193 research outputs found

    Sketchnote Components, Design Space Dimensions, and Strategies for Effective Visual Note Taking

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    Sketchnoting is a form of visual note taking where people listen to, synthesize, and visualize ideas from a talk or other event using a combination of pictures, diagrams, and text. Little is known about the design space of this kind of visual note taking. With an eye towards informing the implementation of digital equivalents of sketchnoting, inking, and note taking, we introduce a classification of sketchnote styles and techniques, with a qualitative analysis of 103 sketchnotes, and situated in context with six semi-structured follow up interviews. Our findings distill core sketchnote components (content, layout, structuring elements, and visual styling) and dimensions of the sketchnote design space, classifying levels of conciseness, illustration, structure, personification, cohesion, and craftsmanship. We unpack strategies to address particular note taking challenges, for example dealing with constraints of live drawings, and discuss relevance for future digital inking tools, such as recomposition, styling, and design suggestions

    Sketching & drawing as future inquiry in HCI

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    Creating visual imagery helps us to situate ourselves within unknown worlds, processes, make connections, and find solutions. By exploring drawn ideas for novel technologies, we can examine the implications of their place in the world. Drawing, or sketching, for future inquiry in Human Computer Interaction (HCI) can be a stand-alone investigative approach, part of a wider ‘world-building’ in design fiction, or simply ideation around a concept. By examining instances of existing practice in HCI, in this paper we establish recommendations and rationales for those wishing to utilise sketching and drawing within their research. We examine approaches ranging from ideation, diagramming, scenario building, comics creation and artistic representation to create a model for sketching and drawing as future inquiry for HCI. This work also reflects on the ways in which these arts can inform and elucidate research and practice in HCI, and makes recommendations for the field, within its teaching, processes and outcomes

    Experimental Object-Oriented Modelling

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    This thesis examines object-oriented modelling in experimental system development. Object-oriented modelling aims at representing concepts and phenomena of a problem domain in terms of classes and objects. Experimental system development seeks active experimentation in a system development project through, e.g., technical prototyping and active user involvement. We introduce and examine "experimental object-oriented modelling" as the intersection of these practices

    Mixed-fidelity prototyping of user interfaces

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    This research presents a new technique for user interface prototyping, called mixed-fidelity prototyping. Mixed-fidelity prototyping combines low-, medium-, and high-fidelity interface elements within a single prototype in a lightweight manner, supporting independent refinement of individual elements. The approach allows designers to investigate alternate designs, including more innovative designs, and elicit feedback from stakeholders without having to commit too early in the process. As well, the approach encourages collaboration among a diverse group of stakeholders throughout the design process. For example, individuals who specialize in specific fidelities, such as high-fidelity components, are able to become involved earlier on in the process. We developed a conceptual model called the Region Model and implemented a proof-of-concept system called ProtoMixer. We demonstrated the mixed-fidelity approach by using ProtoMixer to design an example application. ProtoMixer has several benefits over other existing prototyping tools. With ProtoMixer, prototypes can be composed of multiple fidelities, and elements are easily refined and transitioned between different fidelities. Individual elements can be tied into data and functionality, and can be executed inside prototypes. As well, traditional informal practices such as sketching and storyboarding are supported. Furthermore, ProtoMixer is designed for collaborative use on a high-resolution, large display workspace

    User Interfaces and Difference Visualizations for Alternatives

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    Designers often create multiple iterations to evaluate alternatives. Todays computer-based tools do not support such easy exploration of a design space, despite the fact that such support has been advocated. This dissertation is centered on this. I begin by investigating the effectiveness of various forms of difference visualizations and support for merging changes within a system targeted at diagrams with node and edge attributes. I evaluated the benefits of the introduced difference visualization techniques in two user studies. I found that the basic side-by-side juxtaposition visualization was not effective and also not well received. For comparing diagrams with matching node positions, participants preferred the side-by-side option with a difference layer. For diagrams with non-matching positions animation was beneficial, but the combination with a difference layer was preferred. Thus, the difference layer technique was useful and a good complement to animation. I continue by investigating if explicit support for design alternatives better supports exploration and creativity in a generative design system. To investigate the new techniques to better support exploration, I built a new system that supports parallel exploration of alternative designs and generation of new structural combinations. I investigate the usefulness of my prototype in two user studies and interviews. The results and feedback suggest and confirm that supporting design alternatives explicitly enables designers to work more creatively. Generative models are often represented as DAGs (directed acyclic graphs) in a dataflow programming environment. Existing approaches to compare such DAGs do not generalize to multiple alternatives. Informed by and building on the first part of my dissertation, I introduce a novel user interface that enables visual differencing and editing alternative graphsspecifically more than two alternatives simultaneously, something that has not been presented before. I also explore multi-monitor support to demonstrate that the difference visualization technique scales well to up to 18 alternatives. The novel jamming space feature makes organizing alternatives on a 23 monitor system easier. To investigate the usability of the new difference visualization method I conducted an exploratory interview with three expert designers. The received comments confirmed that it meets their design goals

    Constructing the Learning Environment in Classroom Convivial Computer Tools for Higher Education

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    New education technologies are coming on stream, enabling connectivity among teachers, facilitators and students. Students have to learn how to access Managed Learning Environments each time they move to different course websites. These barriers can hinder the real understanding of the subject matter for a course. This research calls for a rethink of pedagogical process towards blending together commonly used emerging social software and legacy educational tools rather than developing new tools for the classroom. Indeed, a learning tool should fit well to the learning model and philosophy of that course. Three case studies were conducted through different courses in the Digital Media master program and Informatik program at the University of Bremen, Germany. Students worked in small groups to design digital media and learning portal that should make learning more interesting and meaningful for them. At the end, this research proposes the concept of Constructing the Learning Environment in classroom and Convivial Computer Tools for higher education, where students and teachers, via dialogues in the class, can negotiate to deploy a set of selected tools and functions to match their learning needs. It is also to show that a tool with too many functions can cause confusion, rather than enhance effectiveness. To empower collaborative, interactive and personal learning, this work proposes the blended learning and classroom procedures for a convivial selection of educational tools. At the end, our innovative attempt is to bring constructionist learning into the higher education context

    A system development methodology for embedded applications

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    In recent years, Singapore’s manufacturing sector has contributed more than a quarter of the total Gross Domestic Product (GDP) and has established global leadership positions in several manufacturing areas such as electronics, Information Technology (IT) and industrial automation. The Singapore Economic Review Committee (ERC) recommendation states that “software and embedded systems that drive products are one of the most important technologies for the manufacturing sector. “ With the increasing adoption of automated and intelligent products, embedded systems have emerged as a crucial technology for Singapore. However, the development of embedded applications is not a trivial undertaking as it can usually involve multi-discipline parties and different application platforms. Most embedded application developments use either vendor specific or desktop based methodologies. Vendor specific methodologies constrain the company to rely on the specific vendor's solutions, whereas desktop-based methodologies are not well suited to embedded application development. Therefore, this research aims to develop a standard-based system development methodology for embedded applications. The research programme comprises 5 stages. The first stage reviews the existing system development methodologies for embedded applications. The next stage formulates the proposed conceptual methodology followed by the development of the proof-of-concept tool to demonstrate the merits of the proposed approach. The methodology is then tested and evaluated respectively by using industrial experiments and feedback from a workshop. The final stage refines the methodology based on the feedback and presents the final system development methodology. The research has provided a sound foundation which future research in methodology for embedded applications to develop further.Eng

    A system development methodology for embedded applications

    Get PDF
    In recent years, Singapore’s manufacturing sector has contributed more than a quarter of the total Gross Domestic Product (GDP) and has established global leadership positions in several manufacturing areas such as electronics, Information Technology (IT) and industrial automation. The Singapore Economic Review Committee (ERC) recommendation states that “software and embedded systems that drive products are one of the most important technologies for the manufacturing sector. “ With the increasing adoption of automated and intelligent products, embedded systems have emerged as a crucial technology for Singapore. However, the development of embedded applications is not a trivial undertaking as it can usually involve multi-discipline parties and different application platforms. Most embedded application developments use either vendor specific or desktop based methodologies. Vendor specific methodologies constrain the company to rely on the specific vendor's solutions, whereas desktop-based methodologies are not well suited to embedded application development. Therefore, this research aims to develop a standard-based system development methodology for embedded applications. The research programme comprises 5 stages. The first stage reviews the existing system development methodologies for embedded applications. The next stage formulates the proposed conceptual methodology followed by the development of the proof-of-concept tool to demonstrate the merits of the proposed approach. The methodology is then tested and evaluated respectively by using industrial experiments and feedback from a workshop. The final stage refines the methodology based on the feedback and presents the final system development methodology. The research has provided a sound foundation which future research in methodology for embedded applications to develop further.Eng
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