10,842 research outputs found

    Between Sense and Sensibility: Declarative narrativisation of mental models as a basis and benchmark for visuo-spatial cognition and computation focussed collaborative cognitive systems

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    What lies between `\emph{sensing}' and `\emph{sensibility}'? In other words, what kind of cognitive processes mediate sensing capability, and the formation of sensible impressions ---e.g., abstractions, analogies, hypotheses and theory formation, beliefs and their revision, argument formation--- in domain-specific problem solving, or in regular activities of everyday living, working and simply going around in the environment? How can knowledge and reasoning about such capabilities, as exhibited by humans in particular problem contexts, be used as a model and benchmark for the development of collaborative cognitive (interaction) systems concerned with human assistance, assurance, and empowerment? We pose these questions in the context of a range of assistive technologies concerned with \emph{visuo-spatial perception and cognition} tasks encompassing aspects such as commonsense, creativity, and the application of specialist domain knowledge and problem-solving thought processes. Assistive technologies being considered include: (a) human activity interpretation; (b) high-level cognitive rovotics; (c) people-centred creative design in domains such as architecture & digital media creation, and (d) qualitative analyses geographic information systems. Computational narratives not only provide a rich cognitive basis, but they also serve as a benchmark of functional performance in our development of computational cognitive assistance systems. We posit that computational narrativisation pertaining to space, actions, and change provides a useful model of \emph{visual} and \emph{spatio-temporal thinking} within a wide-range of problem-solving tasks and application areas where collaborative cognitive systems could serve an assistive and empowering function.Comment: 5 pages, research statement summarising recent publication

    Poetic design: a theory of everyday practice

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    This study aims to define design poetics as a category of design practice set apart from commercial, industrial or market-led design that generates a collection of experimental artefacts which investigate the everyday life of contemporary culture. It is argued that in creating an active interplay between users (human agents) and objects, poetic design involves a different kind of production (which is not about improving the functionality of a product) and alternative forms of "consumption" (which is not about a „using up‟ of objects), by developing new practices of living with things. As such it is suggested that design poetics depends on the production developed by consumers as a creative users (postproducers), within unconventional experiential and social scenarios of living. In changing the bilateral relationship object-user poetic design develops objects from the point of view of the user – its activities and models of operation and this aspect is related to an emotional and experiential evaluation. Thus the study proposes a re-evaluation of objects and users through experiential, narrative and performative criteria in order to understand their various roles and functions. In proposing these particular points of evaluation, poetic objects are distinguished as a particular category of objects together with the practices they engender or support; and within a network of relationships and contexts, as specific sites of interaction.1 In this light, it is shown that poetic design proposes a class of objects that respond to needs beyond the objects‟ instrumental (functional, practical) power; but to their contribution to life experience, embodying a variety of processes and manifestations. They translate immaterial interactions and make these interrelations visible

    Strategic Alignment: What Else? A Practice Based View of IS Value.

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    Pour l’essentiel, les recherches traitant des valeurs stratĂ©giques du SI restent dans le paradigme de l’alignement stratĂ©gique, et utilisent des notions telles que celles de "processus" ou "d’activitĂ©s". En s’appuyant sur la perspective offerte par les thĂ©ories de la pratique, cet article offre une alternative en distinguant trois formes de praxis et des valeurs spĂ©cifiques.Literature about IS strategic management or IS strategic value is abundant. Nonetheless, the bulk of existing studies are focused on the concept of alignment. They do not make sense of a strategic value "in practice" and still draw on notions such as activity or process to make sense of alignment. By means of a practice-based view of technology, three praxis are suggested here for the modeling of strategic value: legitimacy-related (based on adoption praxis), assimilative (related to design and acceptance praxis) and appropriative (linked to local adaptation and improvisation praxis). They are introduced by means of a "thought experiment" (a short story about a rifle).Strategic alignment; IS strategic value; Practice-based views; strategic value in practice; thought experiments;

    Designer as Ethnographer: A Study of Domestic Cooking and Heating Product Design for Irish Older Adults

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    In many ways, the design of domestic cooking and heating products reflects the zeitgeist of Irish culture throughout the 20th and into the 21st century. From domesticity to materialism, these products have evolved to meet fundamental human needs within the home. Concurrent with this, the methods and processes designers use to create domestic artefacts have evolved and changed. The emergence of Design Ethnography illustrates an evolution where Design has appropriated an established method of Anthropology for its own particular objectives. However, the integrity of the ethnography practised by designers has been criticised by many, e.g. Dourish questions whether it creates forms of “discount ethnography” (2006, p.548). The designer ethnographer has different objectives to the anthropologist and the particular principles, methods, and understanding of design ethnography have not been fully elucidated for use by professional designers. Bichard and Gheerawo observe “
if anthropologists and ethnographers appear to be becoming designers as such, then perhaps designers should allow themselves to reflect on their ‘field’ and ‘work’ more as anthropologists and ethnographers”(2011, p.55). The identification and construction of a design ethnography, epistemology, and methodology that is distinct from, while respectful of that of anthropology, is required. Design ethnography has been heralded for its ability to investigate future complex issues for humanity, and to produce powerful, democratising, and radical effects (Plowman, 2003). Meeting the demands of a growing older population will be one of these future complexities. Ireland is rapidly becoming an ageing society with its population living longer in ill health (McGill, 2010). 89% of older Irish people would prefer to live at home rather than in institutional care (McGee et al., 2005). Therefore developing healthy environments in which they grow old must be a priority. Particular attention must be given to the design of domestic products that provide older people with basic daily requirements. Domestic cooking and heating products offer basic health and wellbeing needs in the form of nutrition and heat. Prior to designing these products a deep understanding of older people’s needs must be determined. To achieve this, empathy and sensitivity are essential (Newell et al., 2010). Comprehensive field studies such as ethnographies are important in gaining understanding and eliciting true user insights (Seidel, 2009, Newell et al., 2010) This thesis contributes to two domains. Firstly, it identifies and develops an understanding of the essence of design ethnography, and a process by which designers can harness ethnographic methods for the purposes of design practice. Secondly, it provides an example of a designer ethnographic approach to product design for older people, producing insights and product design requirements for cooking and heating products. The research involved design ethnographic fieldwork over twelve months within the homes of forty older adult participants across Ireland and from various socio-economic groups. Personas, design requirements, and concepts were produced, which allowed the researcher to reflect on the role of design ethnographer and inform future practice. Insights into product requirement were deep and far reaching, revealing important and diverse health and wellbeing needs to be addressed for older people in domestic products. A methods and process framework is formulated for conducting future design ethnography, from fieldwork and data analysis to design practice

    Conceptualizing learning from the everyday activities of digital kids

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    This paper illustrates the intensified engagement that youth are having with digital technologies and introduces a framework for examining digital fluency – the competencies, new representational practices, design sensibilities, ownership, and strategic expertise that a learner gains or demonstrates by using digital tools to gather, design, evaluate, critique, synthesize, and develop digital media artifacts, communication messages, or other electronic expressions. A primary goal of this paper is to identify promising perspectives through which learning is conceptualized, and to share the methodological challenges in investigating digital fluency in both individual and collaborative learning activities that take place in complex naturalistic settings and socially-constructed online worlds. A review is provided of the current and prospective research methods that researchers use to capture, document and study the compelling ways in which children and young people are using digital technologies such as Information and Communication Technologies (ICTs), social networking software, video games, multimedia authoring tools, and mobile phones in everyday life to learn and play. The paper argues for a need to study the authentic, inventive, and emergent uses of digital technologies and interactive learning environments among youth to contribute to advancement of theories of everyday learning and to build a deeper understanding of how learning occurs in out-of-school settings from a practise-oriented perspective rather than a knowledge-centred one. Implications for instructional practise are also discussed in addition to ethical and pragmatic issues that will need to be addressed in the study of digital kids
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