Consumer Experience (CX) Digital Tools for Dematerialisation for the Circular Economy
消费者体验 (CX) 循环经济非物质化数字工具
基本信息
- 批准号:EP/V042289/1
- 负责人:
- 金额:$ 107.7万
- 依托单位:
- 依托单位国家:英国
- 项目类别:Research Grant
- 财政年份:2021
- 资助国家:英国
- 起止时间:2021 至 无数据
- 项目状态:未结题
- 来源:
- 关键词:
项目摘要
Consumer Experience (CX) Digital Tools for Dematerialisation for the Circular Economy- for the design of a new generation of 'Product Cultures' that promote human wellbeing and people's agency in environmental sustainability The much expounded sustainability strategy of dematerialisation - buying less and extending the life of products - is now starting to gain significant traction in the general consciousness on account of the Covid-19 pandemic. Our eco-design strategy for dematerialisation is focused on gaining a fine grained understanding of human experience in order to extend 'product offerings' that would decouple the use of material resources from human wellbeing and economic development, by designing experiences and services related to products that include care, update/upgrade, repair, and recycling. The central idea is that by designing experiences and services for products, value that is based on human wellbeing needs can be added to them. We aim to shape new cultures of consumption that will meet the demands of the market for greater sustainability, whilst giving consumers greater agency to respect their environment - becoming custodians rather than consumers. This requires a new relationship between consumers and their products. We believe that experiences and services for products must be constituents of this relationship, hence the challenge is to translate our understanding of needs related to human wellbeing into the design of product-experience-service offerings. We will innovate CX Digital Tools to support experiences and services for physical apparel products that are related to care, repair and update/upgrade in order to keep apparel in use for as long as possible. We will define a set of scenarios and associated technologies for new cultures of CE, by gaining understanding of how social and digital actors (the consumer-public, charity shops, repair initiatives, clothes swapping initiatives, apparel brands, retailers, and digital-electronics hacker communities) come together to enact a CE. We will innovate new sensing and perceptual technologies based on novel computer vision and machine learning architecture to be used by consumers to understand materials and materials degradation, to make decisions of material reparation and to express their perceptions around aged, repaired, updated/upgraded products. We will evaluate user interactions and perceptions derived from scenarios, with a methodological contribution to the evaluation that combines our HCI, social sciences, design and phenomenological approaches. The CX Digital Tools is designed and specified using our Circular Experience Model we have conceptualised, which has four categories: 1) Pre-Ownership; 2) During Ownership; 3) Giving up Ownership; 4) Post Ownership. We will use these four categories to design a set of experiences and services for apparel products that are focused on the human perceptual experience of materials - specifically, materials from waste and recycled materials, ageing and wear, repair, and update/upgrade. We will adopt a Citizen Science approach in order to design and test experiences and services with consumers and stakeholders. Through this approach we will ensure that we are reducing the need to develop new technology products, as we will seek to work with digital technologies that consumers already possess, which forms part of our approach to mitigate environmental impacts both in our research programme as in the outcomes of it. This 30 month project will be led by the Materials Science Research Centre at the Royal College of Art in partnership with UCL - the University College London Interaction Centre, Computer Science Department, and the Knowledge Lab.
消费者体验(CX)用于循环经济去物质化的数字化工具-用于设计新一代“产品文化”,以促进人类福祉和人们在环境可持续发展中的能动性由于2019冠状病毒病大流行,人们对去物质化的可持续发展战略--减少购买并延长产品寿命--现在开始在公众意识中获得重大吸引力。我们的非物质化生态设计策略专注于获得对人类体验的精细理解,以扩展“产品供应”,通过设计与产品相关的体验和服务,包括护理,更新/升级,维修和回收,将物质资源的使用与人类福祉和经济发展脱钩。其核心思想是,通过为产品设计体验和服务,可以为产品增加基于人类福祉需求的价值。 我们的目标是塑造新的消费文化,以满足市场对更大可持续性的需求,同时给予消费者更大的权力来尊重他们的环境-成为监护人而不是消费者。这就需要在消费者和他们的产品之间建立一种新的关系。我们认为,产品的体验和服务必须是这种关系的组成部分,因此,挑战是将我们对人类福祉相关需求的理解转化为产品体验服务的设计。 我们将创新CX数字化工具,以支持与护理、维修和更新/升级相关的实体服装产品的体验和服务,从而尽可能长时间地保持服装的使用。我们将为CE的新文化定义一组场景和相关技术,通过了解社会和数字参与者(消费者公众,慈善商店,维修计划,衣服交换计划,服装品牌,零售商和数字电子黑客社区)如何共同制定CE。我们将基于新型计算机视觉和机器学习架构创新新的传感和感知技术,供消费者使用,以了解材料和材料降解,做出材料修复的决策,并表达他们对老化,修复,更新/升级产品的看法。我们将评估来自场景的用户交互和感知,并结合我们的HCI,社会科学,设计和现象学方法对评估做出方法学贡献。 CX数字化工具的设计和指定使用我们的循环体验模型,我们已经概念化,其中有四个类别:1)前所有权; 2)在所有权; 3)放弃所有权; 4)后所有权。我们将使用这四个类别为服装产品设计一系列体验和服务,这些体验和服务专注于人类对材料的感知体验-特别是来自废弃物和回收材料的材料,老化和磨损,维修和更新/升级。我们将采用公民科学方法,与消费者和利益相关者一起设计和测试体验和服务。通过这种方法,我们将确保减少开发新技术产品的需求,因为我们将寻求与消费者已经拥有的数字技术合作,这是我们在研究计划和成果中减轻环境影响的方法的一部分。这个为期30个月的项目将由皇家艺术学院材料科学研究中心与伦敦大学学院合作领导-伦敦大学学院互动中心、计算机科学系和知识实验室。
项目成果
期刊论文数量(2)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
FabricTouch: A Multimodal Fabric Assessment Touch Gesture Dataset to Slow Down Fast Fashion
- DOI:10.1109/acii59096.2023.10388086
- 发表时间:2023-09
- 期刊:
- 影响因子:0
- 作者:Temitayo A. Olugbade;Lili Lin;A. Sansoni;Nihara Warawita;Yuanze Gan;Xijia Wei;B. Petreca;Giuseppe Boccignone;Douglas Atkinson;Youngjun Cho;S. Baurley;N. Bianchi-Berthouze
- 通讯作者:Temitayo A. Olugbade;Lili Lin;A. Sansoni;Nihara Warawita;Yuanze Gan;Xijia Wei;B. Petreca;Giuseppe Boccignone;Douglas Atkinson;Youngjun Cho;S. Baurley;N. Bianchi-Berthouze
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Sharon Baurley其他文献
Demonstrating a biobased concept for the production of sustainable bacterial cellulose from mixed textile, agricultural and municipal wastes
展示从混合纺织、农业和城市废物中生产可持续细菌纤维素的生物基概念
- DOI:
10.1016/j.jclepro.2024.144418 - 发表时间:
2025-01-01 - 期刊:
- 影响因子:10.000
- 作者:
Alexandra Lanot;Shivam Tiwari;Philip Purnell;Abdalla M. Omar;Miriam Ribul;Daniel J. Upton;Heather Eastmond;Ishrat J. Badruddin;Hannah F. Walker;Angharad Gatenby;Sharon Baurley;Paulo J.D.S. Bartolo;Sameer S. Rahatekar;Neil C. Bruce;Simon J. McQueen-Mason - 通讯作者:
Simon J. McQueen-Mason
Textile Robotic Interaction for Designer-Robot Collaboration
用于设计师与机器人协作的纺织机器人交互
- DOI:
- 发表时间:
2024 - 期刊:
- 影响因子:0
- 作者:
Chipp Jansen;Zhengtao Ma;Lissy Hatfield;Boyuan Tuo;Elif Ozden Yenigun;Sharon Baurley;Stephen Jia Wang;K. Lee - 通讯作者:
K. Lee
Sharon Baurley的其他文献
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{{ truncateString('Sharon Baurley', 18)}}的其他基金
UKRI Interdisciplinary Circular Economy Centre for Textiles: Circular Bioeconomy for Textile Materials
UKRI 纺织品跨学科循环经济中心:纺织材料循环生物经济
- 批准号:
EP/V011766/1 - 财政年份:2021
- 资助金额:
$ 107.7万 - 项目类别:
Research Grant
Prototyping Open Innovation Models for ICT-Enabled Manufacturing in Food and Packaging
为食品和包装行业的 ICT 制造打造开放式创新模型原型
- 批准号:
EP/K014234/2 - 财政年份:2014
- 资助金额:
$ 107.7万 - 项目类别:
Research Grant
Prototyping Open Innovation Models for ICT-Enabled Manufacturing in Food and Packaging
为食品和包装行业的 ICT 制造打造开放式创新模型原型
- 批准号:
EP/K014234/1 - 财政年份:2013
- 资助金额:
$ 107.7万 - 项目类别:
Research Grant
User Innovation Communities: Digital Tools for Cultural Production
用户创新社区:文化生产的数字工具
- 批准号:
EP/I032061/1 - 财政年份:2012
- 资助金额:
$ 107.7万 - 项目类别:
Research Grant
Sandpit: Digital Sensoria : Design through digital perceptual experience
Sandpit:数字感知:通过数字感知体验进行设计
- 批准号:
EP/H007083/2 - 财政年份:2010
- 资助金额:
$ 107.7万 - 项目类别:
Research Grant
Sandpit: Digital Sensoria : Design through digital perceptual experience
Sandpit:数字感知:通过数字感知体验进行设计
- 批准号:
EP/H007083/1 - 财政年份:2009
- 资助金额:
$ 107.7万 - 项目类别:
Research Grant
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