28 research outputs found

    Return of the man-machine interface: violent interactions

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    This paper presents the design and evaluation of “the man-machine interface” a punchable interface designed to criticise and react against the values inherent in modern systems that tacitly favour one type of user (linguistically and technically gifted) and alienate another (physically gifted). We report a user study, where participants used the device to express their opinions before engaging in a group discussion about the implications of strength-based interactions. We draw connections between our own work and that of evolutionary biologists whose recent findings indicate the shape of the human hand is likely to have been partly evolved for the purpose of punching, and conclude by examining violent force as an appropriate means for expressing thoughts and feelings

    Value creation through trust in technological-mediated social participation

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    In this article, we advocate for the use of a social-technical model of trust to support interaction designers in further reflecting on trust-enabling interaction design values that foster participation. Our rationale is built upon the believe that technological-mediated social participation needs trust, and it is with trust-enabling interactions that we foster the will for collaborate and share—the two key elements of participation. This article starts by briefly presenting a social-technical model of trust and then moves on with establishing authors rational that interconnects trust with technological-mediated social participation. It continues by linking the trust value to the context of design critique and critical design, and ends by illustrating how to incorporate the trust value into design. This is achieved by proposing an analytical tool that can serve to inform interaction designers to better understand the potential design options and reasons for choosing them

    Considering the inclusion of worth and values in the design of interactive artifacts

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    The development and design of computational artifacts and their current widespread use in diverse contexts (from work/task oriented to ludic applications) needs to take into account end-users needs, likes/dislikes and broader societal issues including human values. However, the fast pace of technological developments highlight the acknowledgment that the process of defining the computational artifacts not only needs to understand the user but also engineering and designers creativity. In order to take into account these issues, we have been exploring the utilization of a framework to guide our own development efforts. The Worth-Centred Design (WCD) can be seen as a conceptual framework that intends to facilitate the process of making explicit the connections between high level concepts related to desired ends/worth/values and simple/basic/atomic features composing an (or to be) artifact [1, 2]. In this paper, our insights as a heterogeneous design team regarding the use of the WCD framework are presented. More specifically, two on-going cases studies are considered: (a) one concerning the on-going development of situated digital public displays and (b) the development of games to assist therapists of children with emotional and cognitive impairments to conduct their daily therapeutic activities. The utilization of the framework definitely improved our understanding of the relationships between features and high-level interaction goals. The representational tools and the process of constructing them helped making explicit the design alternatives and the design team assumptions regarding artifact use. However, there are hurdles to conquer, in particular, the creation of common ground within the team in relation to the definition of the terms employed and assuring that the emergence of common ground does not hide fundamental differences regarding the meaning of the design elements uncovered. Furthermore, more research is needed in order to understand how to elicit values related to the artifact from the different stakeholders of a particular social context

    From valuing design to designing value

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    This paper presents findings of an embedded action research project within a small to medium sized enterprise (SME). Through the implementation of design-led innovation processes, this research aims to identify the changes experienced in the participating company during a shift in the perspective of design from a product focus towards a strategic focus. Staff interviews and a reflective journal were used as methods to collect data from a range of design interventions that were facilitated throughout the engagement. A shift in perspective of design was evident through three cultural changes within the firm. First, the perceived outcome focus of design became increasingly long-term. Second, the value of design outcomes became less directed towards current projects, and more directed towards future possibilities. Finally, the perceived tangibility of design outcomes shifted from tangible to intangible. For example, design activities which produced customer insights, rather than product features, became seen as beneficial to the firm. These three components are proposed as cultural stepping stones which describe how a company transitions from an exclusively product-focused perspective and utilisation of design towards design as a company based process. Implications of this research provide considerations for designers who are attempting to facilitate a similar transformation within a business in the future

    Worth and human values at the centre of designing situated digital public displays

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    The development and design of computational artefacts and their current widespread use in diverse contexts needs to take into account end-users needs, likes/dislikes and broader societal issues including human values. However, the fast pace of technological developments highlight that the process of defining the computational artefacts not only needs to understand the user but also engineers and designers’ creativity. Considering these issues, we have been exploring the adoption of the Worth- Centred Design framework, proposed by Gilbert Cockton, to guide our development efforts regarding situated digital public displays. We will present our insights as a design team regarding the use of the WCD framework for the on-going development of situated digital public displays. Furthermore, we will discuss our current efforts to extend the adoption of the framework. Finally, future steps are presented, and will focus on enriching our understanding concerning potential places for situated digital displays, stakeholders’ views, encouraging open participation and co-creation

    Evaluating cause and effect in user experience digital creativity

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    This article describes issues in evaluating emotional and affective aspects of interaction. In particular it considers the relationship between experience factors and instrumental goals. The role of qualitative interaction factors varies from system to system, dependent on overall system goals and values, both for user and designer. Defining this role helps us to understand what is significant about emotional experience within interaction, in the context of user and organisational values. The utility and limitations of a range of evaluation methods is considered in relation to issues of tacitness, first-person experience and its relationship both to attitude formation and overt behaviour. In doing so it addresses key questions about the nature of enquiry in user-experience evaluation where experience factors are bound up with instrumental goals

    Digital exclusion or learning exclusion? An ethnographic study of adult male distance learners in English prisons

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    Previous research has highlighted the value of technology to enhance learning. However, digital inclusion research has argued that many issues such as skills, access, usability and choice impact on the effectiveness of technology to enhance learning. The findings in this paper add to the debate by highlighting the importance of value and context. In particular, the value that institutions and individuals place on the role of further and higher distance learning in a prison can affect technology enhanced learning in that context. This research identified that despite good IT skills and improved technologies, prison learners’ access and use of technology is hampered by conflicting priorities amongst the multiple organisations controlling prisoner activities. This can lead to a prison in which menial work is valued far higher than learning. Technology enhanced distance learning, perceived by many to be a lifeline in a desolate environment, is heavily restricted in such prisons. The situation is thought to be deteriorating as the number of organisations involved increases and the Government’s plans for ‘working’ prisons gather pace

    Les transports : un terrain fertile pour la plasticité des Interfaces Homme-Machine

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    National audienceCe chapitre structure les Ă©lĂ©ments clĂ©s de l'Ă©volution des IHM en intelligence ambiante. Il montre, selon une perspective utilisateur, que la plasticitĂ© se pose finalement comme intĂ©grateur de ces Ă©volutions. La plasticitĂ© est ensuite illustrĂ©e dans le domaine des transports qui se rĂ©vĂšle ĂȘtre un terrain extrĂȘmement fertile Ă  son application

    Value of Information Systems and Products: Understanding the Users’ Perspective and Values

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    Developers aim at providing value through their systems and products. However, value is not financial only, but depends on usage and users’ perceptions of value. In this paper, we clarify the concept of value from the users’ perspective and the role of user involvement in providing value. First, theories and approaches of psychology, marketing and human-computer interaction are reviewed. Secondly, the concept of ‘user values’ is suggested to clarify the concept of value from the user’s point of view and a category framework of user values is presented to make them more concrete and easier to identify. Thirdly, the activities and methods for adopting user values in development work are discussed. The analysis of the literature shows that value has been considered in multiple ways in development. However, users’ perspectives have received less attention. As a conclusion, we draw future research directions for value-centered design and propose that user involvement is essential in identifying user values, interpreting the practical meaning of the values and implementing them in development work
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