28,140 research outputs found

    Communities of practice in academia

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    Up to now, the relationships among the fundamental notions of communities of practice (CoPs), i.e. knowledge, participation, identity, and artefact development have been based mainly on results from qualitative studies; they are not yet sufficiently based on quantitative evidence. Starting from a literature review, we formulate a quantitative, causal model of CoPs that describes these variables in the context of academic communities, and aim to validate this model in two academic CoPs with a total of N = 208 participants. A cluster analysis classifies the participants into clusters that are in line with the core-periphery structure known from previous qualitative studies. A regression analysis provides evidence for the hypothesized model on the basis of quantitative data. Suggested directions for future research are to focus on factors that determine CoP participants’ contributions to artefact development and on approaches to automated monitoring of virtual CoPs

    Both Generic Design and Different Forms of Designing

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    This 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 (i.e., related to the designers, the artefact, and other task variables influencing these two) introduce specificities in the corresponding design activities and cognitive structures that are used. We thus combine the generic-design hypothesis with that of different "forms" of designing. In this paper, outlining a number of directions that need further elaboration, we propose a series of candidate dimensions underlying such forms of design

    Artefact Ecologies: Supporting Embodied Meeting Practices with Distance Access

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    Frameworks such as activity theory, distributed cognition and structuration theory, amongst others, have shown that detailed study of contextual settings where users work (or live) can help the design of interactive systems. However, these frameworks do not adequately focus on accounting for the materiality (and embodiment) of the contextual settings. Within the IST-EU funded AMIDA project (Augmented Multiparty Interaction with Distance Access) we are looking into supporting meeting practices with distance access. Meetings are inherently embodied in everyday work life and that material artefacts associated with meeting practices play a critical role in their formation. Our eventual goal is to develop a deeper understanding of the dynamic and embodied nature of meeting practices and designing technologies to support these. In this paper we introduce the notion of "artefact ecologies" as a conceptual base for understanding embodied meeting practices with distance access. Artefact ecologies refer to a system consisting of different digital and physical artefacts, people, their work practices and values and lays emphasis on the role artefacts play in embodiment, work coordination and supporting remote awareness. In the end we layout our plans for designing technologies for supporting embodied meeting practices within the AMIDA project. \u

    Remembering today tomorrow: exploring the human-centred design of digital mementos

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    This paper describes two-part research exploring the context for and human-centred design of ‘digital mementos’, as an example of technology for reflection on personal experience(in this case, autobiographical memories). Field studies into families’ use of physical and digital objects for remembering provided a rich understanding of associated user needs and human values, and suggested properties for ‘digital mementos’ such as being ‘not like work’, discoverable and fun. In a subsequent design study, artefacts were devised to express these features and develop the understanding of needs and values further via discussion with groups of potential ‘users’. ‘Critical artefacts’(the products of Critical Design)were used to enable participants to envisage broader possibilities for social practices and applications of technology in the context of personal remembering, and thus to engage in the design of novel devices and systems relevant to their lives. Reflection was a common theme in the work, being what the digital mementos were designed to afford and the mechanism by which the design activity progressed. Ideas for digital mementos formed the output of this research and expressed the designer’s and researcher’s understanding of participants’ practices and needs, and the human values that underlie them and, in doing so, suggest devices and systems that go beyond usability to support a broader conception of human activity

    The role of competencies and interests in developing complex IT-artefacts: the case of a metering system.

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    In this paper we aim at contributing to the ongoing debate on the relationship between artefacts and organizational structuration. Current literature emphasises the role of artefacts as mediators between interests of different categories of actors, namely between designers and users. Alternatively, it concentrates on the processes of learning and interacting between each actor and the artefacts themselves. We explore an arrangement which is not captured by these characterizations, and yet is becoming more and more common, that is situations in which complexity imposes an integration of different actors focusing on knowledge domains which are only partly overlapping. To explore these issues, we examine the dynamics surrounding the design of a complex artefact: an electronic metering system developed by a consortium of firms. The main results emerging from the case study are 1) the relevance of each actor's interests as the main rationale for explaining the technical features of the artefact; 2) the role of negotiation and consensus in determining the final shape of the artefact in term of its features; 3) the bundling/unbundling of features within the physical object as the cooperative effort rises/falls.artefacts; interests; ambiguity; competencies

    A triangulation approach for design research

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    Triangulation has been adopted in social science in the study of the same phenomenon through applying and combining several data sources, research methods, investigators, and theoretical schemes. From a post-positivism view point, this paper presents a triangulation approach in design research from two perspectives, data sources and research methods. Data triangulation was achieved through collecting data from multiple sources including company design documents, student design projects, and company design projects. Different research methods, e.g. interview, content analysis, protocol analysis, and questionnaire, were used to conduct data collection and analysis into a particular aspect of design, the nature of coupling design artefact and process knowledge. It was found that triangulation can provide an effective means for design research

    “No powers, man!”: A student perspective on designing university smart building interactions

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    Smart buildings offer an opportunity for better performance and enhanced experience by contextualising services and interactions to the needs and practices of occupants. Yet, this vision is limited by established approaches to building management, delivered top-down through professional facilities management teams, opening up an interaction-gap between occupants and the spaces they inhabit. To address the challenge of how smart buildings might be more inclusively managed, we present the results of a qualitative study with student occupants of a smart building, with design workshops including building walks and speculative futuring. We develop new understandings of how student occupants conceptualise and evaluate spaces as they experience them, and of how building management practices might evolve with new sociotechnical systems that better leverage occupant agency. Our findings point to important directions for HCI research in this nascent area, including the need for HBI (Human-Building Interaction) design to challenge entrenched roles in building management

    Getting it Right: Lessons Learned in Applying a Critical Artefact Approach

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    “Critical artefacts”, the products of critical design (Dunne 1999), prompt reflection rather than satisfy obvious user needs. The author is developing an instrumental use of critical artefacts as part of a human-centred design process. Earlier work showed the effectiveness of this approach in allowing stakeholders to engage with novel product ideas. This paper describes a project, Living Rooms, developing the approach with a broader group of stakeholders and devising the critical artefacts with other designers. Although providing insights into the design context (Bowen & Chamberlain 2008), this application of the approach was less productive than in earlier projects and suggested factors that could affect its efficacy. Implications for future applications of the approach are noted: the type of contexts it is appropriate for; the characteristics of effective stakeholder participants and the need to educate them in the context and enable them to think imaginatively. Von Hippel’s ‘lead users’ (1986, 1988) could provide a framework for selecting stakeholders likely to engage effectively with critical artefacts. The second part of the paper summarises lead user theory and discusses how the two characteristics of lead users, motivation and capability (Luthje & Herstatt 2004), tend to make them suitable participants for the critical artefact approach. A second project, Digital Mementos, is described – in particular how lead-user-based selection and the above implications have been applied. The paper concludes by reviewing the progress in developing generalisable methods exploiting the critical artefact approach, noting the need to position the approach within wider design activity and points toward future work relating it to the entire product design process. Keywords: Critical Design; Human-Centred Design; Innovation; Design Methodology</p

    Participatory, Visible and Sustainable. Designing a Community Website for a Minority Group

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    This paper tackles three aspects of community-based technological initiatives aimed to support minority groups’ public expression and communication: participation, visibility and sustainability. Participation requires\ud the active involvement of the community members in various project phases (from design to evaluation), sharing decisional power with project leaders. Visibility\ud refers to the capacity of community messages to reach a relevant audience outside the boundaries of the community itself. Sustainability indicates the capacity of a project to continue, under the control and management of the local community, beyond its “supported” lifetime. The mutual influence of these three dimensions is examined in general and also in the light of a specific case study: an initiative involving a Romani community in rural Romania, having as main outcome the development of a community website (www.romanivoices.com/podoleni)
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