according to the user group?

survey-2
survey-1

#2

Designing auditory interfaces for
visually impaired users:
A systematic literature review

Designing auditory interfaces for
visually impaired users:
A systematic literature review

Abstract

Mobile devices are essential components of everyday life for visually impaired people. One common way for blind people to interact with modern applications is through audio representation solutions. Thus, audio realization plays a central role and is increasingly essential for an accessible computing environment. The development of the field forces researchers and developers to collaborate within different domains such as computer science, design, engineering, and medical expertise. Likewise, the innovativeness of many audio scenarios forces scientists to consider the theoretical aspects of auditory interface theory. This study aims to provide a brief overview of existing audio approaches for mobile devices and to consider different aspects in interfaces linked to user experience for the blind community.

Keywords: visually impaired user, auditory, user interface, user experience, accessibility

Abstract

Mobile devices are essential components of everyday life for visually impaired people. One common way for blind people to interact with modern applications is through audio representation solutions. Thus, audio realization plays a central role and is increasingly essential for an accessible computing environment. The development of the field forces researchers and developers to collaborate within different domains such as computer science, design, engineering, and medical expertise. Likewise, the innovativeness of many audio scenarios forces scientists to consider the theoretical aspects of auditory interface theory. This study aims to provide a brief overview of existing audio approaches for mobile devices and to consider different aspects in interfaces linked to user experience for the blind community.

Keywords: visually impaired user, auditory, user interface, user experience, accessibility

analys
literature review
story-mind
stakeholders-map
unpacking-interviews
prototype

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