Elizabeth B.-N. SandersThe Ohio State University | OSU · Department of Design
Elizabeth B.-N. Sanders
PhD Experimental Psychology
About
82
Publications
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11,567
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Introduction
Additional affiliations
September 2011 - present
April 1999 - present
MakeTools, LLC
Position
- CEO
Description
- See www.maketools.com
Publications
Publications (82)
In this pictorial, we present four co-design tools that were created to help the students visualize their stress and then describe how they feel about and deal with stress. The workshops were conducted in- person before COVID-19 and later virtually during the pandemic. The same tools used in the in-person workshops were transferred to a digital for...
Das IDE überspannt in einem weiten Bogen Produktplanung, Marketing, Industriedesign, Entwicklung und Konstruktion, Prozessplanung, Prototypenbau beziehungsweise Musterbau sowie den Test bis zur Fertigungsfreigabe (Abb. 2.10). Die Integration von Prozessen und Organisationformen umfasst alle Maßnahmen, die zur Beschreibung, Zusammenführung und Verbe...
Um den Produktentwicklungsprozess aus IDE-Sicht zu systematisieren und zu optimieren, ist es notwendig, sowohl menschliche und materielle Ressourcen, Prozesse und Ergebnisse als auch den gesamten Lebenszyklus des Produkts zu gliedern und zu integrieren. Das Potenzial des IDE, Produktentwicklungsprozesse zu systematisieren und deutlich zu machen, is...
Diet behaviour is influenced by the interplay of the physical and social environment as well as macro-level and individual factors. In this study, we focus on diet behaviour at an individual level and describe the design of a behaviour change artefact to support diet behaviour change in persons with type 2 diabetes. This artefact was designed using...
As design has taken a social turn toward the co-designing of complex situations, design students are increasingly adopting multiple identities including that of a thinker, facilitator, activist and observer through engagement and collaboration with others. This expansion of identity from being solely a creative maker has presented a challenge for d...
This exploratory paper aims to discuss how community is fostered in semi-public restrooms on a college campus. While previous research has been undertaken in similar semi-private environments, this paper differs by simultaneously offering the researchers’ reflective insights in tandem with participants’ input on the research question. We begin by u...
Treatment of Type 2 Diabetes (T2D) typically involves pharmacological methods and adjunct behavioural modifications, focused on changing diet and physical activity (PA) behaviours. Changing diet and physical activity behaviours is complex and any behavioural intervention in T2D, to be successful, must use an appropriate suite of behaviour change te...
In order to systematize and optimize the product development process from an IDE point of view, it is necessary to articulate and to integrate both human and material resources, processes and results as well as the complete life cycle of the product. IDE’s potential to systematize and to articulate the product development processes is undeniable. I...
The prevalence of musculoskeletal (MSK) symptoms in radiographers is high, similar to other healthcare occupations that involve high levels of physical exertion (e.g. patient handling; grasping and moving equipment). Reports of interventions to reduce MSK discomfort in radiographers are limited. A participatory approach was used to investigate dail...
Participatory design (PD) is the process of expert designers and participants from impacted communities working together to create appropriate solutions. As PD practitioners strive to implement more effective, ethical projects, a focus must be placed on designer-participant collaboration, and the factors that influence this collaboration. Existing...
Objectives:
This research investigated medical/surgical (Med/Surg) patient room design to accommodate the needs of hospital staff, while at the same time accommodating the needs of patients and their visitors.
Background:
Designing hospital patient rooms that provide a comfortable healing experience for patients, while at the same time meeting t...
Extended abstract for the poster presented at HFES 2019.
For more than two decades, surveys of imaging technologists have consistently reported high prevalence of work-related musculoskeletal discomfort (WRMSD). Yet, workplace intervention research involving sonographers is limited. In this study, a transdisciplinary team of researchers used a participatory approach to work with diagnostic medical sonogr...
This paper takes an experiential perspective in describing the current situation in design education and design practice as seen through the eyes of someone on the ground at the crosshairs between research and design in education and practice. The current situation is marked by the fact that practice leads education in the integration of research w...
Objective:
To identify family members' and visitors' needs with relation to the design of a hospital room.
Background:
There is a trend toward incorporating family zones in hospital patient rooms in order to improve patient satisfaction and encourage family caregivers to stay longer and overnight.
Method:
A mixed-method study was employed. Int...
Critical Decision Method (CDM), a popular cognitive task analysis (CTA) method, is an in-depth retrospective interview that uses a historical non-routine incident to identify experts’ decision-making factors in complex socio-technical settings with high consequences for failure. However, it is challenging to use CDM to make comparisons, including t...
Sound workplace ergonomics and safety-related interventions may be resisted by employees, and this may be detrimental to multiple stakeholders. Understanding fundamental aspects of decision-making, behavioural change, and learning cycles may provide insights into pathways influencing employees' acceptance of interventions. This manuscript reviews p...
An increase in providing hospital bedside imaging examinations could be contributing to the risk of musculoskeletal injuries among imaging professionals. Given the increasing demand for portable bedside imaging, a research project was conducted in three phases: (1) interviews and focus group sessions, (2) full-scale mock-up sessions where occupatio...
Our aim is to enhance the safety and efficiency of all healthcare staff by designing patient rooms that meet the physical and cognitive needs of those providing direct and indirect patient care in hospital settings. A mixed-methods study was employed, where findings were compiled from twenty-six environmental services personnel across study activit...
Objectives:
To identify patient needs and expectations that can be utilized to inform the design or renovation of medical-surgical patient rooms in a hospital.
Background:
There is an increased interest in supportive room design to increase patient satisfaction and improve the healing process.
Methods:
Patients' and family caregivers' reaction...
Consumption and waste of clothing has dramatically increased in recent decades due to the acceleration of changing fashion trends. As a result of this expanding textile waste, this study explores the closet as a space for waste and further examines how creativity might assist in the reuse and recirculation of idle clothing in wardrobes. One way to...
The framework for this exploratory case study is a concept called “collective dreaming”, which is a participatory space where everyday people can convene to imagine and build the worlds that they would like to live in. Collective dreaming is an aspirational concept that does not yet exist.
In this paper we describe an early prototype for a collect...
Increasing interest in acuity-adaptable patient rooms, performing more services in patient rooms, and the increasing size of the population all have implications for the patient room as a workspace, including the number of people working in the room, types of tasks performed, and amount and layout of the space in which tasks are performed. This pre...
The study evaluated several lid design characteristics (diameter, height, top shape, side shape, and surface texture) by means of controlled laboratory testing with older women with hand function limitations. A subjective evaluation process was applied to examine main effects and interactions of lid design characteristics on usability, determined b...
Mammographers are an understudied group of health care workers, yet the prevalence of musculoskeletal (MSK) symptoms in mammographers appears to be elevated, similar to many occupations in health care. In this study, we used a participatory approach to identify needs and opportunities for developing interventions to reduce mammographers’ exposures...
Design: Critical and Primary Sources brings together 100 essential texts on design from the mid 19th century to the present day, covering key thinkers, movements and issues for design. The four volumes focus on:
1) Design Reform, Modernism and Modernization
2) Professional Practice and Design Theories
3) Social Interactions
4) Development, Globaliz...
For more than two decades, surveys of imaging technologists, including cardiac sonographers, diagnostic medical sonographers and vascular technologists, have consistently reported high prevalence of work-related musculoskeletal discomfort (WRMSD). Yet, intervention research involving sonographers is limited. In this study, we used a participatory a...
The aim of this study was to learn from a wide range of hospital staff members about how the design of the patient room in which they work adversely affects their ergonomics or hinders their job performance.
In addition to providing a healing space for patients, hospital patient rooms need to serve as functional workplaces for the people who provid...
With textile waste growing, it is increasingly important to consider creative ways to reuse and repair clothing. The purpose of this study was to use co-creative methodology to explore what opportunities exist to encourage more personal creativity when reusing and repairing discarded clothing. The qualitative research uses levels of creativity (do,...
The aim of this study was to compare the effectiveness of two types of real-time decision support, an interrupting pop-up alert and a noninterrupting dynamically annotated visualization (DAV), in reducing clinically inappropriate diagnostic imaging orders.
Alerts in electronic health record software are frequently disregarded due to high false-alar...
The design hospital patient rooms needs to accommodate the ergonomic needs of a wide range of hospital staff while at the same time affording a comfortable healing space for patients and their visitors. This work used a participatory process that engaged 23 different occupational groups in the design of a full-sized model patient room. With regards...
Infection control is of central importance when designing hospital rooms, particularly to reduce hospital-acquired infections. Existing room design standards include private rooms, toilets, and showers, ample space between a patient’s bed and a family member’s bed, and separate spaces for clean and dirty nursing activities. We investigated various...
The role of making in the design process has been growing, taking on new forms and involving new players over the past 10 years. Where we once primarily saw designers using making to give shape to the future, today we can see designers and non-designers working together, using making as a way to make sense of the future. In this paper, we describe...
The study investigated the participation experiences of elderly women with hand limitations in a maketools-inspired activity for improving bottle openability and verified the usefulness of the results from this approach. Participatory design was used to stimulate participants' hands-on fabrication of new bottle lid concepts. Air-dry modeling clay,...
This study is part of a larger research project addressing the problem of physical interface design for older populations with hand use limitations. Taking jar lids as the example of a product interface design problem provided a focus for the study; the research goal is to systematically evaluate jar lid design ideas that were collected from the pr...
Introduction:
Although opening jars is problematic for older adults, little is known about the best interface design for jar lids.
Purpose of the study:
To evaluate preferences in current and new lids for persons self-reporting difficulty with opening jars.
Methods:
Participants were twenty-six older females with hand pain. Preference ratings...
Design in the 21st century has become increasingly more embedded in a complex system of disciplines (software and digital design, graphic design, architecture, construction, medical practices, business design and management, technology, graphic design, product design, etc.) and as a result, the intricacies of designing a product have increased. How...
Participatory design is not one approach but a proliferating family of design practices that hosts many design agendas and comes with a varied set of toolboxes. In this chapter we will give examples of toolboxes with the ambition to show that there is a richness of tools and techniques available that may be combined, adapted and extended to form th...
In this article we present a field study where participatory design tools and techniques were used in Cambodia to develop ideas for a device that enables children who use prosthetic legs to walk in mud. The study shows that it can be rewarding to do participatory design projects with marginalized children and prosthetists in developing countries. H...
This paper presents a field study exploring the challenges and implications of
applying a participatory design process through the use of generative design tools
with children using prosthetic legs in rural Cambodia in order to facilitate their
involvement in the design process. First, it reviews the main research paradigms in
which user research i...
A participatory ergonomics process has been initiated, the aim of which is to work with cardiac, vascular, and diagnostic medical sonographers to develop interventions that will improve their work conditions and reduce their occupational exposure to risk factors for musculoskeletal discomfort. Numerous surveys have been conducted that have identifi...
Echocardiography is a growing field due to the dual trends in longer life expectancy and rising obesity levels. Several publications have reported high prevalence of musculoskeletal issues among cardiac sonographers due risk factors that include prolonged probe pinching, forceful exertions, awkward postures, and prolonged maintenance of static post...
The aim of the study is to apply ergonomics and product design research methodologies in concert, including questionnaires, focus groups, and a collaborative design process, to explore the associations between product interface design characteristics and user experiences of older adults with hand use limitations. There is a research void in underst...
Implementation of Human-centred Design methods in the Fuzzy Front-End is not likely to lead to diversification in educational
product planning exercises, where time lines are short and executors lack experience. Companies, interested to collaborate
with M.Sc. students on strategic design projects, should have realistic ambitions with respect to inn...
The concept of design space has been useful to designers in supporting the act of designing and for reflecting on the activity of designing. With the increase in cooperative design practices, it is time to consider the concept of co-design space. Co-design spaces differ from design spaces in that they tend to be situated in the early front end of t...
The field of Participatory Design (PD) has grown rapidly
over the last 20 to 30 years. For more than two decades
non-designers have been increasingly involved in various
design activities through a large number of participatory
design projects all over the world. The project aims in PD
have developed from being mainly about ICT
development to today...
THE ENORMOUS NUMBER of product failures indicates that companies need to dramatically improve the research that goes into the development process so results are simultaneously useful (needed), usable (understandable), and desirable (wanted). Elizabeth B.-N. Sanders believes this will happen when design managers integrate multiple research technique...
The participatory workshop is a new concept of design in which developers, end users, and researchers work together to design a product or service. This approach is still in its experimental stage as applied to studying jobs in the construction industry. In the current study, a participatory workshop was conducted to generate ideas for an improved...
Designers have been moving increasingly closer to the future users of what they design and the next new thing in the changing landscape of design research has become co-designing with your users. But co-designing is actually not new at all, having taken distinctly different paths in the US and in Europe. The evolution in design research from a user...
Since participatory design methodology began to take shape in the 1980s, the prevalent view of experience as something individual has expanded to include the experience of collective creativity – defined as co-design by Sanders (2002) and co-experience by Battarbee (2003). To date, research based on co-experience scenarios has focused on experience...
In recent years, various methods and techniques have emerged for mapping the contexts of people's interaction with products. Designers and researchers use these techniques to gain deeper insight into the needs and dreams of prospective users of new products. As most of these techniques are still under development, there is a lack of practical knowl...
We are experiencing today the co-evolution of two distinct approaches to human-centered design research in practice: research that informs the design development process and research that inspires the design development process. Research that informs the design development process has been evolving for many years and is by now well established. Thu...
The people who buy and use the products we create are not typically invited to play in the fuzzy front-end of the development process because it is commonly believed that they are not creative. But participation early in the front-end is needed to drive truly human-centered product development. We have learned how to harness the creativity of poten...
Whose dreams are ‘the stuff the future is made of’? The dreams of CEOs? Technologists? Business people? Or the dreams of everyday people?
In this paper I will talk about a journey toward a future being made from the dreams of everyday people. I will describe how we are learning to catalyse, capture and collect their dreams and aspirations. I’ll do...
We propose that designers consider a mindset that allows them to derive inspiration for ideation from empathy for the emotional experiences of the people who will live with their design. We believe that end-users can and should be the most important players in the design process.
The reason why some products get intimately linked with people's lives, while others do not, remains a mystery to most consumer products researchers and designers. A shift in thinking from a focus on the rational to the more emotional domains will help us to understand those uniquely human traits that are responsible for people's liking, using, and...
Microsoft was interested in measuring the “fun” value of a new input device, the Microsoft® EasyBall™ mouse (designed specifically for two to six year olds), relative to three other input devices available in the marketplace. An evaluation was conducted as a means of ensuring that the ergonomic considerations incorporated into the design of a new c...
The panel is designed to help an individual decide on a specialization in human factors/ergonomics and to prepare to enter the human factors job market. Panelists were selected to represent a cross-section of the field, and are from the following sectors: the electronics industry (Megan Brown), loss prevention research (Max Fogleman), academia (Joe...
For products to be successful in the 1990s, they will need to simultaneously meet consumer/user needs along three perspectives: usefulness, usability, and desirability. A useful product is one that people need and will use. A usable product is one they can use or learn to use. A desirable product is one they want. The only way to ensure the develop...
This paper addresses an approach now being used to develop solutions to complex architectural, product, graphic and information design problems. Central to the approach is the integration of projected objectives and strategic design principles. One finding is that teams can achieve this integration most directly and powerfully by generating design...
This paper offers an exploration of a theory of information design in which information design and graphic (visual) design are viewed as related and parallel processes within the larger process of communication design. Information design is seen as the means for designing within the temporal domain, a domain in which ideas are expressed over time,...
The question of whether or not lexical information is accessed directly from a visual code or by a process of phonetic mediation
was investigated in three lexical decision experiments. Phonetic similarity influenced decisions about visually presented
words only when they were to be discriminated from orthographically regular nonwords. When consonan...
An AHRC funded research project titled Experimentin g with the Co-experience Environment (June 2005 - June 2006) culminated in a physical environm ent designed in resonance with a small group of participants. The participants emerged from differe nt disciplines coming together as a group to share their expertise and contribute their knowledge to d...
Since participatory design methodology began to take shape in the 1980s, the prevalent view of experience as something individual has expanded to include the experience of collective creativity - defined as co-design by Sanders (2002) and co-experience by Battarbee (2003). To date, research based on co-experience scenarios has focused on experience...
Studio-based design education in the United States has often been constructed to reflect the demands of design practice. Traditionally, this has been consumer-driven and responsive to local market trends and the private sector. Due to this, pedagogical strategies for social innovation are not often primary considerations for studio coursework withi...