The practice of telemedicine started at the beginning of the 20th century but has never been widely implemented, even though it is significantly sustainable compared to traveling to healthcare However, the ongoing COVID-19 pandemic pushed organisations and patients to accept this technology. During the pandemic, telemedicine consultations took place in ad hoc environments without much preparation and planning. As a result, there is a knowledge gap in the field between telemedicine’s clinical care services and healthcare built environment, in terms of design. This research focused on addressing the quality of service and experience of telemedicine in primary healthcare settings and how this could be influenced by the digital infrastructure. Our aim was to understand the correlations between telemedicine and healthcare built environment and whether the latter could have a significant impact on telemedicine practice. The methodology included interviews with professionals involved in healthcare planning, architecture and ethnography, and end user research involving telemedicine sessions. The interviews highlighted that professionals involved in the design of healthcare environments demonstrated limited consideration of telemedicine environments. Yet, the ethnographic, end-user research identified areas where the telemedicine environment could affect user experience and should be taken into consideration in the design of such spaces.
Take a deep breath; what do you smell? While sight and hearing dominate our perceptions, the sense of smell is often overlooked, even undervalued. However, the importance of our sense of smell goes beyond detecting odours. It shapes our emotions, memories, behaviour, and quality of life. Recent advances in olfactory interfaces have sparked discussions about the future of smell in human-computer interaction. While efforts mainly focus on the realization of new olfactory interfaces, here we collectively explore alternative worlds centred around the sense of smell. First, we conducted a design futuring workshop involving individuals with varying smell capabilities and expertise to envision and discuss smell-centred futures. Then, through iterative reflection, we arrived at three smell worlds presented as narratives and visuals. From this conceptual work, we offer new perspectives and generative possibilities for design research that prioritizes our noses.
In this paper we report on recent developments in the use of simulation as an aspect of design decision support for architecture and planning. This research is based on ARTHUR (Augmented Round Table for Architecture and Urban Planning). Although real time simulation has been incorporated in design support systems, little attention has been given to the simulation of pedestrian movement in collaborative AR based systems. Here we report on user evaluation tests of the ARTHUR system, which are focused on the effect of real time pedestrian simulation on the way pairs of designers work together. These tests suggest that the integration of simulated pedestrian movement on the design table plays a critical role in exploring possible design solutions and encourages different and new ways of thinking about design problems. Donald Schon's concept of the reflection-in-action provide a useful framework for interpreting these results.