21,924 research outputs found
Pattern languages in HCI: A critical review
This article presents a critical review of patterns and pattern languages in human-computer interaction (HCI). In recent years, patterns and pattern languages have received considerable attention in HCI for their potential as a means for developing and communicating information and knowledge to support good design. This review examines the background to patterns and pattern languages in HCI, and seeks to locate pattern languages in relation to other approaches to interaction design. The review explores four key issues: What is a pattern? What is a pattern language? How are patterns and pattern languages used? and How are values reflected in the pattern-based approach to design? Following on from the review, a future research agenda is proposed for patterns and pattern languages in HCI
Sustainable exhibit design: guidelines for designers of small scale interactive and travelling exhibits
This study was commissioned as part of Lincolnshire County Councilâs FLOWS â2Bâ Information and Symbols Project and UK match funding for this particular FLOWS Project has been provided by East Midlands Development Agency. The aim of FLOWS is to improve the sustainability of development in flood risk areas through development of âgood practiceâ, by improved integration of flood risk information into decision-support systems for spatial planning and water
management. FLOWS involves over 40 individual projects which are based in four Work Packages. Lincolnshire County Council is jointly leading Work Package 3 (Spatial Planning) and is also leading on Projects in Work Package 2 (Public Perception/Dissemination).
This study has been produced as part of Lincolnshire County Councilâs âFLOWS 2B Information and Symbols Projectâ and in the wider context, is focussing on raising public awareness of flooding and flood risk by exploring innovative
methods of disseminating information on the subject of flood risk to the public.
This project involves the production of interactive exhibits aimed at raising the awareness of flood risk in Lincolnshire and is a partnership between Lincolnshire County Council and the School of Architecture at the University of Lincoln. A study focussing on creating sustainable exhibitions has been undertaken via the University of Lincoln that will directly inform the FLOWS
exhibits. As detailed in the project brief, this study on Sustainable Exhibit Design will investigate best practice in sustainable exhibit design and produce a report
setting out guidelines for designers of small interactive and travelling exhibits, guidelines which are directly applicable to the proposed FLOWS exhibit. The report will form a contribution to exhibition design knowledge through wider distribution via the University of Lincoln and FLOWS websites and a conference presentation
Supporting sustainable eâlearning
This paper draws upon work carried out within phase one of a national forum for support staff, funded by the UK Learning and Teaching Support Network Generic Centre. It sets out themes in current Learning Technology research within the context of institutional practice. It reports the responses of a range of eâlearning support staff to new developments in the reuse and sharing of Learning Objects. The article highlights tensions across support units, inconsistencies in support provision and confusion over issues concerning different modes of teaching. It also forewarns a growing gap between institutional practice and research in the development of approaches to sustainable eâlearning
Designing as Construction of Representations: A Dynamic Viewpoint in Cognitive Design Research
This article presents a cognitively oriented viewpoint on design. It focuses
on cognitive, dynamic aspects of real design, i.e., the actual cognitive
activity implemented by designers during their work on professional design
projects. Rather than conceiving de-signing as problem solving - Simon's
symbolic information processing (SIP) approach - or as a reflective practice or
some other form of situated activity - the situativity (SIT) approach - we
consider that, from a cognitive viewpoint, designing is most appropriately
characterised as a construction of representations. After a critical discussion
of the SIP and SIT approaches to design, we present our view-point. This
presentation concerns the evolving nature of representations regarding levels
of abstraction and degrees of precision, the function of external
representations, and specific qualities of representation in collective design.
Designing is described at three levels: the organisation of the activity, its
strategies, and its design-representation construction activities (different
ways to generate, trans-form, and evaluate representations). Even if we adopt a
"generic design" stance, we claim that design can take different forms
depending on the nature of the artefact, and we propose some candidates for
dimensions that allow a distinction to be made between these forms of design.
We discuss the potential specificity of HCI design, and the lack of cognitive
design research occupied with the quality of design. We close our discussion of
representational structures and activities by an outline of some directions
regarding their functional linkages
Design: One, but in different forms
This overview paper defends an augmented cognitively oriented generic-design
hypothesis: there are both significant similarities between the design
activities implemented in different situations and crucial differences between
these and other cognitive activities; yet, characteristics of a design
situation (related to the design process, the designers, and the artefact)
introduce specificities in the corresponding cognitive activities and
structures that are used, and in the resulting designs. We thus augment the
classical generic-design hypothesis with that of different forms of designing.
We review the data available in the cognitive design research literature and
propose a series of candidates underlying such forms of design, outlining a
number of directions requiring further elaboration
Using pattern languages in participatory design
In this paper, we examine the contribution that pattern languages could make to user participation in the design of interactive systems, and we report on our experiences of using pattern languages in this way.
In recent years, there has been a growing interest in the use of patterns and pattern languages in the design of interactive systems. Pattern languages were originally developed by the architect, Christopher Alexander, both as a way of understanding the nature of building designs that promote a âhumaneâ or living built environment; and as a practical tool to aid in participatory design of buildings.
Our experience suggests that pattern languages do have considerable potential to support participatory design in HCI, but that many pragmatic issues remain to be resolved.</p
Designing Attention-Centric Notification Systems: Five HCI Challenges
Through an examination of the emerging domain of cognitive systems, with a
focus on attention-centric cognitive systems used for notification, this document explores
the human-computer interaction challenges that must be addressed for successful
interface design. This document asserts that with compatible tools and methods, user
notification requirements and interface usability can be abstracted, expressed, and
compared with critical parameter ratings; that is, even novice designers can assess
attention cost factors to determine target parameter levels for new system development.
With a general understanding of the user tasks supported by the notification system, a
designer can access the repository of design knowledge for appropriate information and
interaction design techniques (e.g., use of color, audio features, animation, screen size,
transition of states, etc), which have analytically and empirically derived ratings.
Furthermore, usability evaluation methods, provided to designers as part of the integrated
system, are adaptable to specific combinations of targeted parameter levels. User testing
results can be conveniently added back into the design knowledge repository and
compared to target parameter levels to determine design success and build reusable HCI
knowledge.
This approach is discussed in greater detail as we describe five HCI challenges
relating to cognitive system development: (1) convenient access to basic research and
guidelines, (2) requirements engineering methods for notification interfaces, (3) better
and more usable predictive modeling for pre-attentive and dual-task interfaces, (4)
standard empirical evaluation procedures for notification systems, and (5) conceptual
frameworks for organizing reusable design and software components.
This document also describes our initial work toward building infrastructure to
overcome these five challenges, focused on notification system development. We
described LINK-UP, a design environment grounded on years of theory and method
development within HCI, providing a mechanism to integrate interdisciplinary expertise
from the cognitive systems research community. Claims allow convenient access to
basic research and guidelines, while modules parallel a lifecycle development iteration
and provide a process for requirements engineering guided by this basic research. The
activities carried out through LINK-UP provide access to and interaction with reusable
design components organized based on our framework. We think that this approach may
provide the scientific basis necessary for exciting interdisciplinary advancement through
many fields of design, with notification systems serving as an initial model.
A version of this document will appear as chapter 3 in the book Cognitive
Systems: Human Cognitive Models in Systems Design edited by Chris Forsythe, Michael
Bernard, and Timothy Goldsmith resulting from a workshop led by the editors in summer
2003. The authors are grateful for the input of the workshop organizers and conference
attendees in the preparation of this document
Multi-touch interaction principles for collaborative real-time music activities: towards a pattern language
In this paper we give an analysis of the literature on a set of problems that can arise when undertaking the interaction design of multi-touch applications for collaborative real-time music activities, which are designed for multitouch technologies (e.g. smartphones, tablets, interactive tabletops, among others). Each problem is described, and a candidate design pattern (CDP) is suggested in the form of a short sentence and a diagramâan approach inspired by Christopher Alexanderâs A Pattern Language. These solutions relate to the fundamental collaborative principles of democratic relationships, identities and collective interplay. We believe that this approach might disseminate forms of best design practice for collaborative music applications, in order to produce real-time musical systems which are collaborative and expressive
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