195,522 research outputs found

    Effective communication in requirements elicitation: A comparison of methodologies

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    The elicitation or communication of user requirements comprises an early and critical but highly error-prone stage in system development. Socially oriented methodologies provide more support for user involvement in design than the rigidity of more traditional methods, facilitating the degree of user-designer communication and the 'capture' of requirements. A more emergent and collaborative view of requirements elicitation and communication is required to encompass the user, contextual and organisational factors. From this accompanying literature in communication issues in requirements elicitation, a four-dimensional framework is outlined and used to appraise comparatively four different methodologies seeking to promote a closer working relationship between users and designers. The facilitation of communication between users and designers is subject to discussion of the ways in which communicative activities can be 'optimised' for successful requirements gathering, by making recommendations based on the four dimensions to provide fruitful considerations for system designers

    Using the Co-design Process to Build Non-designer Ability in Making Visual Thinking Tools

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    This research is a case study of using co-design as a way of assisting the capacity building process for an Indianapolis-based community organizer. The community organizer seeks to develop a visual thinking tool for enhancing her engagement with community participants. Community organizers face a wide array of complicated challenges, addressing these kinds of challenges and social issues calls for innovative and inclusive approaches to community problem solving. The author hopes this case study will showcase itself as an example of leveraging design thinking and visual thinking to support and equip more first-line workers who are non-designers to do their community jobs with a more creative problem-solving approach

    The cathedral and the bazaar of e-repository development: encouraging community engagement with moving pictures and sound

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    This paper offers an insight into the development, use and governance of e‐repositories for learning and teaching, illustrated by Eric Raymond's bazaar and cathedral analogies and by a comparison of collection strategies that focus on content coverage or on the needs of users. It addresses in particular the processes that encourage and achieve community engagement. This insight is illustrated by one particular e‐repository, the Education Media On‐Line (EMOL) service. This paper draws analogies between the bazaar approach for open source software development and its possibilities for developing e‐repositories for learning and teaching. It suggests in particular that the development, use and evaluation of online moving pictures and sound objects for learning and teaching can benefit greatly from the community engagement lessons provided by the development, use and evaluation of open source software. Such lessons can be underpinned by experience in the area of learning resource collections, where repositories have been classified as ‘collections‐based’ or ‘user‐based’. Lessons from the open source movement may inform the development of e‐repositories such as EMOL in the future

    Amplifying Quiet Voices: Challenges and Opportunities for Participatory Design at an Urban Scale

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    Many Smart City projects are beginning to consider the role of citizens. However, current methods for engaging urban populations in participatory design activities are somewhat limited. In this paper, we describe an approach taken to empower socially disadvantaged citizens, using a variety of both social and technological tools, in a smart city project. Through analysing the nature of citizens’ concerns and proposed solutions, we explore the benefits of our approach, arguing that engaging citizens can uncover hyper-local concerns that provide a foundation for finding solutions to address citizen concerns. By reflecting on our approach, we identify four key challenges to utilising participatory design at an urban scale; balancing scale with the personal, who has control of the process, who is participating and integrating citizen-led work with local authorities. By addressing these challenges, we will be able to truly engage citizens as collaborators in co-designing their city

    The case for new academic workspaces

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    Executive summary: This report draws upon the combined efforts of a number of estates professionals, architects, academics, designers, and senior managers involved in the planning of new university buildings for the 21st century. Across these perspectives, all would agree – although perhaps for different reasons - that this planning is difficult and that a number of particular considerations apply in the design of academic workspaces. Despite these difficulties, they will also agree that when this planning goes well, ‘good’ buildings are truly transformational – for both the university as a whole and the people who work and study in them. The value of well-designed buildings goes far beyond their material costs, and endures long after those costs have been forgotten ..

    Space time pixels

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    This paper reports the design of a networked system, the aim of which is to provide an intermediate virtual space that will establish a connection and support interaction between multiple participants in two distant physical spaces. The intention of the project is to explore the potential of the digital space to generate original social relationships between people that their current (spatial or social) position can difficultly allow the establishment of innovative connections. Furthermore, to explore if digital space can sustain, in time, low-level connections like these, by balancing between the two contradicting needs of communication and anonymity. The generated intermediate digital space is a dynamic reactive environment where time and space information of two physical places is superimposed to create a complex common ground where interaction can take place. It is a system that provides awareness of activity in a distant space through an abstract mutable virtual environment, which can be perceived in several different ways – varying from a simple dynamic background image to a common public space in the junction of two private spaces or to a fully opened window to the other space – according to the participants will. The thesis is that the creation of an intermediary environment that operates as an activity abstraction filter between several users, and selectively communicates information, could give significance to the ambient data that people unconsciously transmit to others when co-existing. It can therefore generate a new layer of connections and original interactivity patterns; in contrary to a straight-forward direct real video and sound system, that although it is functionally more feasible, it preserves the existing social constraints that limit interaction into predefined patterns

    Higher Education outreach to widen participation: toolkits for practitioners. Overview

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    The toolkits are a distillation of the learning, methods and resources developed by Aimhigher and the Lifelong Learning Network programmes to support the effective strategy, management and delivery of outreach work to encourage progression to higher education for under-represented groups. The toolkits recontextualise the learning from these programmes to fit the current higher education environment. The toolkits form a suite of four (see links to right). They include: ‱ Toolkit 1 Partnership ‱ Toolkit 2 Targeting ‱ Toolkit 3 Programmes ‱ Toolkit 4 Evaluation ‱ Resources and glossary.This is the second and updated edition, the first edition of the Toolkits was published in December 2012.Higher Education Funding Council for England (HEFCE

    A Universalist strategy for the design of Assistive Technology

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    Assistive Technologies are specialized products aiming to partly compensate for the loss of autonomy experienced by disabled people. Because they address special needs in a highly-segmented market, they are often considered as niche products. To improve their design and make them tend to Universality, we propose the EMFASIS framework (Extended Modularity, Functional Accessibility, and Social Integration Strategy). We ïŹrst elaborate on how this strategy conciliates niche and Universalist views, which may appear conïŹ‚icting at ïŹrst sight. We then present three examples illustrating its application for designing Assistive Technologies: the design of an overbed table, an upper-limb powered orthose and a powered wheelchair. We conclude on the expected outcomes of our strategy for the social integration and participation of disabled people
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