Skip to main content
Article thumbnail
Location of Repository

Design as conversation with digital materials

By Andy Dearden

Abstract

<p>This paper explores Donald Schön's concept of design as a conversation with materials, in the context of designing digital systems. It proposes material utterance as a central event in designing. A material utterance is a situated communication act that depends on the particularities of speaker, audience, material and genre. </p>\ud <p>The paper argues that, if digital designing differs from other forms of designing, then accounts for such differences must be sought by understanding the material properties of digital systems and the genres of practice that surround their use. Perspectives from human-computer interaction (HCI) and the psychology of programming are used to examine how such an understanding might be constructed.</p

Publisher: Elsevier
Year: 2006
OAI identifier: oai:shura.shu.ac.uk:16

Suggested articles

Citations

  1. (2002). A co-operation framework for product-process integration in engineering design. doi
  2. (2000). A Cognitive Dimensions questionnaire optimised for users.
  3. (2002). A Comparison of Empirical Study and Cognitive Dimensions Analysis in the Evaluation of UML Diagrams. In
  4. (1987). A Practical Introduction to Denotational Semantics. doi
  5. (1991). A Software Design Manifesto.: Time for a Change, Dr Dobbs
  6. (2002). Between thought and object in engineering design. doi
  7. (1998). Cognitive Dimensions of Information Artefacts: a tutorial. Available from http://www.cl.cam.ac.uk/~afb21/CognitiveDimensions/CDtutorial.pdf
  8. (2004). Computing and the cultures of proving. Paper for Royal Society Discussion Meeting on the
  9. (2001). Creativity in the design process: co-evolution of problem-solution.
  10. (2003). DENIM: An Informal Web Site Design Tool Inspired by Observations of Practice,
  11. (2002). Design devices: digital drawing and the pursuit of difference.
  12. (2001). Discourse as data: A guide for analysis, doi
  13. (2004). Enhancing contextual analysis to support the design of development tools In
  14. (1991). Formal methods for interactive systems.
  15. (2004). Gabbeh:- a tool for computer supported collaboration in electronic paper prototyping.
  16. (2000). Genre Ecologies: An Open-System Approach to Understanding and Constructing Documentation.
  17. (2002). Gore Galore: Literary Theory &
  18. (1999). Grappling with distributed usability: A cultural-historical examination of documentation genres over four decades.
  19. (1962). How to do things with words. doi
  20. (1999). Investment of Attention as an Analytic Approach to Cognitive Dimensions. In
  21. (1980). Is There a Text in This Class? The Authority of Interpretive Communities.
  22. (1994). LaTeX: A Document Preparation System 2nd Edition.
  23. (2001). Mechanizing proof: computing risk, and trust.
  24. (1990). Mikhail Bakhtin Creation of a Prosaics.
  25. (2002). Multiple Viewpoints On Computer Supported Team Work: A Case Study On Ambulance Despatch. In
  26. (1999). Negotiating meaning: the dialogic imagination in electronic art.
  27. (1996). Reflective Conversation with Materials. In
  28. (1994). Requirements engineering as the reconciliation of social and technical issues.
  29. (1994). Rethinking requirements analysis: Some implications of recent research into producerconsumer relationships in IT development.
  30. (1969). Speech Acts: an essay in the philosophy of language.
  31. (1994). Speech Genres & Other Late Essays. Translated by V.W. McGee, Edited by doi
  32. (2000). Storytelling and the development of discourse in the engineering design process.
  33. (1994). Talking Through Design: Requirements and Resistance in Cooperative Prototyping.
  34. (2004). Technology as Experience,
  35. (1994). The Bakhtin Reader Edward
  36. (2000). The Intellectual Challenge of CSCW: The Gap between Social Requirements and Technical Feasibility. Human Computer Interaction 15(2/3). doi
  37. (1995). The Reflective Practitioner How Professionals Think in Action.
  38. (1991). The Task - Artifact Cycle, in J.M.Carroll (Ed.) Designing Interaction - Psychology at the Human-Computer Interface,
  39. (2005). The value of the novel in designing for experience.
  40. (1994). The Wittgenstein Reader.
  41. (1996). Usability analysis of visual programming environments: a 'cognitive dimensions'
  42. (2003). Using Cognitive Dimensions to Compare Prototyping Notations. Presented at the 15th Annual Meeting of the Psychology of Programming Interest Group. Keele University,
  43. (2003). Using the cognitive dimensions framework to measure the usability of a class library.
  44. (2003). Who Wants to be a Millionaire, Interactive DVD. Universal Pictures Video.

To submit an update or takedown request for this paper, please submit an Update/Correction/Removal Request.