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Thesis

2019-onwards
(18 items)

Design Education in 21st Century India: A Humanistic Foundation Design Education
by Indrani De Parker; supervisor/s: Prof. Raja Mohanty
Foundation Design Education is a basic or introductory course in modern design education that introduces the fundamentals of design to students. It comprises the first year of a four-year, all-exclusive design educational programme after a high-school education. It includes an introduction to basic skills, theories, design-thinking processes, human needs, and much more. The downside, however, is the focus on skills, which outweighs all else in the current Foundation Design Education courses. This study proposes that an emphasis on understanding the self for the designer and the self-other relationship in foundation design education could highly enrich design education. Central to the study is the humanistic concern that needs to be woven into the fabric of foundation design education. The study begins by attempting to examine the explicit acknowledgement of the self and the self-other in disciplines other than design and attempts to draw parallels in design education. The study also seeks to comprehend Foundation Design Education as it has been developed and practised in some of the world's leading institutions for modern design education, including the Staatliches Bauhaus Design School (Bauhaus) and the Hochschule für Gestaltung (HfG) School of Design, Ulm. The study of the Bauhaus Foundation Program revealed that there was undoubtedly a concern for the New Man in a new technological society, a humanistic concern. A series of interviews was subsequently conducted to discern the humanistic abilities that students needed to develop for a foundational design education. Some of the abilities that emerged from this investigation were: the ability to engage in holistic thinking; the ability to make a positive change; the ability to respond to real problems; the ability to research and imagine the future; the ability to engage in the processes of introspection of the self and extrospection with others. Introspection is one of the most obvious components of our unique human consciousness and sentience. The key concerns expressed by design educators in the interviews underlined the importance of a set of abilities that are critical for these students. These abilities are intended to be developed through assignments. The thesis proposes that an understanding of the notion of self for the designer and the self-other relationship can possibly lead to problem-solving methods that are more humanistic in their response to contemporary issues. A notion of the self sensitises the designer in a holistic manner, reinforcing the ability to observe, empathize, and facilitate preferred changes that pervade preconceived existing perspectives through the exploration of sustainable solutions in ecosystems. The thesis proposes that a suitably modulated foundation design education can enrich the programme. In conclusion, the study suggests that a better understanding of the notion of the self and the self-other relationship in foundational design education can possibly lead to design processes and methods that are responsive to the problems, issues, and needs of present times.
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Pass and Uger: Tools for Menstruation Management Sustainability
by Lakshmi Murthy; supervisor/s: Prof. Anirudha Joshi
This thesis deals with the sustainability of menstruation management. Lifestyles in rural India are changing. Three changes in menstrual management practices that we have observed in our practice are relevant to this thesis, the increased use of underwear among girls and women, increased use of Time Piece (TP), and the use of disposable sanitary napkins (DSNs). These changes do not necessarily align with recommended "best menstrual management practices" and are unsustainable. Menstrual management practices impact health, economics, cultural aspects, social and environmental factors, while creating multiple challenges for stakeholders such as rural menstruators, programme implementers, policy planners and others. Hence there are many dimensions that need consideration to make menstruation management into a sustainable process. The framework for the study was done in three distinct categories: the devices or products used, practices around management and spaces or facilities or infrastructure to manage menstruation. All three categories are inter – connected and interdependent. Four areas of enquiry formed the core of this thesis.
(a) Sustainability
(b) Social Change
(c) Participatory Social design
(d) Action research.

We explored the research questions through experiments, cross over trials, studies and personal communication with stakeholders, while considering three products, namely TP, DSNs and Uger. This thesis proposes two tools for sustainable menstruation management for rural communities. The first tool called PASS is an assessment tool that can be used to score and compare systems for sustainable menstruation management. The second tool, Uger pads, is a tool for managing menstrual discharge in a sustainable way. This thesis, by proposing these two tools, lays out multiple possibilities for future sustainable interventions for menstruation management.

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Investigating use of CAD during Idea generation stage of Product Design
by Purba Joshi; supervisor/s: Prof. B. K. Chakravarthy
CAD is an important innovation of this era that has enabled designers and engineers to visualize their ideas in 3-dimensions and communicate the same across various platforms. It is a well-accepted tool that is being used at various stages in the process of new product design and development. Many researchers (Stappers and Hennessey 1999, Tovey and Owen 2000, Robertson et al. 2007, Ibrahim et al. 2010, Won 2001) have argued the suitability of CAD when the ideas are crystallized and not for idea generation stage. CAD is well accepted as the drafting, visualization, and detailing tool but not as an exploration tool. However, it is an important tool and one of the many skills needed for a holistic design education without overriding the design process and curbing student’s design conception process. The literature illustrates gradual inclination towards the inclusion of CAD in the early stages of design with new input devices, better systems, and advanced software systems. The research focuses on investigating the impacts of using CAD on creative exploration during the idea generation stage of product design. It does not compare CAD with other tools but tries to understand its role when used in conjunction with conventional tools. As the role of CAD is well established in the later stages of design, the study focuses on the early idea generation stage in the context of product design (Cross 2005, Paul and Alex 2011). It was identified as a gap through the literature review. The research methodology is based on qualitative research. For the exploratory phase of the research, two pilot studies were conducted. For the first pilot, a time[1]bound design task was given to the students of product design. The next pilot study was conducted with the professionals where they were given a design task to be performed in limited time. The data used for the analysis was the visual data recorded during the design exercise and verbal data from the interviews. Based on the findings from both the pilot studies, an interview guide was formulated. The audio-recorded interviews were transcribed and coded using MaxQDA software. MaxQDA helped organize, cluster, and retrieve coded data,which was further used for interpretation and re-interpretation to draw the inferences and articulate findings. The findings inform readers about how 3D solid modeling CAD tool positions itself in the idea generation phase of product design. Research sheds light on the advantages CAD offers as a tool and the limitations that it can impose. Findings make designers aware of the limitations so that they can make informed decisions while designing. It helps establish a research methodology that can be adapted to study parallel contexts like fashion, craft, interior, and accessory design. Research informs pedagogy and can be used to develop the teaching strategies to make students more aware and not let tools drive their design decisions. Further, software developers can adopt the study to develop CAD programs more aligned with the needs of the designers.
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Strategies for Endogenous Design of Educational Games
by Sandeep Athavale; supervisor/s: Prof. Girish Dalvi
Educational games have remained more of a promise than a reality in changing the way we learn. Occasionally, a few educational games have gained prominence. However, the "code" to designing educational games that consistently meet the desired goal of learning through fun is elusive. A key to unlocking the potential of educational games is the creation of designs that merge the act of learning and playing. It is best if the player achieves the goal of learning by merely playing the game. Games with an "endogenous" design have the potential to meet this objective. In endogenous design, game elements are derived from the educational content. However, creating endogenous design is challenging. The commonplace technique of superimposing known gameplay over educational content will not lead to endogenous design. Superficial integration of content and gameplay, often referred to as' chocolate-coated broccoli’, results in games that are neither educational nor fun. Designers can achieve better integration with appropriate guidance. Unfortunately, research in educational games has focused less on the synthesis of educational games, especially so on endogenous design. The need for endogenous design has been identified in the current literature, but research has not progressed toward building specific guidance on creating such designs. The aim of our research is to bridge this gap. We identify specific strategies that designers can use to design endogenous games. Our research is guided by a pragmatic approach that the outcomes should be of use in practice while also adding new knowledge to the domain of educational games. We chose Design-Based Research (DBR) as an overarching research approach because of its focus on practical utility. The DBR hints at mining knowledge from existing practises and improving upon them. Hence, the strategies for design are discovered through the study of design practice. By inviting participants to design endogenous games, we explicate the heuristics they may use in doing so. Using ‘think aloud’ protocol analysis as a technique for data collection and analysis, several raw strategies are identified. We evaluate, aggregate, compare, categorize, and extend these discovered strategies. The strategies are organised into a process framework using the "Function Behaviour Structure" approach. This framework, named "Endogen, is the core contribution of our research. Exploration and translation are the two primary groups of strategies in the framework that enable endogenous design. The exploration strategies help in identifying the gameable elements in the content, such as actors, objects, movements, events, situations, and more. The translation strategies help in translating the extracted elements into game elements such as mechanics, resources, and gameworld. These two are supported by other strategies for core design, elaboration, and verification, to make the design process complete. With a focus on practical use, our framework is validated for its utility using a multi-method approach. The validation exercise confirms the utility of the framework in enabling endogenous design. The studies also bring up a few shortcomings, some of which are addressed in this thesis. In the end, we enlist issues regarding the adoption of new frameworks and address them in the context of the Endogen framework. The Endogen framework will benefit educational game designers and academicians, as well as students, in designing effective and enjoyable learning games. Researchers can extend our work in the future by adding newer strategies, applying them across contexts and in more ways than we can yet imagine.
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Exploring the content features of static images used as prompts for eliciting narrative writing from young elementary school ESL learners
by Saurabh Singanapalli; supervisor/s: Prof. Nina Sabnani
Language teachers are increasingly using image prompts in their composition classes, in keeping with the increasingly visual culture that learners are exposed to. In India as well, teachers use images as writing prompts to help learners practise various kinds of writing. However, there seem to be no specific guidelines or frameworks towards designing images for use as writing prompts, nor any reasoning as to why certain images might work best for this purpose. This research tries to address this, by looking specifically at image prompts in terms of identified content elements (dynamic action, background, foregrounding) and number of images, with the ultimate aim of arriving at a system by which image prompts appropriate for the purpose of eliciting narrative writing from young learners of English can be selected or created. In this experimental study, these image elements have been used to create prompts with specially-controlled features, and the responses of 117 learners from Class 5 of a CBSE school in India, to each of these prompts, have been recorded. Following blind rating by multiple raters, and a close study and qualitative analysis of the responses of different learners, it is concluded that including the content-element parameters of dynamism, a rich background, highlighting of special elements in the foreground, and presenting prompts in sets of 2 images, are ways in which image prompts can be made suited for the purpose of teaching and practice of narrative writing for this age group of learners. A validation study conducted after the main experiment confirms these findings. Additionally, this research also infers two additional points from the analysis of data: that image prompts with such features are particularly helpful in aiding learners to be imaginative and hence produce narratives with diverse themes, and that these prompts are particularly helpful for struggling writers.
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The Filmic House in Hindi Cinema: Explorations of Lived Space in the Cinematic Representations of Domestic Architecture
by Smita Dalvi; supervisor/s: Prof. Nina Sabnani
This dissertation aims to study the ‘Filmic House’ in Hindi cinema, a popular cultural medium, from an architectural standpoint by a systematic exploration of its architectural space. The domestic space is a most common cinematic image in cinema. In many cases, it forms the principal setting and displays distinctive characteristics. ‘Filmic House’ is defined as domestic space rendered in a film. The first chapter of Introduction explains some of the basic premises of the thesis, defines and creates a background for the subject of ‘filmic house’ from various perspectives, presents a review of literature and sets out the objectives and research questions. The second chapter on research design lays out the manner in which this dissertation deals with the subject area. The research design includes – devising a model for analysing the filmic house, setting out a typological approach for the study, explaining the criteria of selecting films for discussion, and making a filmography for each of the three typologies under consideration. Towards the end of this chapter is described the common methodology adopted for each of the three typology chapters. The thesis has discussed three dominant urban architectural typologies – the bungalow, the chawl and the apartment block – by way of their filmic representations. A chapter each is dedicated to each typology where they become individual essays, generating a set of readings. Finally, this research has produced a comprehensive appreciation of representation of domestic space in Hindi cinema and it furthers the understanding of architecture of home as a narrative and social space. This would be of interest to both film and architecture students and practitioners.
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Generative playfulness dimensions of play artefacts for children with special needs
by Aakash Johry; supervisor/s: Prof. Ravi Poovaiah
Play is an essential component of a healthy childhood, often manifesting even in difficult ecological settings. The instrumental nature of play and its role in development has been the focus of research for a long time, especially in the case of children with special needs. Existing literature presents contradictory opinion on how play of preschool children with Intellectual Disability (ID) differs from their typical peers, based on comparison of their play skills and complexity. There is also a gap in existing knowledge on designing for play of these children, with lack of theoretical frameworks and guidelines for design practitioners. The main objective of the present thesis is to study the relationship between design characteristics of play artefacts/activities and observed playfulness of preschool children with mild to moderate ID. Playfulness has been used as a handle to account for the experiential and affective components of play activity and an assessment framework has been developed over the course of the thesis, based on Sanderson’s (2010) construct. The thesis follows a sequential, exploratory mixed-methods design, where play interactions of children with a variety of age-appropriate toys are analyzed in a free play context using a qualitative analytical framework derived from Classical grounded theory (Glaser, 1998). With the perspective of a design activist, a number of useful actionable insights have also been reported for design practitioners and facilitators. A playfulness assessment framework has been developed which could be used to compare individual play episodes and observe the effect of interventions. Lastly, an initial proposal is made for a model useful for design practitioners to control the features in toy design using the dimensions and aid in the idea generation process for developing playful solutions, which would need further validation.
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Investigating the effect of collaborative structures on design problem solving in children
by Anisha Malhotra; supervisor/s: Prof. Ravi Poovaiah
Design and Technology education is a compulsory course in schools in many countries and it offers a methodological training in concepts of design and technology through practical application of real life problems and use of standardized design methods. Design in Indian schools is predominantly considered ‘visual’ and is learnt as a part of art education comprising of artistic skills and not acquiring skills such as problem-solving for creating value, divergent thinking, empathy, etc. The Design and Technology education acknowledges the difference between professional designers’ design thinking and aims and objectives of novice school children learning design (Anning et al. 1996). Unfortunately, and in spite of considerable evidence to the contrary, a rigid, linear approach to designing still predominates in school’s design and technology education which is highly influenced by methods designed for adult design professionals. Current practitioners of collaborative design education follow certain distributed models for teaching design to children, but none of these models focus on organization of groups.The aim of this thesis is to design effective collaborative structures and guidelines for design task with instructions suitable for children in Indian middle (municipal) schools. The thesis tests the hypothesis whether group composition (when and how the groups are formed) effects idea generation of novice school children in a design problem-solving session. We tested four different collaborative conditions based on the composition of dyad groups, with students in the age group 11-14 and measured the effect of group organization on design output and communication. Game designing and group size of two were found to be the most promising conditions for collaboration resulting in flexibility of ideas. Two final design trials were conducted with the students in a longitudinal study where the second design trial served as a validation to the findings of the first design trial. We used a mixed method analysis to investigate differences in design output as well as design process. A ranking was generated based on the scores of these four factors. This was followed by a thorough communication analysis of the videos of groups solving the design problem. The four collaborative conditions were also evaluated on gender differences by comparing same gender groups with mixed gender groups. Differences were found in performance of children groups under different collaborative conditions. Insights on problem-solving strategies, group communication, attitudes of team members resulting in positive and negative social-interdependence are discussed in conclusions of the thesis.
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Conjecture - Analysis Model for Integrating Sustainability in Design Pedagogy
by Rupa N. Agarwal; supervisor/s: Prof. Ravi Poovaiah
Design will do well to have sustainability as the meta-objective of every design project. But concerns expressed in design discourse show that this is not so. Even though there are many approaches, techniques, metrics, and indices for sustainability, it is not effectively integrated into design. It is the quest of this study to find the reasons why effective integration of sustainability into design does not happen. One of the major gaps found was that designerly ways of dealing with sustainability were missing. Adopting sustainability measures developed in other domains does not have great success in design. The premise, therefore, is that design is not responding to sustainability with its true nature. The larger purpose of this inquiry is therefore to align the ontological nature of design with the epistemology of sustainability. This alignment can be achieved through conjectures. Further, it is proposed that sustainability can be addressed effectively in the domain of design through the Conjecture Analysis Model for Sustainability (CAMS). Conjectures are whole or partial design solutions that have been implemented in previous instances. The conjectures further find application in new design situations. A pragmatic view has therefore been taken to integrate sustainability conjectures into the C/A model. It was found that this model could be leveraged as a pedagogic tool to integrate sustainability conjectures into student design projects. The overarching methodology is action research. The main purpose of action research is to improve practise through developing reliable procedures to guide students towards sustainability.
This methodology has guided this study in two ways.
1. To develop the model progressively along the action research stages.
2. To use action research as theory in action by demonstrating that conjectures are the link between the theoretical constructs of design ontology and sustainability epistemology.
The research contributions are
1. Developing a model representation for pedagogy of conjecture and analysis for sustainability (CAMS). It is essentially a model for converting unsustainability consequences into sustainability conjectures. It is proposed that this model should be used as a teaching-learning aid for sustainability.
2. To expand the vocabulary of conjectures by identifying typologies used in the design process. One of the main challenges facing the development of the model is to address not only environmental sustainability issues but also other aspects of sustainability such as social, cultural, lifestyle, and consumption patterns. By doing this, the generalizability of the model increases to a wider range of design problems and it has relevance to different design disciplines.
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Developing a Semiotic of Bombay’s Art Deco Architecture (1930-1949)
by Mustansir Dalvi; supervisor/s: Prof. Ravi Poovaiah
The intent of this PhD research is to critically examine the language of Bombay’s Art Deco architecture from 1930 to 1949 in order to develop a semiotic to read meaning into its form. By retrospectively describing this architecture as ‘Art Deco’ (the term came into common currency from the ‘60s), this period has been studied as a stylistic label, with the baggage of colonialism (the copying of a foreign architecture) and revivalism weighing it down. Such an approach regards all the buildings of a particular period as more or less homogeneous, and built out of the same common motivating factors. . In examining the facades of cinema houses, office buildings and apartment buildings of the period 1930-1949 our aim was to read these buildings as the billboards of their age, as metonymic representations of the whole. In previous work done on the subject this vital component has not been tackled and our intention has been to research into these buildings as rich semiotic/semantic texts. Our research looks at these buildings as objects in themselves and seeks out semiotic congruency in the buildings of Bombay during the 1930s and 1940s. The processes, methods and tools adopted are semiotic, and the objects/buildings examined and analyzed synchronously and (largely) from an ahistoric standpoint. The set of research tools chosen for this semiotic analysis were used to observe and analyse the signification of objects. These properties are used to generate an ‘exemplar’. Based on the determination of exemplars, a bundle of features or Basic Objects were derived, and then validated for proximity. These properties were then be searched for, metonymically, in other such objects for ‘self-similarity’ or ‘family resemblances’. The aim of this research is to find, if any, patterns of collective significance in the buildings of Bombay from 1930-1949.The methodical framework we used for carrying out this research was as follows: The building facades under study were looked at as cultural products of their time and contextualised in order to appreciate the ‘conventional meanings’ attributed to them. This research has produced a better understanding of Art Deco architecture in Bombay as significant producers of meaning. We believe that our research contributes to the architectural xvi history of pre-independence Bombay and India, Art Deco architecture and building facades, and offers methods for any future semiotic analyses in architecture. There is a further scope of using the tools adapted for this research in the analysis of buildings other than Art Deco as having inherencies and salience. We believe that this research has made significant contributions to the field of architectural design and historical research.
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Devanagari handwriting primitives and their effect on acquisition
by Santosh B. Kshirsagar; supervisor/s: Prof. Ravi Poovaiah & Prof. Uday A. Athavankar
Since ancient times, across civilizations, various scripts have been developed and have continued to be in use even today. This proves that the practice to learn and write is ancient. However, evidences of scientific research on handwriting can be traced only since 19th century AD and most of it is Roman/Latin centric. Surprisingly, in a multi-script country like India, no trace of scientific research has been found on the process of teaching and learning handwriting. Each script is unique and has different graphical and morphological aspects. Hence, it is necessary to study every script individually. The skill of handwriting is acquired through regular and step-by-step practice. And it starts with learning some basic strokes. Traditionally, various learning aids also known as primers were used to teach handwriting. These basic strokes didn’t seem to be of much relevance for a complex script like Devanagari. How important are the basic strokes for handwriting acquisition, hasn’t been researched yet. Therefore, to confirm the conventions, instructional theories of academicians were studied. Further, we shed light upon what can be Devanagari’s basic strokes and, how to extract them. The session on extraction, was conducted with two groups of people. The first, with six random participants who were given general instructions to cull out the various basic strokes of Devanagari. The second group comprised five expert participants who were given pointed instructions to perform the same task. Clustering these strokes as per form and movement similarity, led us to find primitives for Devanagari handwriting. The primitives were classified into ‘unidirectional’ and ‘multi-directional’. Now, to test the efficiency of these primitives, final experiment was designed. The results of statistical analysis of the jury evaluation proved that the basic stroke practice is effective for correct handwriting acquisition. Moreover, it was also proved that script specific practice is necessary for correct acquisition. The newly extracted Devanagari primitives for handwriting have shown significant impact on handwriting acquisition by new learners. The manual method for extracting handwriting primitives are proposed, which will surely help many other Indian scripts in the future.
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Study on the Role of Narratives in Product Form Visualization
by Suresh Sethi; supervisor/s: Prof. Ravi Poovaiah
Designers’ intuitive responses are often derived from their own experience, but there has been little research that studies the use of narratives rooted in designers’ lived experiences. The aim of this academic research is to investigate whether the use of narratives could help designers to work more effectively when generating product form. The focus is on the preliminary phase of the design process when designers generate the initial product form. The research consisted of two main phases: fieldwork, which established that designers do make use of narrative in their practice, and workshops to demonstrate how the use of narratives support form generation during the design process. The workshops and the subsequent evaluation proved that narratives helped the participants in planning and navigating the design process. According to the research results, the use of narratives helps designers to work more effectively on generating product form during the preliminary phase of the design process. By building on this narrative schema, designers have discovered that design is not set apart from daily life but springs forth from the visual impressions of their experiences. Based on these findings, this thesis proposes a three-step narrative method of “share,” “recollect,” and “visualize.” This method encourages designers to first share – i.e. narrate – a personal experience, then recollect the emotions the given experience evokes in them and, finally, visualize the experience in the form of sketches. Sketches and drawings help designers organize thoughts and dig deeper. As a result of the three-step narrative framework, the design process, which often starts with ambiguity and anxiety on the designers’ part, can lead to wonderfully unique solutions. Product form visualized with the help of personal narratives is aesthetically more appealing – stronger, more dynamic, varied and surprising – than designs that come out of a functional brief without any personal narrative. The research uncovered several aspects of narratives that call for further clarification and study. An interesting issue mentioned by several participants in different phases of the research focuses on whether other people – including the future users of the objects – can really relate to products born from the highly personal experiences and memories of designers. Although some details of the real-life use of the method will need to be investigated and clarified in the future, it is evident that the method has clear implications for design education. Teaching design students to use narratives as part of their concept generation, particularly in the early stages of design when concepts are ambiguous, can lead to new interpretations, novel products, and a more personal connection with the work process.
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Role of Random Analogy in Creative Idea Generation for New Product: An Empirical Study
by Sharmila Sinha; supervisor/s: Prof. B. K. Chakravarthy

The rapidly changing world scenario and its implications on social needs and behaviours in this new century have stirred the focus of organisations towards the fostering of new ideas. The phenomenon of idea generation has been studied in the field of cognitive psychology in order to better understand the workings of the mind. Substantial innovations often result from transferring solutions from one industry or domain to another by forming correspondence between elements of representation, creating a path for cross-transfer. Analogies possess the potential to juxtapose knowledge from one domain to another, following the principle of making "the strange familiar and the familiar strange" (Gorden, 1961).

In the creative field of design, expert designers often use analogies for strategic problem solving and new idea generation based on prior experiences (Dunber & Blanchettel 2001). Therefore, in the case of novice designers, inculcating this way of thinking can be a way to overcome linear, patterned thinking and expand the boundaries of creative exploration. This stems from the tendency to search for solutions that have previously shown results or search for results within an area of expertise to override the fear of failure. This has led most "design by analogy" studies to focus on data mining (Altshuller 1984) using computational support for big data management and retrieval. While studies reveal that analogy usage is pervasive in many disciplines, there are very few studies that show how and why novice product designers face challenges when using analogy for ideation.

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An ergonomic assessment and development of a design intervention method in the unorganised sector based on physiological, postural, psychological and environmental (PPPE) scores with special reference to traditional brick making industry
by Amar Kundu; supervisor/s: Prof. Gaur G. Ray

India is the seventh-largest country by geographical area and the second-most populated country in the world. Almost ninety-four percent of the Indian workforce is working in the unorganised sector. Unorganized activities are labor-intensive, necessitating low-level skills and relying on age-old, primitive technologies that pose occupational hazards. Occupational stress can be divided into four major classes, such as physiological stress, postural stress, psychological stress, and environmental stress. The earlier research on the unorganised sector recommends ergonomic design interventions to improve workstation ergonomics. more ergonomic. Mechanization or automation in India, like in other developed countries, is prevalent. An unorganised sector is difficult. Therefore, it needs a context-specific, low-cost design. intervention from the viewpoints of sustainability, cost-effectiveness, and manpower employment, which can reduce occupational stress. It is essential to find out the most significant In the unorganised sector, there is a pain point for doing context-specific design interventions. Hence, the prioritisation of the most painful stress among all other occupational stresses is most important. A physiologically stressful job demands a high physical workload and needs to be redesigned to provide leverage or low-cost mechanization. The pastorally stressful job must be eliminated. change the working posture. The causes of psychologically stressful jobs must be discovered. psychological stress, reorganise the job, and improve the employer-employee relationship. For an environmentally stressful job, the working environment needs to be modified by the worker. acceptable limit. An environmental stressor can be managed at the source or in between the source and the subject (like using PPE).

The Minimum Wage Act, 1948, helps with the fixation and execution of minimum wages to prevent exploitation of labour through the payment of low wages. The minimum wage rate can be fixed at a) a time rate, b) a piece rate, c) a guaranteed time rate, and d) an overtime rate. The Indian Labour Conference (1957) had come up with a norm that should be considered during minimum wage fixation. Minimum wages in India's unorganised sector are set at 2700 calories per day. Ergonomics can validate unorganised workers' energy requirements. The minimum wage fixation committee considers four consumption units per earner. But in the Indian scenario, there are six consumption units per earner (worker, spouse, two kids, and parents). Social scientists must reconsider wage fixation norms in light of this.

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Investigating Design Strategies for Classroom-based Augmented Reality Learning Experiences
by Pratiti Sarkar; supervisor/s: Prof. Jayesh S. Pillai

The Indian schools in Tier 2 and Tier 3 cities have technology-driven classrooms. However, learning subjects such as (but not limited to) mathematics, science, and history that include abstract concepts often becomes challenging for students due to the requirement of visualising skills, a lack of learner-content control, and frequent disengagement. This leads to the requirement of a student-centered technological pedagogical tool. According to recent research, Augmented Reality (AR) is one of the emerging technologies for student-centered learning that superimposes computer-generated virtual objects onto the real world in real time. Moreover, the ubiquity of mobile phones has led to increased integration of AR and mobile learning. In the context of Indian schools, this technology is still being explored and is yet to be added to the benefits of classroom teaching. Hence, there is a need to identify the ways in which AR technology can be designed and used in Indian schools to provide an interactive, immersive, and enhanced learning experience. To create such a classroom-based Augmented Reality Learning Experience (ARLE), the potential design strategies have to be identified and applied.

This dissertation advances our understanding of these problems in two ways: (1) to characterise the design strategies of an ARLE incorporating the three dimensions of learning, i.e., content, incentive, and interaction (Illeris, 2003), and (2) to apply the identified design strategies in creating an ARLE. We have used design-based research (DBR) as the overarching research approach to design and iterate on the potential solution. DBR is a research methodology that aims at the development of educational interventions or learning environments through iterative cycles of analysis and exploration, design and development, and evaluation and reflection. We carried out seven research studies (N = 235) using a mixed-method approach in two cycles of DBR.

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Indigenous Art Pedagogy: An ethnographic study of visual narratives in the Bhil art of Madhya Pradesh India
by Debjani Mukherjee; supervisor/s: Prof. Mazhar Kamran & Prof. Disha Nawani

The artificial divide created by formal institutions such as schools makes us believe that learning primarily happens within the confined walls of a classroom. This assumption, besides certifying learning of a certain kind, inadvertently disowns learning practises in other informal contexts, past or present. The study endeavours to celebrate 'learning of an art form," which is perhaps more spontaneous, natural, and organic, with the intent to draw pedagogic insights that might be later adapted to informal and formal learning spaces as well. The choice of the Bhil artist community in India was deliberate and conscious, as it makes for an interesting case study where their artforms, which are in transition, reflect both continuity and discontinuity in their beliefs, relationship with art, and art practises from the past. On the one hand, their ritualistic Pithora artform is essentially traditional and confined within the community, and on the other, the Bhil art is also emerging as a commercial artform. This transition is comparatively recent and situates indigenous art in the present by addressing the dynamism and evolution of the art itself.

The research objective thus has two aspects: understanding the nature of the human-art relationship and the pedagogic approach to its practise. The research posed several challenges, particularly in identifying a particular theoretical lens that would do justice to the above research objective. Since the artform had various dimensions to the study, I have used critical insights from the works of several thinkers and scholars working in diverse areas. I have used Durkheim’s lens (1912) to study the belief system of the community linked with art, Paniker’s lens (1972) to interpret the oral narratives guiding the art, and Dehejia’s lens (1990) to understand the visual narratives. Further, I have used the elements and principles of art to analyse the visual form of the art.

For a study of this kind, ethnography—the flesh and blood approach, which entails immersion in the field and uses participant observation as a central tool—was an obvious choice. Given the complex nature of the study and its location across multiple sites, involving several artists and respondents, the methodological approach adopted in the beginning also kept evolving. The research tools were extended to involve structured, unstructured, and group interviews and workshops. Visual ethnography helped in documentation through photographs, videography, and sketches. Over and above this, a research methodology was designed such that the researcher herself started learning the indigenous art from a senior Bhil artist, Bhuri Bai1, and documented the process through visual ethnography and reflective research. This ‘experiential ethnography," along with reflective documentation, later became the critical tool for data collection and analysis.

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Events and Intents: Understanding Fun in Mechanic-driven Tabletop Games
by Malay Nitinkumar Dhamelia; supervisor/s: Prof. Girish Dalvi
Board games are meaning-making institutions. Certainly, they can be things—objects or artefacts for passing time, entertainment, learning, or socializing. However, a thing cannot survive millennia without being meaningful to the people, their countless generations, and their culture. Board games are institutions because they have norms and behaviours set around them. There are cultures in and around gaming with procedures, norms, and rituals identified over years to support the meaning-making in games. Mokshapattam, the 13th-century predecessor of the modern Snakes and Ladders, Chutes and Ladders, and other variants, served as a conduit for moral instructions, play, and performances. Contemporary board gaming encounters can also be seen as having gaming etiquettes that facilitate collective and individual meaning-making. Board gaming is an institution because it caters to fundamental social, cultural, and human needs—the search for meaning in acts, environments, and events. Perhaps it is the novel meaning that games afford, or perhaps it is the novel mode of meaning-making in games that has allowed them to survive for so long. The quest to understand the meaning and the meaning-making in games has puzzled thinkers from across time and disciplines. On the surface, games have been used to make sense of life. "Life is like a game" is a commonly suffixed sentence used by thinkers and philosophers. The "like a game" kind of thoughts indicate that games were used as a scaffold, a muse, perhaps an inspiration to understand other aspects of a thinker’s interest. The pre-Socratic philosopher Heraclitus used games to understand the abstract concept of time using games: "Time is a game played beautifully by children." Wittgenstein used the family resemblance of games to understand language. Using games as a metaphor for other concepts perhaps indicates the meaning-making potential in playing games.
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Design Interventions in Farm Equipment for Indian Small Farmers
by Pai Sanket Satish; supervisor/s: Prof. Sugandh Malhotra, Prof. Selby Coxon & Prof. Robbie Napper
The Indian agriculture sector is an essential part of the country's economy and employs a significant portion of its population. Farmers with landholdings of less than one hectare and between one and two hectares are classified by the Indian government as marginal and small-scale. Due to the fragmentation of landholdings and land division among children with each new generation, the number of small farms and farmers is steadily increasing. This land size reduction can impact the farmers' yield and ability to afford farm inputs, making small farm cultivation a challenging process. Despite a thrust towards farm mechanisation, most small farmers still rely primarily on traditional tools and methods. Though farm implements reduce drudgery and enhance efficiency, small farmers struggle to balance investment in expensive farm equipment and crop yield. A gap exists between simple, cheap hand tools and costly, large-scale powered tools like tractors. The research has led to the generation of a design framework that allows for designing context-specific, human-centred interventions in farm equipment for small and marginal Indian farmers. The design framework has been verified during the steps of the project-based iterative design approach. This has led to the design of a low-cost, portable, human-powered rice thresher that considers the locally available materials as well as skill sets of fabrication and repair while allowing ease of learning and operating. The framework developed to design these types of interventions would help other researchers, designers, and engineers to work more effectively in the farming domain. In the long run, the research aims to improve small farmers' livelihoods while improving food security.
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2009-2018
(15 items)

Investigating Design Strategies for Audio-Visual Interfaces for Emergent Users
by Abhishek Shrivastava; supervisor/s: Prof. Anirudha Joshi

Because of the massive expansion of mobile in these regions, emerging users in developing countries are rapidly gaining access to Information and Communication Technology (ICTs). However, they still need appropriate interfaces to perform better with interactive products. Many regard that audio interfaces like Interactive Response Systems (IVRs) can be the best-fit interfaces for emergent users on account of easier deployments, and a strong presence of vocal culture in developing regions. In addition, IVRs are known to improve system usability and task completion rates by preventing users from losing track of interface features, functions, and limitations. They insist on using directed dialogue IVRs for novice users. It seems possible that by using IVR-based interfaces with directed dialogue for emergent users, the advantages that exist for first-time users can be transferred to emergent users.

IVRs, however, pose serious usability challenges to their users because of the inherent transience and temporality of audio. Tatchell finds IVR-based services difficult to learn, easy to forget, and confusing. Users must pay attention to the audio prompts presenting menu choices and system control features. This places a significant strain on the user's working memory. Consequently, user interactions with directed dialogue IVRs suffer from "poor referability" and "absence of memory aid." Recent studies with emergent users in focus have reconfirmed these usability difficulties. A lesser-explored approach aimed at addressing usability barriers with IVRs is the use of coordinated visuals along with audio prompts. Our efforts in the current research work are primarily based on this approach.

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Technology Adoption by Emergent Users: A User-Usage Model
by Devanuj Kanta Balkrishan; supervisor/s: Prof. Anirudha Joshi

We propose a user-usage model to describe and predict the technological adoption of information and communication technology (ICT) by the users who have been significantly disadvantaged in terms of their capabilities to access, learn, and use ICT artefacts and, at the same time, could benefit from them in terms of an improvement in quality of life. We have termed this class of users as the "Emergent Users" (EU) to signify the hope absent in terms such as "poor," "low-literate," etc.

We define technology adoption as the initiation, learning, and sustenance of usage. It is well appreciated that ICT could benefit the EUs in many ways, such as improving the access to and the efficiency of education, healthcare and governance: and helping in the livelihood activities. However, an ICT intervention may not reach its potential if technology adoption is inadequate. That implies that, if we aim to design ICT artefacts that are meaningful for the EUs, we need to study technology adoption by them.

The user-usage model is a two-dimensional categorical matrix. Depending on user-related factors such as age, gender, prevalence, etc. (the input variables), the "placement" of a user in the user-usage model (the output variables) could be decided. The vertical dimension of the model represents the user types—the archetypal categories of the users based on their usage patterns. There are six user types. Basic users do only the tasks that require one or two presses of hardware buttons. Navigators can navigate the menu hierarchy. Text inputters can type text. Saver can follow, design, and manage the directory structures to save files. Account holders can use account based applications to manage online identities and communicate with other accounts. Transactors can buy things online. The user types are arranged in increasing order of their ability to deal with complexity.

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Integration of Human-Computer Interaction Activities in Software Engineering for Usability Goals Achievement
by Anirudha N. Joshi; supervisor/s: Prof. N. L. Sarda

Software Engineering (SE) aims to have a systematic approach to the development, operation, and maintenance of software. SE process models, including waterfall, agile, and Rational Unified Process (RUP), guide software development projects. Human-computer interaction (HCI) is a multi-disciplinary field with a focus on the interaction between humans and computers. HCI also has a well-developed set of processes, activities, methods, and deliverables. Though HCI and SE have overlapping concerns, there are major gaps between HCI and SE in theory and practice. In this research, we focus on the integration of HCI activities into SE process models.

We review current literature in design, HCI, and process frameworks. In this framework, we identify HCI activities, methods, deliverables, and skills that are essential and must be integrated into SE processes. We use this framework as a baseline for integrating HCI activities and propose extended process models for waterfall, agile, and RUP. In each case, our approach is to integrate all the HCI activities that we consider essential, to integrate them at a point in the SE process where the HCI deliverables will be most useful, and at the same time to keep the original intents of the SE processes intact.

To demonstrate the validity of our process framework and the integrated process models, we propose the Usability Goals Achievement Metric (UGAM), a product metric that measures how well the usability goals of the product are achieved, and the Index of Integration (IoI), a process metric that measures the extent to which HCI activities are integrated in a project as compared to a prescribed process model.

To help set goals systematically, we developed the Usability Goal Setting Tool (UGT). UGT helps a design team break down high level goals into more granular goal parameters. We evaluate and refine UGT through formative (qualitative) evaluations and validate it through summative (quantitative) evaluations. With data from 65 industry projects, we show that UGT is internally reliable and has reasonable granularity and coverage. This data also established the need for such a tool. It was surprising to find that more than a third of the usability goals that were considered important in those project contexts were not achieved. We identify 8 goal parameters that are typically high-weighted but have insignificant weight score correlations.

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Design intervention through experience-based pedagogy to decode process of learning in primary school children
by Poornima Sajive Nair; supervisor/s: Prof. B. K. Chakravarthy

This work seeks to decode the manner in which children from marginalised societies learn. This thesis establishes the mode in which children in primary schools, in particular, internalise misconceptions. It further establishes that experience-based pedagogy is not an effective method to enable learning with understanding among the children of the marginalised section of society (lower economic stratum).

NCERT is framing and proposing to introduce Experiential Activities across the Education Boards as a national initiative. On the directive of NCERT, several schools in the city are replacing existing curriculum with experience-based learning. Previous attempts to set up schools based on experiential learning have not gained impetus, and schools based on the philosophy of experiential learning have opted to change the mode to formal systems. Experience-based pedagogy is based on personal experiences or learning ‘by doing’. Experience based pedagogy has been effective in schools globally and is an established mode of communication for conceptual understanding by educators. It is considered an effective tool for learning with understanding among primary school children.

The underlying methodology is in three parts: (1) an initial correlational study, in which a phenomenon is observed and studied. (2) an intermediate study using phenomenography to establish the occurrence of the phenomenon in other geographic areas of the country; (3) a specific study, which entails studying 20 school children for 18 weeks; and finally, a focused study on 3 students who dropped out of the group of 20 children. The hypothesis is based on two main theoretical concepts. The first concept is based on Kolb’s experiential learning theory. This theory advocates the feedback mechanism and looping between reflection, analysis, and observation. This process goes on until conceptual understanding is achieved.

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Role of 3D Prototyping in Visualization of Heart Defect Morphology and Surgical Planning
by Guruprasad Kuppu Rao; supervisor/s: Prof. B. K. Chakravarty & Prof. B. Ravi

A prototype is well established as a "design tool" for its key role in problem solving. Prototypes for industrial applications are well investigated and demonstrated. Prototype-making involves a lot of creativity in addition to the necessary skills and resources. With the advent of three-dimensional (3-D) CAD and 3-D printing, making prototypes has become somewhat effortless. Since the last decade, 3-D printed prototypes have been used for various healthcare applications. From published literature, we can see its applications are growing. Some of its applications include anatomical models for teaching, procedural planning, surgery guides, and implants. The medical image information obtained as DICOM data can be processed to integrate and regenerate the shape of anatomy. This forms the basis of medical 3-D virtual modelling and, subsequently, its fabrication using 3-D printing.

From our literature study, we see work on hard tissues while soft-tissue applications are sparse. This is due to certain challenges they pose in image processing. The current research study focuses on one of the soft tissue-based organs, namely, the heart. The motivation comes from the risks that the organ poses at birth, called Congenital Heart Disease (CHD). They are caused by the malformed heart during embryonic development in the foetus. Because defects occur at random, they manifest in a wide range of forms. Many of these minor defects resolve in early childhood. However, the severe and moderate defects need surgical interventions. Like any treatment, early detection helps plan treatment management. In most cases, neonatal echocardiography is the gold standard for assessing the condition. However, there are a few complexities that are hard to diagnose and plan corrective procedures for. The infant’s heart surgeries are generally risky, and planning such interventions on the operation table can be risky and can lead to the loss of precious time. In such cases, clinicians may study the digital models on a computer. The virtual 3D models can be zoomed in, panned, and rotated to explore. Surgeons are used to spatial visualization, where touch and feel are essential. With just the virtual models on screen, the rich heart morphology cannot be completely visualised. It is here that we see clinicians needing physical models for haptic exploration in true size and shape to plan interventional procedures. These physical models can be called patient-specific heart models. While the literature shows such applications, we observed a few gaps: absence of a standard workflow procedure to identify the nature of cases that demand models, how to accurately produce them, and how to evaluate their accuracy.

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A Conceptual Framework for Opportunity Identification in Product Design Innovation
by Gayatridevi Menon; supervisor/s: Prof. B. K. Chakravarthy

Innovation is being increasingly recognised as a key factor in the growth of enterprises. As Drucker puts forth, every organization—not just businesses—needs one core competence: innovation. Consequently, it has been recognised that the opportunity identification and implementation phases of innovation are required for continuous innovation. The opportunity implementation stage has been studied extensively and given a lot of importance, but insufficient attention has been paid to the opportunity identification stage. This stage was too important to be left to chance. A planned approach to opportunity identification would help designers contribute towards innovation.

Since the seeding of innovation for a new product, the opportunity identification stage has become critical. Development takes place during this stage. This has led to the recognition of opportunity.identification phase as a creative phase that requires design thinking and approach. It has It has alsoHaving been identified, attempts require a framework or a planned process to identifyand develop new products based on these opportunities. This research study investigates the potential role of design in the opportunity identification phase to arrive at a conceptual framework for this purpose. Further, this study considers an open model of innovation wherein industries/organizations collaborate with external designers/design academia to bring a new perspective to product opportunity identification and has been carried out in this context. The motivation for investigating this area was to gain a better understanding the role of designers and design thinking in identifying opportunities for ii identification for product innovation. What were the approaches and methods that assist in arriving at various design opportunities? These are some of the issues that have been a focus of this research.

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Designing Desirable Service Experience: A Pattern Language Framework from Touch Point Ecosystem Perspective
by Pramod Khambete; supervisor/s: Prof. Uday A. Athavankar

Service relationships focus on the solution value and the experience value that are realised by the customer in service encounters. In today's techno-social and business environment, satisfying service design necessitates conscious design efforts to harmonise a mix of tangibles and intangibles such as people, objects, technology, systems, and processes.Specifically, we must now think in terms of designing for the experience of interacting with a constellation of "touch points" rather than channels. The coordinated operation of a group of interconnected Touch Points necessitates different considerations than designing individual Touch Points, which is difficult in and of itself.Multidisciplinary teams and collaboration with end customers would be essential to accomplishing the formidable task. By focusing on the service experience phenomenon and providing a framework useful in designing for a desirable customer experience, we attempted to contribute to the emerging body of knowledge and practises in service experience design.

We first provided a sharper definition of the concept of "touch point,"  adopted an ecosystem perspective, and modelled the service relationships anchored in customers' interactions with Touch Points during service encounters. Later, Pattern Language, which is an experience-focused, participatory approach for designing complex systems, was identified as a suitable candidate on which a design framework could be based. To gain a better understanding of the service experience phenomenon, existing knowledge was investigated, not only from pattern languages but also from various other disciplines and exploratory studies.From there, extensive data pertaining to service experiences, particularly interactions with Touch Points and Touch Point Ecosystems, was gathered in order to iteratively create the design patterns and language.An intermediate formative assessment was done to confirm that we were on the right track, and the language was refined. We also conceptualised the other components of the framework: a process for application of the pattern language and a "tool" to apply the pattern language.

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Shaping Homes Studies in the Design of Apartments in Mumbai
by Neelakantan P. K.; supervisor/s: Prof. Nina Sabnani

The guiding question of this research is how the image of home is constructed. As an image, how is the home imagined, drawn, projected, and, most importantly, conceived? As a composition, how is the home arranged, pieced together, and fabricated? As both an image and a composition, how is the home evoked? Sociological and psychological approaches to built form have treated "design" as a more socio-cognitive structural activity. Approaches of this sort tend to see design as the evolved arrangement of a sociality—more in terms of an apparatus that has been arrived at via evolutionary processes. At the sites on which these home spaces are built, within housing schemes and tiny flats, the intentions of the primary makers of these spaces and how they negotiate are not visible or are lost in sweeping readings of space. Also downplayed are the intentions at work in the making of situated meaning—the on-site practise of making spaces. If practise is an act that constitutes knowledge-in-action, it would inform us about things not encapsulated in theory. This study is therefore an attempt to understand the making of the home through design practice.

This inquiry is posed within the urban metropolitan milieu of Mumbai - within the framework of the design of the apartment flat artefact, with the developers, dwellers, and designers as the primary stakeholders. From the perspective of design, the flat has two points or levels of intervention. At one level, it is conceived within the mass-housing apartment complex format—just one flat amongst many others. On the other level, the flat is conceived purely within its interior. These two conceptions are studied via two live cases, which represent the differing contexts in which the artefact is shaped. The researcher witnessed and documented the complete unfolding of the design in these two cases. The documented whole, consisting primarily of discourse between designers and between designers and dwellers, was then subjected to thematic analysis.

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Driving simulation-based enhancement of visual-scanning pattern of novice drivers during initial training
by Sajan S; supervisor/s: Prof. Gaur G. Ray

The Indian automobile industry is one of the fastest-growing markets in the world. This steady growth has also meant more challenges for on-road safety, as there has been a steady increase over the last several years.of road accidents and fatalities have been reported over the past several years. Majority of These accidents were found to be caused by human errors or the fault of the driver. Statistics also pointed out a larger representation of young drivers in the reported accidents, who are in theirearly days of licensure. One reason for this overrepresentation of young drivers in accidents Statistics were identified as a gap in traditional driver training and evaluation.approach practised in the country, compounded by adverse behavioural and attitudinal factorsof young drivers. This research focused on human factors and skills associated with driving.to understand accidents caused by human error. The research intends to improve novice drivers.training and evaluation system in the country by emphasising aspects like self-awareness,safety perceptions, self-evaluation, hazard perception, better communication between drivers,and practical use of traffic rules and regulations. The research first explored the nature of Human errors in driving and the effect of conventional driver training and evaluation approaches in creating safety and risk perceptions in novice drivers. It was understood from the According to studies, the conventional system focuses primarily on vehicle handling skills or procedural knowledge.skills necessary for driving, whereas the complex task of driving requires both procedural andcognitive skills. Cognitive skill development, like hazard perception, visual scanning skills,Situation awareness, risk management, decision-making, etc., were found to be absent in thepresent system. The conventional system was also identified as lacking methods to develop skills.necessary for the visual identification of risk factors in a driving situation. These lacunae in the system was found to have an adverse effect on safety and risk perceptions, and riskmanagement skills of novice drivers.

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A Usability Assessment of the Effect of Less Literacy on the Use of Instructional Videos and Information Architecture
by Indrani Medhi; supervisor/s: Prof. Anirudha Joshi, Prof. Uday A. Athavankar & Dr. Kentaro Toyama

Today, information and communication technologies (ICTs) are reaching the hands of people. in the remotest corners of the world, from mobile phones and PCs to handheld tablets. If we consider mobile phones, as of 2014, there were 6.9 billion accounts in the world, and 78% of the subscribers lived in developing countries. However, just having access to ICTs does not mean being able to use them to one’s advantage. There might be various mediating factors that impact the use of these devices—low literacy, language barriers, lack of technology experience, lack of ICT maintenance infrastructure, etc. In this thesis, we start by focusing on one of the factors—low textual literacy. About 775 million people in the world are completely illiterate, and even more are able to read only with great difficulty and effort. Many of these users avoid complicated functions and only use phones for synchronous voice communication. There is a significant body of previous work that looks at UI design for low-literate users, focusing on graphical and voice UIs to help low-literate users overcome the need to read text. While some of this work shows that low-literate users prefer non-textual interfaces, there are still cognitive challenges that impede UI use. They are text-free and do not require any reading. One of these challenges, as suggested by anecdotes in related literature and our own previous work, is the navigation of hierarchical UIs. Another challenge is transferring what you learn from instructional videos and applying it to actual practice.

In this thesis, we investigate how to facilitate the transfer of video-based learning skills through the presentation of instructional videos and how navigation of ICT UIs can be enabled through appropriate information architecture design, even where the UIs are text-free. We focus on first-year usage scenarios with minimal training. We conduct controlled usability studies of variations of instructional videos with first-time, low-literate users from urban slum communities in Bangalore, India. This is in the context of training for the use of a vacuum cleaner. We will follow this up. Controlled usability studies comparing different information architecture designs of graphical UIs—a list design and a shallow and deep hierarchy—are presented once more on a PC and mobile phone. with first-time, low-literate users from the same communities. Our second and third experiments were conducted in the context of finding 40 familiar household items.

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Transformation of Tamil letterforms from Palm leaf manuscripts to early Letterpress printing
by D. Udaya Kumar; supervisor/s: Prof. G. V. Sreekumar & Prof. Uday A. Athavankar

Tamil belongs to the Dravidian languages of southern India. It is one of the classical languages of the world, with a literary history spanning more than two millennia. The earliest Tamil literature dates to the Ca?kam period (300 BC–200 AD). Traditionally, Tamil was written on palm leaves, one of the oldest forms of writing in ancient India. The precise origin and history of palm leaf writing are unknown, but the practise is believed to have existed since the Ca?kam period. The use of palm leaf as a medium continued for several centuries until the late twentieth century. A medium with such a long history has scant literature on its writing system and its impact on script evolution. The existing literature on the evolution of script only focuses on stone and metal inscriptions. Other traditional mediums, such as palm leaf manuscripts, have not been explored and researched.

Traditional palm leaf manuscript writing was gradually displaced by the introduction of print media in the late sixteenth century. A printing press sent to Abyssinia for missionary work accidentally landed in India in 1556. Soon after, Christian evangelists adapted the printing press for native conversion. Initiatives by the missionaries led to the spread and establishment of printing. In the later centuries, the press gradually became one of the most important modes of communication, eventually supplanting handwritten manuscripts. On the other hand, it changed in relation to the medium. The shift from handwritten palm leaves to printing led to the transformation of letterforms. And also, there has been an influence of the letterpress medium and western typography on the native script, which needs to be researched. This early transformation is critical for typographers and type designers to understand the script and its evolution from handwritten forms to the standardised letters seen today. The understanding will also bridge the knowledge gap between the evolutionary findings of archaeologists, epigraphists, and historians.

The aim of the research was to determine the influence of the palm leaf medium and its writing system on the evolution of script. Concurrently, it aims to understand the transformation of Tamil letterforms from handwritten palm leaf manuscripts to early letterpress typefaces. The research also seeks to determine the impact of letterpress media and western typography on Tamil script. At present, there is very little literature and research material available on typography and type design in vernacular languages, especially Tamil. Therefore, the body of research would aim at creating a primary resource and knowledge base for the history of Tamil type design.

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A Study of Smallest Semantic Units and Patterns that Influence User Preferences in Kundan Jewellery
by Parag Vyas; supervisor/s: Prof. V. P. Bapat

India has a rich tradition of jewellery and there are a number of styles of jewellery making in practice. Kundan is a type of traditional Indian jewellery that uses a framework of gold crafted in intricate details to set chips of gemstones driven by form. So far, studies have been limited to documentation of existing pieces, family heirlooms, and collections of royalties published in the form of photographic documentation. jewellery was rarely studied scientifically, where precise measurements and mathematical interpretations of objects under observation were possible. The fundamental building block of Kundan jewellery is the smallest semantic unit, often identifiable by a name. An assemblage of these put together in a certain manner constitutes a cluster, which in turn, by repetition, constitutes an article. This three-part study focuses on the smallest semantic units that form clusters and their interplay to form a neckpiece.

An early part of the study elucidates preferential semantic units, arranged in a particular manner as clusters. Form clusters created by these preferential semantic units consequently influence likeness in a positive way and were used to create a line drawing of an article. Several such clusters were thus created, driven by the need for a tool to objectively study preferences for Kundan jewellery. A grid was proposed and developed, for purposes of understanding, as a three-dimensional visual array in the form of presentation plates. This grid was created to test the effects of three variables: cluster pitch, proximity variety, and the number of semantic units in a form cluster. This three-dimensional model was used as a virtual "test space" to see in which area of this space the preferential likeness of subjects fell. Actual-size test plates were created for subject presentation. People were approached, and a survey was conducted by reaching out to people and investigating their responses to presented designs. The data was analysed and presented in an easy-to-understand manner using diagrams and charts. Findings embody preferential likeness in the age cluster, marital status, and social status of user groups. This research takes a form-based approach to studying jewellery preferences.

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Knowledge Representation of Grids in Graphic Design and its Application for Analogy-Based Design
by Prasad Prakash Bokil; supervisor/s: Prof. Shilpa Ranade

Design, as a process of originating and developing a plan for a product, a structure, or a system, has close associations with art, architecture, and technology. Research is an essential part of the activity of problem solving; thus, it is an intrinsic aspect of design practice. However, ‘research’ as a knowledge-based activity is still in the pre-paradigmatic phase with respect to the practise of graphic design. The emergence of the research area presented here was triggered by an exposure to the grids (time-division) discovered in ancient Indian stone reliefs and sculptures by Boner (1962). The aim of this research is to understand the state of the art of graphic design processes involving grids and to represent the knowledge gained in a theoretical framework for further applications.

The topic of interest here is the transfer of syntactic knowledge across distant domains of design, and the focus is on the grid, a well-known tool in design. The issue of the need to develop a systematic method to transfer grids across domains originated from the need to transfer knowledge from Indian art practise to contemporary design practice. The importance of cultural and contextual knowledge has been greatly emphasised in literature, but enough attention has never been given to the transfer of procedural knowledge between traditional art and craft practises and modern design practices. By focusing on the grids, this work aims at developing a method to transfer procedural and structural knowledge across the design domains. Analogy plays a very important role in design cognition. Design researchers have developed analogy-based design support, which has proved useful (Goel, 1997) for transferring structural knowledge.

The methodological framework used for this research is based on a research methodology that was proposed by Blessing and Chakrabarti (2009). According to the types of research proposed by DRM, this work fits in Type 5, where the aim is to develop support but the level of understanding of the existing situation is insufficient for the support's development. The salient steps in this research are: comprehending the research problem; understanding grids in graphic design; developing knowledge representations of grids; formulating a method for transferring grids; and evaluating the proposed method of grid transfer.

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Conceptual Model for Devanagari Typefaces
by Girish Dalvi; supervisor/s:

Printing was introduced to the Indian subcontinent in the late sixteenth century. Ever since this time, the designing of Devanagari typefaces has largely been an intuitive activity, more often than not due to the fact that there exists no single, unanimously accepted body of work that formalises the structure and display of Devanagari typefaces. This leads to the conclusion that the domain knowledge of Devanagari typography is complex, ambiguous, and non-standardized—hence inadequately interpreted. One can perceive a need here for an academically validated theoretical model that describes the various aspects of Devanagari typefaces and presents a more informed view of Devanagari typography. Current type designers of Devanagari do follow certain tacit models while designing fonts, but none of these have been well documented, nor have they been subjected to academic consolidation or validation. There also have been attempts by designers and theorists to pen down some of their views on Devanagari lettering, calligraphy, and type design; most of this work, however, is based on antiquated technologies, and no authors have commented on contemporary typefaces and technologies.

 

An area that has been directly affected by the lack of a formal description is the classification of typefaces. Through our research, we found the current classification systems for Devanagari to be inefficient. In order to understand how experts and nonexperts view Devanagari typefaces, we captured and analysed the classification strategies used by experts and nonexperts. Rigid classification systems, when used in isolation or based upon a single parameter, fail in the identification and integration of multiple points of view.

 

This research attempts to solve these problems by creating an explicit, formal ‘conceptual model’ that captures concepts and their relationships within this domain and theoretically represents this domain exhaustively. This model was also used in the creation of a faceted classification system for Devanagari typefaces. Through our research, we suggest that a web-based faceted classification tool developed (implemented using HTML,Flex, PHP, and MYSQL) based on the conceptual model allows for more accurate searching (in identity matching tasks) and better short listing (browsing) Devanagari fonts for general purpose use by experts as well as minimally informed users.

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Visual framework of color analysis of shop signs in cities of India
by Nanki Nath; supervisor/s: Prof. Ravi Poovaiah

Shop signs are the quintessential urban markers of business and trade in a city. They unravel the fascinating dimensions of the visual culture of a city. There has been a paucity of published literature on analytical frameworks designed to study attributes in a shop sign. Therefore, this research aims to investigate the design and formulation of such a flexible visual framework. This framework aims to work as an analytical tool to describe the visual communication, the integration of the elements, and the emerging relationships in the attribute of colour as part of the visual design of shop signs in India.

In order to build a foundation for the visual analysis of shop signs, a background study was initiated with a journey of signs and shop signs from Prehistory to the Digital age. This historical journey has helped us develop an overview of shop signs in the context of our research. We initiated this research by conducting two pilot research projects. The first project documented through photography shop signs from pre-independence till present times from the historically rich Abdul Rehman street market of South Mumbai, India. A semiotic analysis of these signs gave insights about semantics, syntactics, pragmatics, and their design transitions. The second pilot research project involved the open card sorting of a group of Bengaluru city shop signs by designers and non-designers. The results indicated colour being the main visual attribute in the design of shop signs in the context of India from the viewers’ perspective. The data collection for the main research involved the documentation of a large number of shop signs through photography belonging to a range of marketplaces in 12 cities in India. During data collection, information about the shop signs, such as their design, changes, and business objectives, was gathered from the shop owners. The documented data of 3500 shop signs was reduced by the method of stratified sampling, which gave us a group of 450 shop signs from five cities in India. We could identify that in a shop sign, information operates at three levels: main text, or shop names; secondary text, or tag lines; and background sign panels. These layers constitute the morphology of a shop sign. As material objects of a visual culture, shop signs carry business identities with the aid of visual attributes. Of these, colour has been observed as the primary attribute that imbibes an art of persuasion in visual communication. This research could identify dimensions and characteristics of colour based on an existing colour analysis method. The researcher could identify four factors, renamed quadrants—patterns, trends, tendencies, and conventions—as part of a visualised framework. The identified quadrants were integrated by the methodology of Bricolage in the design of this framework. Finally, a visual analysis of colour was conducted for the selected five city shop signs with the aid of the formulated framework. This analysis of colour has revealed spatial relationships and contextual meanings in the three layers of information in shop signs.

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1999-2008
(5 items)

The 'Phenomenon of Letting go' in Visual Arts and Design: An exploration into self-transformative creative experiences
by Aneesha Sharma; supervisor/s: Prof. Ravi Poovaiah & Prof. Sangeetha Menon
The act of creation is the crux from where novel and original works of art and design emerge. It is the act of creation which probably made Van Gogh paint ‘The Sunflowers’ in the way he did. A closer look into the study of act of creation reveals that this act has been studied from varied perspectives like the creative object, the creative process and the creative environment. But what does the act of creation mean for the creator? What does the creator experience in this moment of creation? The domains of Visual Arts and Design are creative fields and lay emphasis on the experiential dimension and its impact on the painting/design. The thought of researching Phenomenon of letting go (PLG) has its roots in the visible disparity between individuals, personal understanding of PLG of artists/designers and the non-inclusion of experiential realm of creative experiences in theoretical foundations of domains of Arts and Design. The need to research this topic is also stemmed in the significance of the experience of PLG during the creation of novel and original work. The present research aims to conduct a focussed investigation of the phenomenon. The study stems from a belief that this significant event is a crucial creative experience which needs to be substantiated with a knowledge base that could give PLG its own identity and unique qualitative distinctness. The research aims to deconstruct the phenomenon so that the parts analysed would give an understanding of the complete picture of PLG experience. The research starts by drafting a premise for PLG which enlists the characteristics of the experiences being investigated. The study holds the premise as central and investigates the phenomenon occurring in artists and designers. PLG is an intangible, unobservable and subjective experience. A Hermeneutic-phenomenological investigation of PLG deconstructed the nature of PLG and confirmed the characteristics as initially drafted in the premise. The study gave a tangible definition of PLG which made this experience distinct from the on- going creative experiences. The research gave a comprehensive understanding into the variations/types of PLG and its attributes. The study focussed on PLG which occurs in the domains of Visual Arts and Design. It extracted the points of variance between PLG in both the domains, thus establishing the uniqueness of PLG in each domain.
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Calligraphy in Mughal period in comparison with Iranian Calligraphy
by Farzan Kermaninejad; supervisor/s: Prof. Ravi Poovaiah
The magnificence of the Islamic art has layed an immense impact on art forms across the world. Islamic art in turn has been influenced by its inseparable part; calligraphy. Islamic calligraphy finds its origin from Arabic script which is a modified form of the old Nabataean script, developed at the same time when Islam began expanding in the early 7th century. Arabic script, was then used to transcribe the Qur’an as the word of God and was therefore, with the religious association it was considered as the noblest of all art forms. Since then Islamic calligraphy has been practiced at almost all places where Islam has made its impact. For a long period it had also been consistently practiced as a major aesthetic expression in India especially; during the Mughal period. Farsi was the official language of the Mughal Emperor's court and Nasta’liq was used as the prominent style to write all the books, correspondences and Farman’s. Although, calligraphy enjoyed the status of the highest form of art in the Indian subcontinent, it has been abandoned in the modern era. This research indicates the need to emphasise on certain aspects of Persian calligraphy in the Mughal era that had been previously neglected. Calligraphy became increasingly decorative and ornate as a result of discouragement of representational or figural art by Islam. Calligraphy in such form enjoyed the centuries-long heyday. The territories of Persia and Hindustan provided fertile grounds for the growth of calligraphy styles. About 14 different styles of calligraphy developed around the world during the fourteenth century however, this research encompasses more than 35 distinct styles, including major and minor styles. This research is an effort to classify, explain, and identify them. These styles are different based on the region where they innovated, their functions, their characteristics and syntactic feature, their scope of use, activity period and the difficulty in reading and writing the script. The main task of the research is to demonstrate and identify the differences as well as similarities of the two schools of calligraphy in Persia and Hindustan respectively, during the Mughal period by focusing on its visual aspects. The method of research involves identifying the constituent elements in a semiotic system. In order to achieve the proper result, this research has depicted two steps. The first step is to collect information as the literature review and the second one is to analyse and compare the data. The study compares two schools of calligraphy in three different times of the Mughal period: in the beginning, middle and end of this period. The visual analysis attempts to present clearer results with the help of pictures, as the primary source and demonstrate exact results, by the use illustrations and their captions. A series of lines or angles have been used to prove the connection and difference between the two similar parts of two masterpieces in the same time era. Literature review is a very important part of the thesis report. The literature review as the first part of this thesis uses secondary sources such as old and new books and articles. Furthermore, in corroboration with the analyses, it has used primary sources and original data such as specimens of calligraphy in manuscripts and inscriptions. Identifying the difference of the Mughal calligraphy with the other schools is impossible except by a critico-historical study of all the aspects of this art. Therefore, the research studies the history of Islamic calligraphy in the entire world, including Islamic dynasties and Empires, A vast survey of available data about Islamic calligraphy which focuses on Persian calligraphy from various old and new sources in English, Farsi, Urdu and Arabic has been used. It also directly uses primary sources and the original data in corroboration with the analyses. Direct survey of the specimens of calligraphy, including available inscriptions in a variety of monuments’ inscriptions in Iran and India, as well as manuscripts of Islamic calligraphy in different museums, libraries and private collections in both the countries has been done.
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The Unfolding of Kaavad: a study in structure, performance and narrative discourse
by Nina M Sabnani; supervisor/s: Prof. Ravi Poovaiah & Prof. Jawaharlal Handoo
The Kaavad storytelling of Rajasthan is an important part of the oral tradition of the regions of Mewar and Marwar. A portable, painted, wooden shrine, it is made by the Kaavad makers (Basayati Suthars) of Bassi, Chittor, for the storytellers (Kaavadiya Bhats or Ravs) of Marwar. The storytellers unfold the multiple panels of the Kaavad as they recite stories and genealogies of their patrons (jajmans) spread across Rajasthan and adjoining states. The choice of the Kaavad storytelling phenomenon provides a unique opportunity to study an object which has multiple societal and design functions, as well as to examine the intersections between the Kaavad object, the storytelling, performance and its reception. In addition it occasions the documentation and understanding of an important living oral storytelling tradition that has received little attention. The question is what purpose does the Kaavad serve and what it means to the community concerned? The Kaavad recitation includes the narration of stories and genealogies for the patrons by the storyteller simulating an experience of travel; a journey not unlike a pilgrimage. As he recites their genealogies, in a myth making exercise - elevates their status by connecting them to ancestors who are heroes with connections to the divine. The aim of the study is to arrive at an understanding of the role of the ‘designed’ object, and to investigate how its design contributes to the experience of a pilgrimage and the construction or elevation of identity. Fieldwork and visual ethnography including film and photography inform the study along with ethnographic methods of observation, interviews and field notes. Three-fold multidisciplinary route and approach to fieldwork is influenced by visual research methods used in design. Fifty- four stories elicited from one storyteller and translated in English indicate a close connection between the stories and lives of the carriers of the Kaavad tradition. Performances by three storytellers recorded in their natural settings offer rich data as do information on methods of making and painting by the makers. A structural and semiotic approach is used for analyzing the physical, visual and narrative structures of the Kaavad. The analysis reveals a strong connection between the Kaavad recitation and the experience of a pilgrimage; manifested and delivered by the ‘designed’ Kaavad object and mediated by the storyteller.
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Epistemological Narrative Framework: A Narrative based approach for designing Secondary School Science content
by Sachin Datt; supervisor/s: Prof. Ravi Poovaiah
Narratives have played an integral role in development of human communication. Knowledge dissemination is one of the reasons why humans communicate. It is also known that traditional societies before the renaissance relied heavily upon Narratives for cultural knowledge dissemination from one generation to another in the form of Mythologies. The rise of reasoning, logic, justification and the domain of Epistemology at large reduced the reliance (especially in the western world) upon use of mythological narratives as means of scientific knowledge dissemination. However, in recent years, use of stories for Educational purpose has gained impetus. General Science Education at Secondary School level has not been untouched from this movement. Arthur Stinner, Yannis Hadzigeorgiou and Stephen Klassen have shown how historical information can be used to create narratives as a supplement for science learning. The philosophical foundation supporting the use of historical information for science education was first proposed by Thomas Kuhn in his book “The structure of scientific revolutions”. Kuhn?s argument was that a science textbook only publishes the final outcome or conclusion of a discovery or theory, however, the essence of scientific tradition exists in the series of events that lead to the formulation of a theory or invention. The series of events go beyond the work of an individual scientist; many people working on same problem are involved in it. Scientific tradition exists in the process by which a concept evolves over time. We believe that the process of development of scientific concepts that lead to advancement of science is of a structured nature, a structure that resembles with that of a particular type of Narrative schema. Understanding the Epistemological1 relationship between narrative structures and a scientific inquiry event can help in developing Narratives that capture the essence of science which exists in the process that lead to development of a concept. Based upon the understanding of this relationship and integrating certain aspects of Theory of Knowledge, Theory of Narrative and Theory of Learning, we develop the Epistemological Narrative Framework to assist in the design of Narratives for Secondary School Science textbooks. A series of textbook chapters were designed using the Epistemological Narrative Framework, used as part of control group experiments with secondary school students. The results showed significant difference in the recall of students who were delivered lesson in the story form versus those who were taught with their current textbook approach. The Final implication of this research is the possibility of restructuring the Secondary School Science curriculum centered on the Epistemological Narrative Framework.
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Moment and Moments: Discourse in Static Visual Narratives
by Sherline Pimenta Krishna Kumar; supervisor/s: Prof. Ravi Poovaiah
A Static Visual Narrative [henceforth SVN] is a visual that indubitably tells a story. This then gives rise to a paradoxical situation wherein a still visual communicates temporality (albeit on a conceptual level). Acknowledging and superseding this seemingly contradictory stance, the focus of this study is the investigation situated from the designer’s (creator’s) position, into the dynamics of the production and presentation of discourse within SVNs. In this form of storytelling, a story (written or oral) can be visually presented in a number of ways; these have been previously acknowledged by scholars in the area of art history and archaeology. We detect an inconsistency (concerning communication design issues) in prior writings with regards to the rational by which the various methods of Static Visual Narratives identified have been attributed. Our study reveals the SVN as a universally practised form of visual storytelling that invites the viewer to unravel the story that is incarcerated within its corporeal being. It is a medium through which the designer presents (order of presenting) and narrates (order of telling) the story1. This results in a complex story2-visual-connect3 dynamic that gives rise to discourse. We advocate that SVNs on a structural level are composed of certain finite elements4. These elements when arranged in certain ways interact with each other to form various ‘story-visual-connect’ dynamics, which give rise to discourse in SVNs. This thesis explores ‘discourse’ in Static Visual Narratives at the presentation and narrative level.
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