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Loyalty Theory Flashcards as a Design Tool in a Design Research Project: A Case Study of the Food Delivery App.

Published: 23 October 2016 Publication History

Abstract

In design practice we can find numerous design tools in the form of cards. Their role is to bring an inspiration and innovation to the design process. This case study presents how the application of Loyalty Theory Flashcards facilitated incorporation of theory in design research project conducted for an online food-ordering app. We discuss different roles of cards at consecutive stages of design research project. The paper ends with a discussion on using existing cards vs. self-created cards.

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Hornecker, E. 2010. Creative idea exploration within the structure of a guiding framework: the card brainstorming game. In Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction (TEI'10), 101--108. http://doi.acm.org/10.1145/1709886.1709905
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Kwiatkowska, J., Szóstek, A., Lamas, D. 2014. (Un)structured sources of inspiration: comparing the effects of game-like cards and design cards on creativity in co-design process. In Proceedings of the 13th Participatory Design Conference: Research Papers - Volume 1. 31--39. http://doi.acm.org/10.1145/2661435.2661442
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Lucero, A., Arrasvuori, J. 2010. PLEX Cards: a source of inspiration when designing for playfulness. In Proceedings of the 3rd International Conference on Fun and Games (Fun and Games'10), 28--37. http://doi.acm.org/10.1145/1823818.1823821
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Cited By

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  • (2020)Design Card SetsProceedings of the 2020 ACM Designing Interactive Systems Conference10.1145/3357236.3395516(419-428)Online publication date: 3-Jul-2020
  • (2017)Shaping loyaltyInteractions10.1145/306477424:3(60-65)Online publication date: 27-Apr-2017

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  1. Loyalty Theory Flashcards as a Design Tool in a Design Research Project: A Case Study of the Food Delivery App.

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      cover image ACM Other conferences
      NordiCHI '16: Proceedings of the 9th Nordic Conference on Human-Computer Interaction
      October 2016
      1045 pages
      ISBN:9781450347631
      DOI:10.1145/2971485
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Published: 23 October 2016

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      Author Tags

      1. Tools for idea generation
      2. cards
      3. design research
      4. inspiration
      5. loyalty

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      NordiCHI '16 Paper Acceptance Rate 58 of 231 submissions, 25%;
      Overall Acceptance Rate 379 of 1,572 submissions, 24%

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      Cited By

      View all
      • (2020)Design Card SetsProceedings of the 2020 ACM Designing Interactive Systems Conference10.1145/3357236.3395516(419-428)Online publication date: 3-Jul-2020
      • (2017)Shaping loyaltyInteractions10.1145/306477424:3(60-65)Online publication date: 27-Apr-2017

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