264 research outputs found

    Knowledge Catcher:on the performative agency of scholarly forms

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    A Design Methodology for Exploring and Communicating System Values and Assumptions

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    This paper attempts to make two contributions to discussions related to TEI: (1) an analysis of how tools used for working with TEI documents encourage certain values and make certain assumptions about the work of textual editing and (2) a report on a methodological framework from outside the humanities that suggests a unique way to study such systems. Borrowing models of design research from the fields of design and human-computer interaction, I argue that prototypes can be used to create new conceptual knowledge, to investigate the values and assumptions of sociotechnical systems, and to communicate alternative visions of those systems. I first analyze an existing tool, the Versioning Machine, as a way of focusing the design of a prototype that reimagines several aspects of that original—specifically, I argue that the Versioning Machine creates an environment that to some extent assumes that TEI documents are created by one editor and intended for one instantiation. The prototype presented experiments with an alternative vision of textual editing as bringing encoded texts and interpretations together in multiple and flexible instantiations. Rather than a technical problem with an optimal solution, I approach this design process as an opportunity to ask how prototypes can give designers access to conceptual issues and allow users to enact alternative values and imagine alternative futures. This research was supported by the Modernist Versions Project, which is funded by a Social Sciences and Humanities Research Council of Canada Partnership Development Grant

    Designing social play through interpersonal touch:An annotated portfolio

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    We present five design cases as an annotated portfolio, exploring ways to design for intimate, interpersonal touch and social intimacy in interaction design. Five key qualities are elicited from the cases, including novel connotations sparking curiosity; providing an excuse to interact; unfolding internal complexity; social ambiguity; norm-bending intimacy. The work highlights novel interaction design approaches fostering social play, turning participants into performers of their own narratives

    Future Design of Accessibility in Games : A Design Vocabulary

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    Games represent one of the most significant cultural artefacts of this century. They are a massive force in economies around the world and are enjoyed by millions of players worldwide. With their cultural significance firmly in place, it is important to ensure that all people can participate in and play games in order to feel included in our wider society. For people with disabilities, games in particular provide a cultural outlet where they can be included with everyone else, and enabled to do things on an even footing with their non-disabled peers. However, this only happens if we create the necessary design environments that provide inclusive opportunities to game alongside the rest of the player base. Guidelines have been successful in raising awareness of accessibility in games and still function well for evaluating finished games. However, they are not the generative design thinking tools that developers need. Further in being divided to address specific disabilities, they are not capturing the diversity of needs of players with disabilities and the personalised and idiosyncratic adaptations that they make in order to play. We therefore propose developing a vocabulary and language of game accessibility which is no longer about whether someone can perceive or operate an interactive technology, but instead as to whether they can have the experience they want to have. We propose the structure for such a vocabulary showing that it needs to distinguish between access to controls, enablement to meet the challenges of the game and the player experience itself. We show how the intermediate-level knowledge embodied in guidelines can be reformulated in this way to be more generative and so support designers to develop games that deliver accessible player experiences

    What is the Content of “Design Thinking”? Design Heuristics as Conceptual Repertoire

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    When engaged in design activity, what does a designer think about? And how does she draw on disciplinary knowledge, precedent, and other strategies in her design process in order to imagine new possible futures? In this paper, we explore Design Heuristics as a form of intermediate-level knowledge that may explain how designers build on existing knowledge of “design moves”—non-deterministic, generative strategies or heuristics—during conceptual design activity. We describe a set of relationships between disciplinary training and the acquisition of such heuristics, and postulate how design students might accelerate their development of expertise. We conclude with implications for future research on the development of expertise, and the ways in which methods such as Design Heuristics can enhance this developmental process

    A respectful design framework: incorporating indigenous knowledge in the design process

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    To stay within the planetary boundaries, we have to take responsibility, and this includes designers. This requires new perspectives on design. In this work, we focus on a co-design project with indigenous communities. Within such communities, indigenous knowledge is central. Indigenous knowledge acknowledges that the world is alive and that we, as humans, are merely a small part. Central in our approach is Sheehan’s respectful design, which ensures a central place for indigenous knowledge in the design process. However, Sheehan’s approach does not state in pragmatic terms how such a design approach can be achieved. Some of the co-design processes we engaged in led to respectful design spaces, others did not. This helped us to identify patterns of dynamics that are essential for respectful design. At the core of our findings lies the observation that in order to reach a respectful design space, in which indigenous knowledge is embedded, a shared dialogical space between community and designer is essential

    Reflective ethnographic design of collaborative economy business models using annotated portfolios

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    As the collaborative platform economy develops, network effects tend to create one dominant platform within each domain such as transport, reducing the power of workers to find alternatives. The research problem is to find a specific methodology that could enable researchers to draw on the experience of participants as workers and their wish to create ways of working that offer them greater power in the collaborative economy. Ethnographic studies can enable researchers to discover how workers make sense of their involvement in the collaborative platform economy and provide valuable data on how current business models and platforms can affect worker power. However, a wish to promote worker power implies a participatory form of research that aims to break down power relations between researchers and participants. This chapter reflects on the methodological challenges of studying the collaborative economy ethnographically in order to develop new business models and platforms. Annotated portfolios, a technique used in human-computer interaction, offers the potential to enable worker experience to inform new business model designs. Researchers can use annotated portfolios to articulate latent designs in ethnographic data gathered from engagement with workers in the collaborative economy. In bringing these designs into existence, researchers can then contribute their perspective to a co-design process with these workers. Annotated portfolio techniques can thus help both researchers and workers to use ethnographic data to design new business models in the collaborative economy
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