32,975 research outputs found
Experiential Role of Artefacts in Cooperative Design
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 āexperientialā 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 peopleās 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 peopleās everyday experiences. By focusing on the experiential practices of designers, we can provide a holistic view in the design of new interactive technologies
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Out there and in here: design for blended scientific inquiry learning
One of the beneļ¬ts of mobile technologies is to combine āthe digitalā (e.g., data, information, photos) with āļ¬eldā experiences in novel ways that are contextualized by peopleās current located activities. However, often cost, mobility disabilities and time exclude students from engaging in such peripatetic experiences. The Out There and In Here project, is exploring a combination of mobile and tabletop technologies in support for collaborative learning. A system is being developed for synchronous collaboration between geology students in the ļ¬eld and peers at an indoor location. The overarching goal of this research is to develop technologies that support people working together in a suitable manner for their locations. There are two OTIH project research threads. The ļ¬rst deals with disabled learner access issues: these complex issues are being reviewed in subsequent evaluations and publications. This paper will deal with issues of technology supported learning design for remote and co-located science learners. Several stakeholder evaluations and two ļ¬eld trials have reviewed two research questions:
1. What will enhance the learning experience for those in the ļ¬eld and laboratory?
2. How can learning trajectories and appropriate technologies be designed to support equitable co-located and remote learning collaboration?
This paper focuses on describing the iterative linked development of technologies and scientiļ¬c inquiry pedagogy. Two stages within the research project are presented. The 1st stage details several pilot studies over 3 years with 21 student participants in synchronous collaborations with traditional technology and pedagogical models. Findings revealed that this was an engaging and useful experience although issues of equity in collaboration needed further research. The 2nd stage, in this project, has been to evaluate data from over 25 stakeholders (academics, learning and technology designers) to develop pervasive ambient technological solutions supporting orchestration of mixed levels of pedagogy (i.e. abstract synthesis to speciļ¬c investigation). Middleware between tabletop āsurfaceā technologies and mobile devices are being designed with Microsoft and OOKL (a mobile software company) to support these developments. Initial ļ¬ndings reveal issues around equity, ownership and professional identity
Mapping and Developing Service Design Research in the UK.
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
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
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Producing Evidence for International Development in Brexit Britain: Conference Report
Effective performance management of inter-organisational collaborations through the construction of multiple identities
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
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 āunite 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 āas 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
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)
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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Design issues for VREs: can richer records of meetings enhance collaboration?
Technologies for collaboration have advanced significantly in the past ten years. Through tools such as the Access Grid (AG), it is now possible to conduct multi-site meetings involving large numbers of participants interacting using high quality and video and sharing data. Virtual Venues within the AG toolkit store data, documents, applications and services which can be accessed across multiple sites. These documents might include records of the meetings themselves. We discuss ways in which such records can be made navigable and re-usable so that collaborators can achieve a shared understanding of meetingsā work
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