15 research outputs found

    Participatory design and participatory development: a comparative review

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    This paper examines literature in the twin domains of participatory interactive systems design and participatory approaches to international development. As interactive systems are increasingly promoted as a possible means of achieving international development goals, designers generally agree that participatory design approaches should be applied. However, review of the literature reveals that these two different traditions have more complex relationships, and questions must be asked about: the aims of participation, the forms of participation that are being advocated, and the skills and strategies required of practitioners. The findings suggest that successful integration of participatory interactive systems design into development will require careful reflection on the nature of development and the approaches adopted.</p

    Dissolving boundaries: social technologies and participation in design

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    Abstract: The emphasis on participation in social technologies challenges some of our traditional assumptions about the role of users and designers in design. It also exposes some of the limitations and assumptions about design embedded in our traditional models and methods. Based on a review of emerging practice we present four perspectives on design in the context of social technologies. By presenting this âlay of the landâ, we seek to contribute to ongoing work on the nature of participation and design in the context of social technologies. We draw particular attention to the ways in which roles and responsibilities in design are being reassigned and redistributed. As traditional boundaries between design and use and designer and user dissolve, design is becoming more public. In the context of social technologies design is moving out into the wild

    Designing situations

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    This paper extends the analytic framework Suchman used in Plans and Situated Actions by using it as a tool in the design of interactive, immersive environments that rely on human movement as input. We describe the historical and methodological background to Suchman's framework and the impact of her analysis on the development of HCI and related fields. We provide two examples of its use to support prototype evaluation, design reflection and generative and iterative design. Suchman's recognition that computers act on the basis of resources within their situations, just as people act in accord with the resources of theirs, broadens our focus from the design of interfaces to the design of situations within which interaction between people and computers can occur. The tool, and the methodological and theoretical commitments embedded within it, contribute to the design of emerging technologies and to current discussions about approaches to design within shifting paradigms of HCI. © ACM 2009

    Dokk1: la co-creazione come nuovo metodo di lavoro in biblioteca

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    This article presents Dokk1 as an example of the new generation of modern, hybrid libraries. Dokk1 is co-created with users, partners and stakeholders. It has become an open, flexible library space that also uses technology as a way to invite the users to become part of the space. Using design thinking as a new way of working, co-creation also becomes a part of developing new services and spaces and a new way of working for the library staff.Dokk1 is a library for people, not for books. It represents the shift in library development from being media-oriented to being citizen-oriented. A citizen-oriented library requires co-creation on different levels, for example: 1) a new way of working and becoming a design driven library; 2) open spaces that allows citizens, partners and the library to do things together and 3) technology that supports the fact that this library belongs to the users.Questo articolo presenta Dokk1, rappresentante della nuova generazione di biblioteche ibride e moderne. Dokk1 è co-creato con gli utenti, i partner e i portatori di interesse. È divenuto uno spazio bibliotecario aperto e flessibile che utilizza anche la tecnologia come mezzo per invitare gli utenti a diventare parte dello spazio stesso. Utilizzando nuovi metodi di lavoro basati sul design thinking, anche la co-creazione diviene una fase dello sviluppo di nuovi servizi e spazi e un nuovo modo di lavorare per il personale bibliotecario.Dokk1 è una biblioteca per le persone, non per i libri. Essa rappresenta uno spostamento nello sviluppo bibliotecario dall’orientamento al mezzo a quello verso i cittadini. Una biblioteca orientata ai cittadini necessita di co-creazione a livelli differenti, ad esempio: 1) un nuovo modo di lavorare, ovvero diventare una biblioteca guidata dal design, 2) spazi aperti che permettano ai cittadini, ai partner e alla biblioteca di fare cose insieme e 3) tecnologia che supporti il fatto che la biblioteca appartiene ai suoi utilizzatori

    Dokk1: Współtworzenie jako nowy sposób pracy w bibliotekach

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    The article presents Dokk1, a library in Aarhus, as an example of a modern hybrid library of new generation. The Dokk1 library is being co-created by its users, partners and stakeholders. It exemplifies an open and flexible space equipped with attractive technology that spurs library users to be part of the place. Due to the employment of new work methods based on project thinking the co-creation constitutes a part of the process of new services development and interior design as well as a new style of working for librarians. Dokk1 is a library for people, not for books. It is an example of a change in the development process of libraries, a shift of importance point from library holdings to citizens. In a citizens-oriented library co-creation occurs in various areas such as: 1) new work style, i.e. conversion into a project-based library, 2) open space that enables cooperation of citizens, partners and the library, 3) technology used in a way that shows that the library belongs to its users. Artykuł przedstawia bibliotekę z Aarhus – Dokk1 jako przykład współczesnej biblioteki hybrydowej nowej generacji. Biblioteka Dokk1 jest współtworzona przez użytkowników, partnerów i zainteresowane jej istnie­niem strony. Jest to również przykład otwartej, elastycznej przestrzeni bibliotecznej, w której zastosowana tech­nologia zachęca użytkowników, aby stali się częścią tego miejsca. Dzięki wdrożeniu nowych metod pracy, opar­tych na myśleniu projektowym, współtworzenie jest również częścią procesu rozwoju nowych usług i aranżacji przestrzeni, a także nowym sposobem pracy dla pracowników biblioteki. Dokk1 jest biblioteką dla ludzi, nie dla książek. Stanowi przykład zmiany w procesie rozwoju bibliotek, przesunięcie punktu ważności z zasobów biblio­tecznych na obywateli. W bibliotece ukierunkowanej na obywateli współtworzenie odbywa się w różnych obsza­rach, takich jak: 1) nowy sposób pracy, tj. przekształcenie się w bibliotekę opartą na projektowaniu, 2) otwarta przestrzeń, która umożliwia obywatelom, partnerom i bibliotece wspólną działalność, 3) technologia, której zasto­sowanie podkreśla, że biblioteka należy do użytkowników

    Interpreting the Experience: The Impact of Map Literacy on Installation Usability Design

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    The design of highly interactive displays or installations for public spaces requires understanding of the capabilities, preferences, and experiences of broad audiences. In the case of immersive maps, levels of map literacy are particularly important. This project, The NC Audio Map, explores the ways by which geography might catalyze knowledge acquisition goals. The project seeks to identify what effects information processing through map literacy has on design of a novel installation. Map literacy and interpretation at large, as discussed in previous research are applied to the design of the NC Audio Map ubiquitous computing environment. The ultimate goal is to explore how user experience design may benefit from anticipating user information processing skills

    Getting Closer:Designing Personalized and Meaningful Technology with Older Adults

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    Getting Closer:Designing Personalized and Meaningful Technology with Older Adults

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    Content Editing, Site Developing and Web Designing Guide for a Drupal 7 Based, Large Touchscreen Site

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    In 2011, the School of Information and Library Science at the University of North Carolina at Chapel Hill installed a 46-inch touchscreen computer in the Manning Hall lobby. After discussing the system's role with stakeholders, a Drupal-based website was developed with the following system goals: showcase the contributed work and accomplishments of current library and information science students, inspire unique and creative student work for the touchscreen, demonstrate educational opportunities to prospective students, provide an introduction for SILS newcomers and when idle, display event announcements or community interest topics. This document is for content editors, site developers, system administrators, and web designers who will maintain and expand the site. The manual is divided into eight sections: Introduction, Overview of Site Navigation and Site Sections, Adding and Editing Content, Basic Site Maintenance and Administration, Overview of Site Technology, Reference for Site Builders/Developers, Reference for Site Designers and Future Work.Master of Science in Information Scienc

    MONUMENTAL-IT: A \u27ROBOTIC-WIKI\u27 MONUMENT FOR EMBODIED INTERACTION IN THE INFORMATION WORLD

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    ABSTRACT Conventional monuments are concrete manifestations of memories without the capacity to reflect individual interpretations of history. In an increasingly digital society, however, there is a need for configurable monuments reflecting our contemporary, open and complex community. “Monumental-IT” reflects the dynamic and inclusive character of our time. Rather than static, Monumental-IT is a dynamic, robotic, intelligent environment reconfigured or “retuned” by citizens and by historical information accumulating on the World Wide Web. This information is periodically “coded,” altering the multi-sensorial physical-digital “Robotic-Wiki” components of Monumental-IT. Monumental-IT is designed to embody a new form of human-robotic interaction evolving from the monument typology. This research is a response to three questions: What is the monument for a world that is increasingly digital and \u27free\u27?; How can intelligent systems \u27creatively\u27 reconcile current conceptualizations of history with monument‐making?; and, What role can intelligent systems and Human Centered Computing (HCC) play in creating significant, meaningful, physical, urban places for collective memories?. This research involves designing, prototyping, and empirically evaluating Monumental-IT. The research employs a mixed-methodological research design which includes: quasi-experimental design, usability, heuristic evaluations, and cognitive walkthroughs as its research methods; and multivariate statistics to validate significance and usability with real users and experts in the domain fields of \u27architectural-robotics\u27 and human factors psychology. Results strongly suggest that the four distinct configurations of the robotic, multi-sensorial Monumental-IT evoke four distinct emotions in users. As well, users interacting with the Monumental-IT prototype evaluate the design as strongly aiding their recollection of human events (here, the history of slavery in the testbed, Charleston, South Carolina, USA). Finally, users overwhelmingly evaluated the Monumental-IT design to be more apt for our increasingly digital society than conventional monument design. Key contributions are: the identification of metrics for evaluating complex digital-physical environments; the advancement of human-robotic interaction via environmental-scaled robotics and multi-sensorial features (colors, sounds and motions); and, the conceptualization of the monument as a cybernetic system
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