12,675 research outputs found
Metamorphosis: Transforming Non-designers into Designers
In this paper we make the case that there is today a growing number of educational settings experiencing challenges when it comes to transforming non-designers into designers, and in particular, interaction designers. We see this development as a consequence of an increased awareness and recognition of what broadly could be labeled as a design perspective. We examine the transformational process, the metamorphosis, by which non-designer students become interaction designers. We identify and describe the barriers that make it difficult for the students to move through this transformational process. We also propose some pedagogical approaches that can reduce the barriers and improve the possibility for the transformation to occur. The approach that we have developed and describe consists of three parts. Based on a fundamental understanding of the nature of design, we have developed (i) a tentative transformational model of how non-designers become interaction designers; (ii) a special kind of conceptual framework used to support students in the transformational process; and (iii) design assignments based on real-world design problems. We end the paper with two conclusions. First we argue that there is a challenge in transforming non-designers into designers, but that it is possible if the educational effort is based on an understanding of design and on the transformational process with its barriers. Finally we argue that the experience of trying to turn non-designers into interaction designers is in itself a valuable research approach. Dealing with non-designer students reveals deep insights about the nature of the design process and makes it possible to better formulate what constitutes a designerly approach.
Keywords
Design, Design education, Pedagogy, HCI</p
Inspirational Bits - Towards a Shared Understanding of the Digital Material
In any design process, a mediumâs properties need to be considered. This is nothing new in design. Still we find that in HCI and interactive systems design the properties of a technology are often glossed over. That is, technologies are black-boxed without much thought given to how their distinctive properties open up design possibilities. In this paper we describe what we call inspirational bits as a way to become more familiar with the design material in HCI, the digital material. We describe inspirational bits as quick and dirty but fully working systems in both hardware and software built with the aim of exposing one or several of the dynamic properties of a digital material. We also show how they provide a means of sharing design knowledge across the members of a multi-disciplined design team
Designing electronic collaborative learning environments
Electronic collaborative learning environments for learning and working are in vogue. Designers design them according to their own constructivist interpretations of what collaborative learning is and what it should achieve. Educators employ them with different educational approaches and in diverse situations to achieve different ends. Students use them, sometimes very enthusiastically, but often in a perfunctory way. Finally, researchers study them andâas is usually the case when apples and oranges are comparedâfind no conclusive evidence as to whether or not they work, where they do or do not work, when they do or do not work and, most importantly, why, they do or do not work. This contribution presents an affordance framework for such collaborative learning environments; an interaction design procedure for designing, developing, and implementing them; and an educational affordance approach to the use of tasks in those environments. It also presents the results of three projects dealing with these three issues
Less is more: what design against crime can contribute to sustainability.
Crime is a voracious form of premature obsolescence. Replacement of insured stolen items increases levels of product consumption that are unsustainable. Additional to the ecological cost of crime are the social and economic impacts linked to âcourts, cops and correctionsâ â money better spent on building social innovation and sustainability. The user/ abuser centered methodology of the Design Against Crime Research Centre (DACRC) at University of Arts London as a socially responsive design movement is described in this paper. It argues that DACRCâs approach is unique. It addresses social agendas by accommodating consideration of multiple, often competing, user-demands in a given context, and responding in ways that produce both fiscal and social capital through sustainable design
Designing Robots for Care: Care Centered Value-Sensitive Design
The prospective robots in healthcare intended to be included within the conclave of the nurse-patient relationshipâwhat I refer to as care robotsârequire rigorous ethical reflection to ensure their design and introduction do not impede the promotion of values and the dignity of patients at such a vulnerable and sensitive time in their lives. The ethical evaluation of care robots requires insight into the values at stake in the healthcare tradition. Whatâs more, given the stage of their development and lack of standards provided by the International Organization for Standardization to guide their development, ethics ought to be included into the design process of such robots. The manner in which this may be accomplished, as presented here, uses the blueprint of the Value-sensitive design approach as a means for creating a framework tailored to care contexts. Using care values as the foundational values to be integrated into a technology and using the elements in care, from the care ethics perspective, as the normative criteria, the resulting approach may be referred to as care centered value-sensitive design. The framework proposed here allows for the ethical evaluation of care robots both retrospectively and prospectively. By evaluating care robots in this way, we may ultimately ask what kind of care we, as a society, want to provide in the futur
Usability engineering for GIS: learning from a screenshot
In this paper, the focus is on the concept of Usability Engineering for GIS â a set of techniques and methods that are
especially suitable for evaluating the usability of GIS applications â which can be deployed as part of the development
process. To demonstrate how the framework of Usability Engineering for GIS can be used in reality, a screenshot study is
described. Users were asked to provide a screenshot of their GIS during their working day. The study shows how a simple
technique can help in understanding the way GIS is used in situ
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