118,688 research outputs found

    Tracing the Scenarios in Scenario-Based Product Design: a study to support scenario generation

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    Scenario-based design originates from the human-computer interaction and\ud software engineering disciplines, and continues to be adapted for product development. Product development differs from software development in the former’s more varied context of use, broader characteristics of users and more tangible solutions. The possible use of scenarios in product design is therefore broader and more challenging. Existing design methods that involve scenarios can be employed in many different stages of the product design process. However, there is no proficient overview that discusses a\ud scenario-based product design process in its full extent. The purposes of creating scenarios and the evolution of scenarios from their original design data are often not obvious, although the results from using scenarios are clearly visible. Therefore, this paper proposes to classify possible scenario uses with their purpose, characteristics and supporting design methods. The classification makes explicit different types of scenarios and their relation to one another. Furthermore, novel scenario uses can be referred or added to the classification to develop it in parallel with the scenario-based design\ud practice. Eventually, a scenario-based product design process could take inspiration for creating scenarios from the classification because it provides detailed characteristics of the scenario

    Design Fiction Diegetic Prototyping: A Research Framework for Visualizing Service Innovations

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Purpose: This paper presents a design fiction diegetic prototyping methodology and research framework for investigating service innovations that reflect future uses of new and emerging technologies. Design/methodology/approach: Drawing on speculative fiction, we propose a methodology that positions service innovations within a six-stage research development framework. We begin by reviewing and critiquing designerly approaches that have traditionally been associated with service innovations and futures literature. In presenting our framework, we provide an example of its application to the Internet of Things (IoT), illustrating the central tenets proposed and key issues identified. Findings: The research framework advances a methodology for visualizing future experiential service innovations, considering how realism may be integrated into a designerly approach. Research limitations/implications: Design fiction diegetic prototyping enables researchers to express a range of ‘what if’ or ‘what can it be’ research questions within service innovation contexts. However, the process encompasses degrees of subjectivity and relies on knowledge, judgment and projection. Practical implications: The paper presents an approach to devising future service scenarios incorporating new and emergent technologies in service contexts. The proposed framework may be used as part of a range of research designs, including qualitative, quantitative and mixed method investigations. Originality: Operationalizing an approach that generates and visualizes service futures from an experiential perspective contributes to the advancement of techniques that enables the exploration of new possibilities for service innovation research

    Health + Equality + School Engagement: Scenarios USA Reinvents Sex Education

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    This issue of Quality/Calidad/Qualité highlights the experience of Scenarios USA,3 an innovative nonprofit program that has integrated a gender and rights perspective -- and a critical thinking approach -- into curricula, while fostering new pedagogies and greater awareness among teachers. Scenarios USA approaches sexual health not as a stand-alone issue but as intertwined with young people's overall lives and agency. As such, the organization's "sex ed" work is part of a broader strategy of fostering self-expression, leadership, and advocacy among youth, especially among those living in marginalized communities.Instead of teaching adolescents about contraceptive methods, Scenarios has them thinking and writing about gender norms, power dynamics, and intimate relationships in their own lives

    Telling the market story through organic information interaction design and broadcast media : submitted to the College of Creative Arts as requirement for the degree of Master of Design, Massey University, Wellington, New Zealand, 2007

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    Interaction Design, which is essentially story-creating and telling, is at once both and ancient art and a new technology. Media have always effected the telling of stories and the creation of experiences. (Shedroff, N., 1994, p. 2) Advances with visual representations within broadcast design have been applied to areas such as weather simulations, sporting events, and historical reconstruction's. However, financial market information presentation is fairly uniform in television news broadcasting, showing little progression in pace with other news information catego­ries. While stock market news segments make limited use of supporting graphics, addi­ tional information that may assist the viewer is filtered out, effecting viewers interest, understanding and decision making process often associated with market related stories. Research to date has been limited to single visualisations. There has been little re­search into the use of multiple information views that are composed to support news presentations. People use many different information sources on a daily basis. News sources are used to stay informed about events, to some sources, viewer evaluation of informa­tion is a part of that process. News information and other data commodity sources are now more accessible, allowing designers to look at ways of transforming them into new or improved information services. This research explores the display of stock market information by looking at ap­propriate media delivery methods combined with Organic Information Interaction Design to enhance information relationships. Organic Design and Information Inter­action Design 1 principles are combined. This denotes a 'living' relationship between elements, incorporating hierarchy principles with enhanced information delivery and user experiences. Four themes are tied together through the use of a conceptual prototype. [FROM INTRO

    Usability evaluation of digital libraries: a tutorial

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    This one-day tutorial is an introduction to usability evaluation for Digital Libraries. In particular, we will introduce Claims Analysis. This approach focuses on the designers’ motivations and reasons for making particular design decisions and examines the effect on the user’s interaction with the system. The general approach, as presented by Carroll and Rosson(1992), has been tailored specifically to the design of digital libraries. Digital libraries are notoriously difficult to design well in terms of their eventual usability. In this tutorial, we will present an overview of usability issues and techniques for digital libraries, and a more detailed account of claims analysis, including two supporting techniques – simple cognitive analysis based on Norman’s ‘action cycle’ and Scenarios and personas. Through a graduated series of worked examples, participants will get hands-on experience of applying this approach to developing more usable digital libraries. This tutorial assumes no prior knowledge of usability evaluation, and is aimed at all those involved in the development and deployment of digital libraries

    Peer tutoring

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    Peer Tutoring schemes frequently appeal to educators in Higher Education and there is much literature examining implementation and assessment; this study wishes to understand the lesser considered student experience. In particular how students act as peer tutors on an accredited programme. The stories students tell give a picture of the complex, multi-faceted interpersonal relationships that comes into play as a peer tutor and the problems faced in the role. This inquiry finds the student perspective of peer mentoring shows us how to better support them on accredited programmes

    Targeting level 4: teaching writing

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    From remembering to envisioning product use: an informal design technique

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    To be able to get insight in potential use experiences of design proposals, designers would ideally have continuous access to a diverse group of end-users who could give feedback. Since in practice this is not possible designers often have to rely on other sources to be able to reflect on the use issues of their design proposals. Previous research has shown that designers often apply informal techniques to reflect on use issues, in which personal knowledge and experience of previous projects serve as a frame of reference.. However, this knowledge often remains implicit. In this study we explore a technique in which members of a design team make all personal knowledge and assumptions about use in a certain product domain explicit. In this technique we distinguish remembering, imagining, experiencing and envisioning use. The information that is gathered in this way is captured in a matrix which structures use situation aspects and corresponding use issues. These issues concern user experience, usability as well as performance. In three workshops with different designers we explored the benefits and limitations of such a technique. Particularly iterating between remembering, imagining and experiencing worked very well to evoke experiences of the designer
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