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Dive into the research topics where Senthil K. Chandrasegaran is active.

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Featured researches published by Senthil K. Chandrasegaran.


Computer-aided Design | 2013

The evolution, challenges, and future of knowledge representation in product design systems

Senthil K. Chandrasegaran; Karthik Ramani; Ram D. Sriram; Imre Horváth; Alain Bernard; Ramy Harik; Wei Gao

Product design is a highly involved, often ill-defined, complex and iterative process, and the needs and specifications of the required artifact get more refined only as the design process moves toward its goal. An effective computer support tool that helps the designer make better-informed decisions requires efficient knowledge representation schemes. In todays world, there is a virtual explosion in the amount of raw data available to the designer, and knowledge representation is critical in order to sift through this data and make sense of it. In addition, the need to stay competitive has shrunk product development time through the use of simultaneous and collaborative design processes, which depend on effective transfer of knowledge between teams. Finally, the awareness that decisions made early in the design process have a higher impact in terms of energy, cost, and sustainability, has resulted in the need to project knowledge typically required in the later stages of design to the earlier stages. Research in design rationale systems, product families, systems engineering, and ontology engineering has sought to capture knowledge from earlier product design decisions, from the breakdown of product functions and associated physical features, and from customer requirements and feedback reports. VR (Virtual reality) systems and multidisciplinary modeling have enabled the simulation of scenarios in the manufacture, assembly, and use of the product. This has helped capture vital knowledge from these stages of the product life and use it in design validation and testing. While there have been considerable and significant developments in knowledge capture and representation in product design, it is useful to sometimes review our position in the area, study the evolution of research in product design, and from past and current trends, try and foresee future developments. The goal of this paper is thus to review both our understanding of the field and the support tools that exist for the purpose, and identify the trends and possible directions research can evolve in the future.


human factors in computing systems | 2014

skWiki: a multimedia sketching system for collaborative creativity

Zhenpeng Zhao; Sriram Karthik Badam; Senthil K. Chandrasegaran; Deok Gun Park; Niklas Elmqvist; Lorraine G. Kisselburgh; Karthik Ramani

We present skWiki, a web application framework for collaborative creativity in digital multimedia projects, including text, hand-drawn sketches, and photographs. skWiki overcomes common drawbacks of existing wiki software by providing a rich viewer/editor architecture for all media types that is integrated into the web browser itself, thus avoiding dependence on client-side editors. Instead of files, skWiki uses the concept of paths as trajectories of persistent state over time. This model has intrinsic support for collaborative editing, including cloning, branching, and merging paths edited by multiple contributors. We demonstrate skWikis utility using a qualitative, sketching-based user study.


ASME 2012 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference | 2012

Enhancing Visual Thinking in a Toy Design Course Using Freehand Sketching

Elkin Taborda; Senthil K. Chandrasegaran; Lorraine G. Kisselburgh; Tahira Reid; Karthik Ramani

ABSTRACT Engineering graduates in advancing economies are not onlyexpected to have engineering knowledge, but also use them increative and innovative ways. The importance of visual thinkinghas been critical for creativity and innovation in design. How-ever, today’s engineering students are proficient in detailed de-sign tools but lacking in conceptual design and ideation, and en-gineering curricula needs to develop a more effective frameworkfor teaching visual thinking. In this paper, we report our effortsto embed principles of design thinking and visual thinking prac-tices, like McKim’s “seeing, imagining and drawing” cycle [1].We use a toy design course in mechanical engineering for ourpilot study as a scaffold for introducing these principles in anengaging, creative, and fun environment. We introduced free-hand sketching as a tool for visual thinking during the design andcommunication of concepts. We also report the impact of thesechanges through information gleaned from student feedback sur-veys and analysis of design notebooks. We use our findings topropose ways to provide the students with a set of balanced tech-niques that help them in visual thinking, communication, and de-sign. An improved implementation of this experience is discussedand future work is proposed to overcome barriers to thinking andcommunication.


human factors in computing systems | 2014

Juxtapoze: supporting serendipity and creative expression in clipart compositions

William Benjamin; Senthil K. Chandrasegaran; Devarajan Ramanujan; Niklas Elmqvist; S. V. N. Vishwanathan; Karthik Ramani

Juxtapoze is a clipart composition workflow that supports creative expression and serendipitous discoveries in the shape domain. We achieve creative expression by supporting a workflow of searching, editing, and composing: the user queries the shape database using strokes, selects the desired search result, and finally modifies the selected image before composing it into the overall drawing. Serendipitous discovery of shapes is facilitated by allowing multiple exploration channels, such as doodles, shape filtering, and relaxed search. Results from a qualitative evaluation show that Juxtapoze makes the process of creating image compositions enjoyable and supports creative expression and serendipity.


advanced visual interfaces | 2014

Tracing and sketching performance using blunt-tipped styli on direct-touch tablets

Sriram Karthik Badam; Senthil K. Chandrasegaran; Niklas Elmqvist; Karthik Ramani

Direct-touch tablets are quickly replacing traditional pen-and-paper tools in many applications, but not in case of the designers sketchbook. In this paper, we explore the tradeoffs inherent in replacing such paper sketchbooks with digital tablets in terms of two major tasks: tracing and free-hand sketching. Given the importance of the pen for sketching, we also study the impact of using a blunt-and-soft-tipped capacitive stylus in tablet settings. We thus conducted experiments to evaluate three sketch media: pen-paper, finger-tablet, and stylus-tablet based on the above tasks. We analyzed the tracing data with respect to speed and accuracy, and the quality of the free-hand sketches through a crowdsourced survey. The pen-paper and stylus-tablet media both performed significantly better than the finger-tablet medium in accuracy, while the pen-paper sketches were significantly rated higher quality compared to both tablet interfaces. A follow-up study comparing the performance of this stylus with a sharp, hard-tip version showed no significant difference in tracing performance, though participants preferred the sharp tip for sketching.


International Journal of Human-computer Studies \/ International Journal of Man-machine Studies | 2017

VizScribe: A visual analytics approach to understand designer behavior

Senthil K. Chandrasegaran; Sriram Karthik Badam; Lorraine G. Kisselburgh; Kylie Peppler; Niklas Elmqvist; Karthik Ramani

Abstract Design protocol analysis is a technique to understand designers’ cognitive processes by analyzing sequences of observations on their behavior. These observations typically use audio, video, and transcript data in order to gain insights into the designers behavior and the design process. The recent availability of sophisticated sensing technology has made such data highly multimodal, requiring more flexible protocol analysis tools. To address this need, we present VizScribe, a visual analytics framework that employs multiple coordinated multiple views that enable the viewing of such data from different perspectives. VizScribe allows designers to create, customize, and extend interactive visualizations for design protocol data such as video, transcripts, sketches, sensor data, and user logs. User studies where design researchers used VizScribe for protocol analysis indicated that the linked views and interactive navigation offered by VizScribe afforded the researchers multiple, useful ways to approach and interpret such multimodal data.


Computer Graphics Forum | 2017

Integrating Visual Analytics Support for Grounded Theory Practice in Qualitative Text Analysis

Senthil K. Chandrasegaran; Sriram Karthik Badam; Lorraine G. Kisselburgh; Karthik Ramani; Niklas Elmqvist

We present an argument for using visual analytics to aid Grounded Theory methodologies in qualitative data analysis. Grounded theory methods involve the inductive analysis of data to generate novel insights and theoretical constructs. Making sense of unstructured text data is uniquely suited for visual analytics. Using natural language processing techniques such as parts‐of‐speech tagging, retrieving information content, and topic modeling, different parts of the data can be structured and semantically associated, and interactively explored, thereby providing conceptual depth to the guided discovery process. We review grounded theory methods and identify processes that can be enhanced through visual analytic techniques. Next, we develop an interface for qualitative text analysis, and evaluate our design with qualitative research practitioners who analyze texts with and without visual analytics support. The results of our study suggest how visual analytics can be incorporated into qualitative data analysis tools, and the analytic and interpretive benefits that can result.


Journal of Mechanical Design | 2017

Visual Analytics Tools for Sustainable Lifecycle Design: Current Status, Challenges, and Future Opportunities

Devarajan Ramanujan; William Z. Bernstein; Senthil K. Chandrasegaran; Karthik Ramani

The rapid rise in technologies for data collection has created an unmatched opportunity to advance the use of data-rich tools for lifecycle decision-making. However, the usefulness of these technologies is limited by the ability to translate lifecycle data into actionable insights for human decision-makers. This is especially true in the case of sustainable lifecycle design (SLD), as the assessment of environmental impacts, and the feasibility of making corresponding design changes, often relies on human expertise and intuition. Supporting human sense-making in SLD requires the use of both data-driven and user-driven methods while exploring lifecycle data. A promising approach for combining the two is through the use of visual analytics (VA) tools. Such tools can leverage the ability of computer-based tools to gather, process, and summarize data along with the ability of human-experts to guide analyses through domain knowledge or data-driven insight. In this paper, we review previous research that has created VA tools in SLD. We also highlight existing challenges and future opportunities for such tools in different lifecycle stages-design, manufacturing, distribution & supply chain, use-phase, end-of-life, as well as life cycle assessment. Our review shows that while the number of VA tools in SLD is relatively small, researchers are increasingly focusing on the subject matter. Our review also suggests that VA tools can address existing challenges in SLD and that significant future opportunities exist.


Volume 7: 2nd Biennial International Conference on Dynamics for Design; 26th International Conference on Design Theory and Methodology | 2014

Collaborative Sketching With skWiki: A Case Study

Senthil K. Chandrasegaran; Sriram Karthik Badam; Zhenpeng Zhao; Niklas Elmqvist; Lorraine G. Kisselburgh; Karthik Ramani

Sketching for conceptual design has traditionally been performed on paper. Recent computational tools for conceptual design have leveraged the availability of hand-held computing devices and web-based collaborative platforms. Further, digital sketching interfaces have the added advantages of storage, duplication, and sharing on the web. We have developed skWiki, a tool that enables collaborative sketching on digital tablets using a web-based framework. We evaluate skWiki in two contexts, (a) as a collaborative ideation tool, and (b) as a design research tool. For this evaluation, we perform a longitudinal study of an undergraduate design team that used skWiki over the course of the concept generation and development phase of their course project. Our analysis of the team’s sketching activity indicated instances of lateral and vertical transformation between participants, indicating collaborative exploration of the breadth and depth of the design space. Using skWiki for this evaluation also demonstrated it to be an effective research tool to investigate such collaborative design processes.Copyright


graphics interface | 2017

Merging Sketches for Creative Design Exploration: An Evaluation of Physical and Cognitive Operations

Senthil K. Chandrasegaran; Sriram Karthik Badam; Ninger Zhou; Zhenpeng Zhao; Lorraine G. Kisselburgh; Kylie Peppler; Niklas Elmqvist; Karthik Ramani

Despite its grounding in creativity techniques, merging multiple source sketches to create new ideas has received scant attention in design literature. In this paper, we identify the physical operations that in merging sketch components. We also introduce cognitive operations of reuse, repurpose, refactor, and reinterpret, and explore their relevance to creative design. To examine the relationship of cognitive operations, physical techniques, and creative sketch outcomes, we conducted a qualitative user study where student designers merged existing sketches to generate either an alternative design, or an unrelated new design. We compared two digital selection techniques: freeform selection, and a stroke-cluster-based “object select” technique. The resulting merge sketches were subjected to crowdsourced evaluation of these sketches, and manual coding for the use of cognitive operations. Our findings establish a firm connection between the proposed cognitive operations and the context and outcome of creative tasks. Key findings indicate that reinterpret cognitive operations correlate strongly with creativity in merged sketches, while reuse operations correlate negatively with creativity. Furthermore, freeform selection techniques are preferred significantly by designers. We discuss the empirical contributions of understanding the use of cognitive operations during design exploration, and the practical implications for designing interfaces in digital tools that facilitate creativity in merging sketches.

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Kylie Peppler

Indiana University Bloomington

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