32,975 research outputs found

    Experiential Role of Artefacts in Cooperative Design

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    The role of material artefacts in supporting distributed and co-located work practices has been well acknowledged within the HCI and CSCW research. In this paper, we show that in addition to their ecological, coordinative and organizational support, artefacts also play an ā€˜experientialā€™ role. In this case, artefacts not only improve efficiency or have a purely functional role (e.g. allowing people to complete tasks quickly), but the presence and manifestations of these artefacts bring quality and richness to peopleā€™s performance and help in making better sense of their everyday lives. In a domain like industrial design, such artefacts play an important role for supporting creativity and innovation. Based on our prolonged ethnographic fieldwork on understanding cooperative design practices of industrial design students and researchers, we describe several experiential practices that are supported by mundane artefacts like sketches, drawings, physical models and explorative prototypes ā€“ used and developed in designersā€™ everyday work. Our main intention to carry out this kind of research is to develop technologies to support designersā€™ everyday practices. We believe that with the emergence of ubiquitous computing, there is a growing need to focus on personal, emotional and social side of peopleā€™s everyday experiences. By focusing on the experiential practices of designers, we can provide a holistic view in the design of new interactive technologies

    Mapping and Developing Service Design Research in the UK.

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    This report is the outcome of the Service Design Research UK (SDR UK) Network with Lancaster University as primary investigator and London College of Communication, UAL as co-investigator. This project was funded as part of an Arts and Humanities Research Council Network grant. Service Design Research UK (SDR UK), funded by an AHRC Network Grant, aims to create a UK research network in an emerging field in Design that is Service Design. This field has a recent history and a growing, but still small and dispersed, research community that strongly needs support and visibility to consolidate its knowledge base and enhance its potential impact. Services represent a significant part of the UK economy and can have a transformational role in our society as they affect the way we organize, move, work, study or take care of our health and family. Design introduces a more human centred and creative approach to service innovation; this is critical to delivering more effective and novel solutions that have the potential to tackle contemporary challenges. Service Design Research UK reviewed and consolidated the emergence of Service Design within the estalished field of Design

    The game jam movement:disruption, performance and artwork

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    This paper explores the current conventions and intentions of the game jam - contemporary events that encourage the rapid, collaborative creation of game design prototypes. Game jams are often renowned for their capacity to encourage creativity and the development of alternative, innovative game designs. However, there is a growing necessity for game jams to continue to challenge traditional development practices through evolving new formats and perspectives to maintain the game jam as a disruptive, refreshing aspect of game development culture. As in other creative jam style events, a game jam is not only a process but also, an outcome. Through a discussion of the literature this paper establishes a theoretical basis with which to analyse game jams as disruptive, performative processes that result in original creative artefacts. In support of this, case study analysis of Development Cultures: a series of workshops that centred on innovation and new forms of practice through play, chance, and experimentation, is presented. The findings indicate that game jams can be considered as processes that inspire creativity within a community and that the resulting performances can be considered as a form of creative artefact, thus parallels can be drawn between game jams and performative and interactive art

    Effective performance management of inter-organisational collaborations through the construction of multiple identities

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    Although inter-organisational collaborations can offer better services, their performance management is complex and can often fail. Through the exploration of multiple (collaborative and non-collaborative) identities formed by partners, the paper offers guidelines for a more effective performance management of inter-organisational collaborations. More specifically, drawing upon a longitudinal qualitative study of a Greek inter-organisational collaboration, the findings of the research illustrate that both collaborative and non-collaborative identities can lead to better collaboration performance. Secondly, the study suggests that it is better to maintain the tension between stability and change within the collaborative process than resolve it. Finally, it offers four collaborative patterns for a more effective performance management of inter-organisational collaborations

    Biophilic urban developments following dynamic flows of tree-shaped architectures

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    Latest theories and practices in Biophilic designs of the urban space regard the urban fabric as being composed of several interrelated layers of energetic structure influencing each other in a non-linear manner primarily. The interaction between two or more interfaces of the urban space layers evolves into new and non-predictable properties. Evolution and creation of new boundaries/interfaces follows laws related to fractal growth; most of the times this particular evolution is defined by laws of physics, such as Thermodynamics and Constructal Law. Designs that do not follow these laws may produce anti-natural and hostile environments, which do not fit into human beingsā€™ evolution, and thus, fail to enhance life by all means. The author of this paper should like to illustrate how new developments of urbanism worldwide currently work upon conceptual and town planning models based not only upon cutting-edge technology, but also upon natural laws and patterns of life and human behaviours strictly related to flaws and movement dictated by natural phenomena. When abrupt interruption of the urban structure has occurred, a consequent design solution does not even guarantee flowing and freedom to morph. It is impossible to create harmonic designs which naturally ā€œunite the animate with the inanimateā€, as Adrian Bejan and Sylvie Lorente affirm, whenever urban sprawl fails to encompass Biophilic solutions related to tree-shaped architectures. The author argues that Constructal invasion into the urban space ā€œas fundamental problems of access to flow: volume to point, area to point, line to point, and the respective reverse flow directionsā€ can only guarantee high standard quality of life in either contemporary or future cities developments

    Maker Movements, Do-It-Yourself Cultures and Participatory Design: Implications for HCI Research

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    Falling costs and the wider availability of computational components, platforms and ecosystems have enabled the expansion of maker movements and DIY cultures. This can be considered as a form of democratization of technology systems design, in alignment with the aims of Participatory Design approaches. However, this landscape is constantly evolving, and long-term implications for the HCI community are far from clear. The organizers of this one-day workshop invite participants to present their case studies, experiences and perspectives on the topic with the goal of increasing understanding within this area of research. The outcomes of the workshop will include the articulation of future research directions with the purpose of informing a research agenda, as well as the establishment of new collaborations and networks

    Playlab: Telling Stories with Technology (workshop summary)

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    This one-day workshop explores how playful interaction can be used to develop technologies for public spaces and create temporal experiences
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