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Item 3D Printing of Human Ossicle Models for the Biofabrication of Personalized Middle Ear Prostheses(MDPI, 2022-10-31) Dairaghi, Jacob; Rogozea, Dan; Cadle, Rachel; Bustamante, Joseph; Moldovan, Leni; Petrache, Horia I.; Moldovan, Nicanor I.; Physics, School of ScienceThe middle ear bones (‘ossicles’) may become severely damaged due to accidents or to diseases. In these situations, the most common current treatments include replacing them with cadaver-derived ossicles, using a metal (usually titanium) prosthesis, or introducing bridges made of biocompatible ceramics. Neither of these solutions is ideal, due to the difficulty in finding or producing shape-matching replacements. However, the advent of additive manufacturing applications to biomedical problems has created the possibility of 3D-printing anatomically correct, shape- and size-personalized ossicle prostheses. To demonstrate this concept, we generated and printed several models of ossicles, as solid, porous, or soft material structures. These models were first printed with a plottable calcium phosphate/hydroxyapatite paste by extrusion on a solid support or embedded in a Carbopol hydrogel bath, followed by temperature-induced hardening. We then also printed an ossicle model with this ceramic in a porous format, followed by loading and crosslinking an alginate hydrogel within the pores, which was validated by microCT imaging. Finally, ossicle models were printed using alginate as well as a cell-containing nanocellulose-based bioink, within the supporting hydrogel bath. In selected cases, the devised workflow and the printouts were tested for repeatability. In conclusion, we demonstrate that moving beyond simplistic geometric bridges to anatomically realistic constructs is possible by 3D printing with various biocompatible materials and hydrogels, thus opening the way towards the in vitro generation of personalized middle ear prostheses for implantation.Item Designing digital experiences in 2020(AIGA Design Educators Community, 2016-06-15) Ganci, AaronThe students entering school next Fall will likely graduate in 2020. Most of those graduates will enter the field as designers who create digital experiences—what we think of today as websites, apps, or other screen-based media. However, they will enter a media landscape that looks quite different from that of today. As the educators of these future designers, it is crucial that we understand the digital platforms of the near future and try our best to prepare them to design in these new environments. Today, many programs are still trying to figure out how to deeply integrate digital media into their curriculum. The academy rightly moves slower than industry and it has taken us several years to adjust to the new realities of digital design. In recent years, we have had some relief as designing websites and mobile applications has become much easier: our tools have improved, clear visual patterns have emerged, and interaction paradigms have matured. That said, a new wave of technologies is quickly approaching—or in some cases, already arrived—that will alter designers’ methods, processes, and outcomes in significant ways. Over the next four years, the screens we design for will multiply and diversify, virtual and augmented reality will mature, wearable and ubiquitous computing will become commonplace, and artificial intelligence will enhance or replace everyday tasks. On top of the hardware changes, security, privacy, and ethics will be ever-present forces on how designers make decisions about their work. Students cannot prepare for these environments by simply designing a few websites or apps in school. To be successful, they will require a unique set of competencies. As educators, we need to take significant steps to update and augment or curricula to prepare our students for this new world. This 20 minute talk will outline several emerging trends that will likely impact the design of digital experiences in the near future. The insights in the talk are derived from qualitative interviews with professionals, personal experiences, and an analysis of technology-centric literature. The author will unpack these trends for the audience to reveal recommendations about the core competencies that are needed to design next-generation digital experiences. From those competencies, learning objectives will be derived that educators could use to inform curricular updates.