47,804 research outputs found

    Getting it Right: Lessons Learned in Applying a Critical Artefact Approach

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    “Critical artefacts”, the products of critical design (Dunne 1999), prompt reflection rather than satisfy obvious user needs. The author is developing an instrumental use of critical artefacts as part of a human-centred design process. Earlier work showed the effectiveness of this approach in allowing stakeholders to engage with novel product ideas. This paper describes a project, Living Rooms, developing the approach with a broader group of stakeholders and devising the critical artefacts with other designers. Although providing insights into the design context (Bowen & Chamberlain 2008), this application of the approach was less productive than in earlier projects and suggested factors that could affect its efficacy. Implications for future applications of the approach are noted: the type of contexts it is appropriate for; the characteristics of effective stakeholder participants and the need to educate them in the context and enable them to think imaginatively. Von Hippel’s ‘lead users’ (1986, 1988) could provide a framework for selecting stakeholders likely to engage effectively with critical artefacts. The second part of the paper summarises lead user theory and discusses how the two characteristics of lead users, motivation and capability (Luthje & Herstatt 2004), tend to make them suitable participants for the critical artefact approach. A second project, Digital Mementos, is described – in particular how lead-user-based selection and the above implications have been applied. The paper concludes by reviewing the progress in developing generalisable methods exploiting the critical artefact approach, noting the need to position the approach within wider design activity and points toward future work relating it to the entire product design process. Keywords: Critical Design; Human-Centred Design; Innovation; Design Methodology</p

    Exploring Research through Design in Animal-Computer Interaction

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    This paper explores Research through Design (RtD) as a potential methodology for developing new interactive experiences for animals. We present an example study from an on-going project and examine whether RtD offers an appropriate framework for developing knowledge in the context of Animal-Computer Interaction, as well as considering how best to document such work. We discuss the design journey we undertook to develop interactive systems for captive elephants and the extent to which RtD has enabled us to explore concept development and documentation of research. As a result of our explorations, we propose that particular aspects of RtD can help ACI researchers gain fresh perspectives on the design of technology-enabled devices for non-human animals. We argue that these methods of working can support the investigation of particular and complex situations where no idiomatic interactions yet exist, where collaborative practice is desirable and where the designed objects themselves offer a conceptual window for future research and development

    Remembering today tomorrow: exploring the human-centred design of digital mementos

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    This paper describes two-part research exploring the context for and human-centred design of ‘digital mementos’, as an example of technology for reflection on personal experience(in this case, autobiographical memories). Field studies into families’ use of physical and digital objects for remembering provided a rich understanding of associated user needs and human values, and suggested properties for ‘digital mementos’ such as being ‘not like work’, discoverable and fun. In a subsequent design study, artefacts were devised to express these features and develop the understanding of needs and values further via discussion with groups of potential ‘users’. ‘Critical artefacts’(the products of Critical Design)were used to enable participants to envisage broader possibilities for social practices and applications of technology in the context of personal remembering, and thus to engage in the design of novel devices and systems relevant to their lives. Reflection was a common theme in the work, being what the digital mementos were designed to afford and the mechanism by which the design activity progressed. Ideas for digital mementos formed the output of this research and expressed the designer’s and researcher’s understanding of participants’ practices and needs, and the human values that underlie them and, in doing so, suggest devices and systems that go beyond usability to support a broader conception of human activity

    The Design of Information Technology as Design of the Information Society

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    The design of technical product is often focused in the development of that particular artefact. However, when we introduce new technology we don’t simply replace old technology with new, but change many things in the whole context of use. With the help of familiar examples from our everyday life we illustrate how far-reaching tiny-looking technological changes may be. Finally, we propose a design model which combines the traditional user-centred design cycle with broader view. The premise of the proposed model is that when designing information technology we fundamentally design information society

    Designing novel applications inspired by emerging media technologies

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    The field of Human-Computer Interaction provides a number of useful tools and methods for obtaining information on end-users and their usage context to inform the design of computer systems, yet relatively little is known on how to go about designing for a completely novel application where there is no user base, no existing practice of use available at the start. The success of the currently available HCI methodology that focuses on understanding users’ needs and establishing requirements is well-deserved in making computing applications usable in terms of fitting them to end-users’ usage contexts. However, too much emphasis on identifying user needs tends to stifle other more exploratory design activities where new types of applications are invented in order to discover or create new activities currently not practiced. In this paper, we argue that a great starting point of novel application design is not the problem space (trying to rigorously define the user requirements) but the solution space (trying to leverage emerging computational technologies and growing design knowledge for various interaction platforms), and we build a foundation for a pragmatic design methodology supported by the authors’ extensive experience in designing novel applications inspired by emerging media technologies

    Digital Barriers: Making Technology Work for People

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    This paper was originally given as an oral presentation at the ‘3rd International Conference for Universal Design’, International Association for Universal Design, Hamamatsu, Japan (2010) and subsequently published. Peer reviewed by the conference’s International Scientific Committee, it looks at how the emerging techniques of design ethnography could be applied in a business context and qualitatively evaluates the benefits. It outlines the differences between inclusive design research conducted for digital devices/services and the large body of existing research on inclusive products, buildings and environments. It advances the view that technology companies are today in danger of repeating the same inclusive design mistakes made by kitchen and bathroom manufacturers 20 years ago, and calls for technology companies to develop new techniques to avoid this happening. The paper charts in detail the challenges and processes involved in transferring academic inclusive design research into the business arena, describing research conducted by Gheerawo and his co-authors on projects with research partners Samsung and BlackBerry. The paper helped define the ‘people and technology’ research theme in the Helen Hamlyn Centre for Design’s Age & Ability Research Lab, which Gheerawo leads. It was also important, as part of evidence of the benefits of an inclusive technology approach, in persuading a number of companies (Sony, BT, Samsung) to undertake new studies with the Lab. Gheerawo used this pathfinder paper in further work, including an essay on digital communication for www.designingwithpeople.org (i-Design3 project EPSRC), membership of the steering committee for Age UK’s Engage accreditation for business, and lectures at ‘CitiesforAll’ conference, Helsinki (2012), ‘WorkTech’, London (2010), ‘Budapest Design Week’ (2011) and the ‘Business of Ageing’ conference, Dublin (2011). Gheerawo also co-wrote an article ‘Moving towards an encompassing universal design approach in ICT’ in The Journal of Usability Studies (2010), for which he was also a guest editor

    Analysis of research methodologies for neurorehabilitation

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    The Role of Ethological Observation for Measuring Animal Reactions to Biotelemetry Devices

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    This paper presents a methodological approach used to assess the wearability of biotelemetry devices in animals. A detailed protocol to gather quantitative and qualitative ethological observations was adapted and tested in an experimental study of 13 cat participants wearing two different GPS devices. The aim was twofold: firstly, to ascertain the potential interference generated by the devices on the animal body and behavior by quantifying and characterizing it; secondly, to individuate device features potentially responsible for the influence registered, and establish design requirements. This research contributes towards the development of a framework for evaluating the design of wearer-centered biotelemetry interventions for animals, consistent with values advocated by Animal- Computer Interaction researchers

    Human-centred design methods : developing scenarios for robot assisted play informed by user panels and field trials

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    Original article can be found at: http://www.sciencedirect.com/ Copyright ElsevierThis article describes the user-centred development of play scenarios for robot assisted play, as part of the multidisciplinary IROMEC1 project that develops a novel robotic toy for children with special needs. The project investigates how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collaborative play (with peers, carers/teachers, parents, etc.). This article explains the developmental process of constructing relevant play scenarios for children with different special needs. Results are presented from consultation with panel of experts (therapists, teachers, parents) who advised on the play needs for the various target user groups and who helped investigate how robotic toys could be used as a play tool to assist in the children’s development. Examples from experimental investigations are provided which have informed the development of scenarios throughout the design process. We conclude by pointing out the potential benefit of this work to a variety of research projects and applications involving human–robot interactions.Peer reviewe

    Technology inspired design for pervasive healthcare

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    Pervasive healthcare technologies are increasingly using novel sensory devices that are able to measure phenomena that could not be measured before. To develop novel healthcare applications that use these largely untested technologies, it is important to have a design process that allows proper exploration of the capabilities of the novel technologies. We focus on the technology-inspired design process that was used in the development of a system to support posture and provide guidance by nudging people, and how this has lead us to explore pervasive healthcare applications
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