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Experiences in involving analysts in visualisation design
Involving analysts in visualisation design has obvious benefits, but the knowledge-gap between domain experts ("analysts") and visualisation designers ("designers") often makes the degree of their involvement fall short of that aspired. By promoting a culture of mutual learning, understanding and contribution between both analysts and designers from the outset, participants can be raised to a level at which all can usefully contribute to both requirement definition and design. We describe the process we use to do this for tightly-scoped and short design exercises -- with meetings/workshops, iterative bursts of design/prototyping over relatively short periods of time, and workplace-based evaluation -- illustrating this with examples of our own experience from recent work with bird ecologists
Product Focused Freeform Fabrication Education
Presented in this paper is our experience of teaching freeform fabrication to students at
the Missouri University of Science and Technology, and to high school students and
teachers. The emphasis of the curriculum is exposing students to rapid product
development technologies with the goal of creating awareness to emerging career
opportunities in CAD/CAM. Starting from solid modeling, principles of freeform
fabrication, to applications of rapid prototyping and manufacturing in industry sponsored
product development projects, students can learn in-depth freeform fabrication
technologies. Interactive course content with hands-on experience for product
development is the key towards the success of the program.Mechanical Engineerin
Expect the unexpected: the co-construction of assistive artifacts
This paper aims to explain emerging design activities within community-based rehabilitation contexts through the science of self-organization and adaptivity. It applies an evolutionary systematic worldview (Heylighen, 2011) to frame spontaneous collaboration between different local agents which produce self-made assistive artifacts. Through a process of distinction creation and distinction destruction occupational therapist, professional non-designers, caregivers and disabled people co-evolve simultaneously towards novel possibilities which embody a contemporary state of fitness. The conversation language is build on the principles of emotional seeding through stigmergic prototyping and have been practically applied as a form of design hacking which blends design time and use time. Within this process of co-construction the thought experiment of Maxwell’s Demon is used to map perceived behavior and steer the selecting process of following user-product adaptation strategies. This practice-based approach is illustrated through a case study and tries to integrate both rationality and intuition within emerging participatory design activities
Prototyping and Specifying: Principles and Practices of a Mixed Approach
Which approaches to software development should be used in which situations? This fundamental question is explored based on experiences from nine comparable small-scale software projects using prototyping and specifying.
An empirical interpretation suggests that mixed approaches to software development will benefit from the strengths of both specifying and prototyping. On functionality, robustness, ease of use, and ease of learning mixed approaches led to products of a quality that was at least comparable to the products of specialized approaches based on either specifying or prototyping. Moreover, the Spiral Model was experienced as a useful framework for combining specifying and prototyping approaches to software development.
A theoretical interpretation relates these practical lessons to The Principle of Limited Reduction. This principle suggests that effective software development must cope with both complexity and uncertainty. This requires a systematic effort combining analytical and experimental approaches, independently of whether specifications or prototypes are used
Wicked Problems and Gnarly Results: Reflecting on Design and Evaluation Methods for Idiosyncratic Personal Information Management Tasks
This paper is a case study of an artifact design and evaluation process; it is a reflection on how right thinking about design methods may at times result in sub-optimal results. Our goal has been to assess our decision making process throughout the design and evaluation stages for a software prototype in order to consider where design methodology may need to be tuned to be more sensitive to the domain of practice, in this case software evaluation in personal information management. In particular, we reflect on design methods around (1) scale of prototype, (2) prototyping and design process, (3) study design, and (4) study population
Narrative Generation in Entertainment: Using Artificial Intelligence Planning
From the field of artificial intelligence (AI) there is a growing stream of technology capable of being embedded in software that will reshape the way we interact with our environment in our everyday lives. This ‘AI software’ is often used to tackle more mundane tasks that are otherwise dangerous or meticulous for a human to accomplish. One particular area, explored in this paper, is for AI software to assist in supporting the enjoyable aspects of the lives of humans. Entertainment is one of these aspects, and often includes storytelling in some form no matter what the type of media, including television, films, video games, etc. This paper aims to explore the ability of AI software to automate the story-creation and story-telling process. This is part of the field of Automatic Narrative Generator (ANG), which aims to produce intuitive interfaces to support people (without any previous programming experience) to use tools to generate stories, based on their ideas of the kind of characters, intentions, events and spaces they want to be in the story. The paper includes details of such AI software created by the author that can be downloaded and used by the reader for this purpose. Applications of this kind of technology include the automatic generation of story lines for ‘soap operas’
Understanding the fidelity effect when evaluating games with children
There have been a number of studies that have compared evaluation results from prototypes of different fidelities but very few of these are with children. This paper reports a comparative study of three prototypes ranging from low fidelity to high fidelity within the context of mobile games, using a between subject design with 37 participants aged 7 to 9. The children played a matching game on either an iPad, a paper prototype using screen shots of the actual game or a sketched version. Observational data was captured to establish the usability problems, and two tools from the Fun Toolkit were used to measure user experience. The results showed that there was little difference for user experience between the three prototypes and very few usability problems were unique to a specific prototype. The contribution of this paper is that children using low-fidelity prototypes can effectively evaluate games of this genre and style
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