Sunday 23 February 2014

DEVICE AWARD WINNER ANNOUNCEMENT!

The first prize winner of DEVICE BEST PRACTISE AWARD  for design targeted at vulnerable generations - children and elderly people  is ” Developmentally Situated Design (DSD) cards” by  Tilde Bekker & Alyssa Antle. For more information see http://www.antle.iat.sfu.ca/DSD/.  The motivation is as follows: “The DSD cards is a tool that transforms a wealth of theory, not really accessible for practitioners, into a readily accessible tool for designers. The tool is highly suitable in teaching and training becoming designers in the art of designing for and with children.”

The first prize winner of DEVICE Design Award 2014 - Student Category go to   ”TWIG CEILING: Emotional Design in Hospital Environment - From a Child perspective" by Linda Lundeholm.  The motivation is as follows: “The design is innovative and very useful for children, and there is potential for improved health through the intention to reduce pain. The methods used to develop the idea and design are well explained and fit very well with the DEVICE Award requirements, using children, parents and staff in its development. There was good identification of context of use, and the design also has potential to be used with other user groups.”

The first prize winner of DEVICE Design Award 2014 -Professional Category go to   ”LinkLights: Supporting Home-based Vestibular Rehabilitation " by Erik Grönvall & Gunnar Kramp.  The motivation is as follows: “The design is innovative and can be a very useful tool for elderly supporting home rehabilitation exercises. It is adaptable to the user needs, and the design considered the person, the task and the environment, and fit well with the DEVICE Award requirements. The participatory design based development process is clearly described. Further, the paper presents general considerations to take into account when designing similar tools.”

First prize winners od DEVICE AWARDS will present their works at DEVICE Final Event that will take place the 7th of March 2014 at Centro Internazionale Loris Malaguzzi, Via Bligny 1/a, Reggio Emilia, Italy. More information are availabe here and here.

The second prize for DEVICE Design Award 2014 - Student Category go to ”CamQuest: Design and Evaluation of a Tablet Application for Educational Use in Preschools " by Jennie Berggren & Catherine Hedler.  The motivation is as follows: “The design presents a good pedagogical application for children, based on an interesting concept of learning about geometry. The method is clearly described with a high degree of participation of children in the iterative design process. In this way the project contributes to development of apps that are specifically tailored to fit into a preschool context.”

The second prize for DEVICE Design Award 2014 - Professional Category go to ”The Baobab, A Bilingual Storybook App Designed for Deaf Children" by Melissa Malzkuhn & Melissa Herzig.  The motivation is as follows: “The design is innovative in its approach to help children learn to read and sign. Very useful idea tested with users in a natural setting, and is needs driven with a technology solution.”

The third prize for DEVICE Design Award 2014 - Student Category go to   ”Tableware for people with Parkinson’s disease" by Emily Lukes.  The motivation is as follows: “This design is aesthetically pleasing and is very inclusive in its approach as it included all household members as users. It is a good and useful idea that includes the use of materials in an innovative and useful way, and uses the material properties to resolve the user issues. The design showed it had been developed to consider different types of Parkinson’s suffer and allowed for their different needs and requirements.”


The third prize for DEVICE Design Award 2014 - Professional Category go to ” Once Upon a Time in the Bronx: Addressing Youth Violence Through Performance and Play" by Melanie Crean.  The motivation is as follows: “This is an innovative and interesting idea for social intervention with teenagers. There has been high involvement of end users in the development, and with a strong link to their context.”

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