481,125 research outputs found

    Influential Article Review - Theoretical Grounds for The Study Of Psychology in the Context of Organizations

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    This paper examines psychology. We present insights from a highly influential paper. Here are the highlights from this paper: This article provides an introduction to evolutionary psychology and its relevance to organizational design theory and practice. Evolutionary psychology assumes that human nature reflect adaptations to an ancestral environment that was intensely social, but differed profoundly from modern organizations in scale and complexity. Further, organizational structures and cultures co-evolved with human nature to deal with the different environmental challenges early humans faced. In this article, I present a concise review of the theoretical foundations of evolutionary psychology and convey how evolutionary psychology hypotheses about organizational design, culture, and leadership in organizations can be developed and tested. I also provide some directions for future research in this area and discuss implications for designing organizations that are perhaps better aligned with human nature than current structures. For our overseas readers, we then present the insights from this paper in Spanish, French, Portuguese, and German

    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 ‘experiential’ 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 people’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 – used and developed in designers’ everyday work. Our main intention to carry out this kind of research is to develop technologies to support designers’ 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 people’s everyday experiences. By focusing on the experiential practices of designers, we can provide a holistic view in the design of new interactive technologies

    Investigative Designing: usage-oriented research in and through designing

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    In this paper, we discuss the practice of investigative designing. The notion is currently being used to denote a variety of ideas in design research, and we first seek to clarify some of them. We then present our own, specific take on this notion, while acknowledging that it is being used broadly. We adopted the notion as an umbrella term for our combined research and design activities: as investigative designers. We use it for the exploration of how designers can integrate designing and researching within a design process. The two main concerns we are pursuing within this are to clarify the role of a designer with research skills, and to explore the implications of a usage orientation in design. We present two studies in this paper in which we investigated how usage research for design can be specifically geared to the needs of design, and what helps designers (and what does not) in designing with usage information. In the first study, we ourselves conducted usage research, developed design ideas on the basis of that, and reflected on this process. In the second study, we observed how three other designers engaged with the same user data and developed design ideas. Our findings include that the designers tended to prefer to develop their own design ideas independently from the data, only checking or adapting the ideas to the data. Furthermore, the capacity of designers for dealing with data needs to be taken into consideration. Lastly, the form of data presentation influences how well designers can engage with it in designing. Keywords: Investigative Design; Designing; Designer; Product Usage; User Research</p

    Troubling Vulnerability: Designing with LGBT Young People's Ambivalence Towards Hate Crime Reporting

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    HCI is increasingly working with ?vulnerable? people yet there is a danger that the label of vulnerability can alienate and stigmatize the people such work aims to support. We report our study investigating the application of interaction design to increase rates of hate crime reporting amongst Lesbian, Gay, Bisexual and Transgender young people. During design-led workshops participants expressed ambivalence towards reporting. While recognizing their exposure to hate crime they simultaneously rejected ascription as victim as implied in the act of reporting. We used visual communication design to depict the young people?s ambivalent identities and contribute insights on how these fail and succeed to account for the intersectional, fluid and emergent nature of LGBT identities through the design research process. We argue that by producing ambiguous designed texts, alongside conventional qualitative data, we ?trouble? our design research narratives as a tactic to disrupt static and reductive understandings of vulnerability within HCI

    Helping young designers design for children: evaluating toys and possible values

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    When designing for children, it remains important not only to emphasise elements such as ergonomics and usability but also values, that can be translated into pleasurable user experiences for children. While methods such as interviews are commonly used to better understand our users, interviewing children can be a challenge. Experience as part of a year project on designing toys for children highlighted that children might answer questions in a surprising way, or students might struggle to ask questions that are not suggestive. To overcome some of these difficulties, we developed a Value Matrix, that can help students to explore the various values or incentives children might have while playing. This Value Matrix can subsequently be used to scan existing toys or new concepts and translate these insights into toys that consist of a wider variety of values children like to experience in a game or toy. We evaluated this tool with 118 first year Industrial Product Design students. Our results show that the Value Matrix gives students guidance and support while designing

    Collaborative Practices that Support Creativity in Design

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    Design is a ubiquitous, collaborative and highly material activity. Because of the embodied nature of the design profession, designers apply certain collaborative practices to enhance creativity in their everyday work. Within the domain of industrial design, we studied two educational design departments over a period of eight months. Using examples from our fieldwork, we develop our results around three broad themes related to collaborative practices that support the creativity of design professionals: 1) externalization, 2) use of physical space, and 3) use of bodies. We believe that these themes of collaborative practices could provide new insights into designing technologies for supporting a varied set of design activities. We describe two conceptual collaborative systems derived from the results of our study
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