257 research outputs found

    Dramatistic User Experience Design: The Usability Testing of an e-Government System in A Non-Western Setting

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    This dissertation investigates rhetorical situatedness as a factor that culturally designates users’ motives in adopting a new technology. The application of Kenneth Burke’s dramatism extends the discussion about the situation where an interaction takes place to include acting and meaning-making in Non-Western settings as contextual and situated. This expansion is essential to reinforce the understanding of how cultural contexts impact users’ motives, specifically users from Non-Western settings, to adopt a technology. The traditional Human-Computer Interaction (HCI) research stresses mechanical and technical aspects between a user (agent) and a technology device (agency) in order to reduce user errors. This approach isolates the rhetorical situation of interaction in a computer interface, thus eliding the cultural situatedness by regarding the situation as something fixed, such as in a laboratory. Adding a cultural context provides a fuller picture of this interaction. Using a civic records online system called e-Lampid, which is administered by Surabaya City Government in Indonesia as a case study, I discover five elements of situatedness that contribute significantly to weave acting and meaning-making into a culturally informed interaction. User motives are shaped by internal and external situations that are collective, local, and both onsite and off. Dramatism is a tool for analysis and production that prioritizes cultural awareness. Dramatistic User Experience (UX) design offers analytical, comprehensive, and systematic perspectives on the design process. Dramatistic UX integrates three different approaches: usability testing, rhetorical awareness of situations, and needs analysis. The synergy of dramatism, user experience, and design thinking provides a holistic approach to construct a rhetorically grounded and culturally contingent user experience design

    Craft Entrepreneurship:A collection of cases around the world

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    Craft Entrepreneurship:A collection of cases around the world

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    IS-enabled creativity and survival of co-located artist/craftspeople communities: supporter experiences

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    This research investigates artist/craftspeople community supporters’ experiences appropriating information systems (IS). It proposes a framework combining theories of practice, social construction of technology and social capital for conceptualising supporters’ IS appropriation issues relating to government funding reductions, artist/craftspeople rejection of modern-day business, religious/tribal beliefs and art/craft community and sectoral tensions

    A Comparative Study of Culture and Cultural Heritage in Humanitarian Aid Efforts: Post-Earthquake Haiti and Post-Tsunami Aceh

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    This thesis explores how cultural knowledge, beliefs, and practices affected the humanitarian aid response to disasters in Haiti and Aceh Province, Indonesia. It examines the importance of local knowledge in post-disaster response situations and how aid workers\u27 expertise interplays with local knowledge, decision-making structures, and leadership. I questioned how knowledge of cultural practices could contribute to a more effective humanitarian aid approach and identified housing, social institutions and local leadership, economic systems, religious belief and practice as primary focuses. Examples detail how cultural beliefs and practices - as well as cultural heritage - may be vehicles for social stability and advance recovery in the social and economic spheres

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge
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