714 research outputs found

    In pursuit of rigour and accountability in participatory design

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    The field of Participatory Design (PD) has greatly diversified and we see a broad spectrum of approaches and methodologies emerging. However, to foster its role in designing future interactive technologies, a discussion about accountability and rigour across this spectrum is needed. Rejecting the traditional, positivistic framework, we take inspiration from related fields such as Design Research and Action Research to develop interpretations of these concepts that are rooted in PD׳s own belief system. We argue that unlike in other fields, accountability and rigour are nuanced concepts that are delivered through debate, critique and reflection. A key prerequisite for having such debates is the availability of a language that allows designers, researchers and practitioners to construct solid arguments about the appropriateness of their stances, choices and judgements. To this end, we propose a “tool-to-think-with” that provides such a language by guiding designers, researchers and practitioners through a process of systematic reflection and critical analysis. The tool proposes four lenses to critically reflect on the nature of a PD effort: epistemology, values, stakeholders and outcomes. In a subsequent step, the coherence between the revealed features is analysed and shows whether they pull the project in the same direction or work against each other. Regardless of the flavour of PD, we argue that this coherence of features indicates the level of internal rigour of PD work and that the process of reflection and analysis provides the language to argue for it. We envision our tool to be useful at all stages of PD work: in the planning phase, as part of a reflective practice during the work, and as a means to construct knowledge and advance the field after the fact. We ground our theoretical discussions in a specific PD experience, the ECHOES project, to motivate the tool and to illustrate its workings

    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

    Supporting engagement in research through a game design competition

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    Digital games are an engaging medium that have previously been used for communicating research to different audiences. However, there is an opportunity for engaging people more deeply by involving them in creating games. This article reports on a game design competition, based on participatory design principles and game jam practices, which challenged university students to design games within the context of a research project. Based on their interpretations of research on human error in healthcare, teams created four games to be disseminated online to a wider public audience. We outline the competition format and reflect on the extent to which it was successful

    Volunteer-based IT Helpdesks as Ambiguous Quasi-Public Services:A Case Study from Two Nordic Countries

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    In this case study we take a Nordic perspective on the tension between increased digitalisation of public services and the insufficient support for citizens with limited digital literacy. Volunteer-based IT helpdesk services in public libraries have emerged as an attempt to address this tension. Drawing on examples of volunteering in public library-based IT helpdesk services in two Nordic countries, this paper considers the IT helpdesks as quasi-public services. Based on interviews, observations and workshops, we explore: the work of IT helpdesk volunteers, the characteristics of helpdesk services offered, and the implications of these services being offered by volunteers. The services offered are of acceptable quality to the users while the ambiguity and lack of institutional support is making the service fragile. In spite of the challenges of the quasi-public IT helpdesk service we also note how it offers a potential platform for the co-design and support of new public services. Camilla Christensen and Nils Ehrenberg are shared first authors.Peer reviewe

    Infrastructuring for cultural commons

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    In this doctoral dissertation, I inquire into the ways in which Participatory Design (PD) and digital design endeavors can contribute to wider public access to, and use of, digital cultural heritage. I advocate for an approach according to which digital cultural heritage is arranged and understood as cultural commons, and for more collaborative modes of social care for and governance of the commons. In addition to the empirically grounded findings and proposals contained in six individual research articles, I develop a theoretical framework that combines scholarship on Information Infrastructures, Commons and PD. Against this framework I interrogate how the information infrastructures and conditions that surround digital cultural heritage can be active in constructing and contributing to cultural commons. While doing this, I draw attention to the gap that exists between on the one hand official institutional digital cultural heritage collections, systems and practices, and on the other hand the digital platforms and practices through which everyday people create, curate and share digital cultural works. In order to understand how to critically and productively bridge this gap, I present insights gained from conducting three design research cases that engage both cultural heritage institutions and everyday media users. Building upon this empirical work, and latching on to scholarship on the notion of infrastructuring, I propose four infrastructuring strategies for cultural commons: probing and building upon the installed base, stimulating and simulating design and use through gateways, producing and pooling shared resources, and, lastly, fostering and shaping a commons culture that supports commoning. In exploring these strategies, I map the territory between commons and infrastructuring, and connect these notions to the PD tradition. I do so to sketch the design principles for a design orientation, commons design. I assert that these principles can be useful for advancing PD, and can inform future initiatives, aid in identifying infrastructural challenges, and in finding and confirming an orientation to participatory design activities. Drawing on my practical design work, I discuss requirements for professional designers operating on commons frameworks and with collective action. By doing this, my dissertation not only breaks new theoretical ground through advancing theoretical considerations relevant to contemporary design research, especially the field of PD, but also contributes practical implications useful for professional digital media design practice, especially for designers working in the fields of digital culture and cultural heritage

    Design opportunities to facilitate tangible play and promote healthy nutrition in low-resource healthcare settings in Peru

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    Complementary feeding is crucial to promote healthy nutrition in infant and young children (IYC) and prevent malnutrition. Mothers, families, and healthcare professionals (HCPs) are crucial in helping IYC develop healthy eating habits. However, limited access to adequate nutritional information and health services impacts children's nutrition, especially in low-resource settings. Technology opens up opportunities to address these challenges and potentially improve IYC feeding practices. Taking a co-design approach, we conducted low-fidelity prototyping workshops with caregivers and HCPs to explore the potential of tangible interfaces to facilitate play and promote healthy nutrition for IYC in two low-resource healthcare settings in Peru. Participants envisioned diverse tangible objects and interactions that could augment the waiting spaces of the healthcare centres, encouraging play and enhancing children's and caregivers' experiences, while promoting healthy nutrition and dietary diversity. We outline design opportunities to facilitate tangible play, shared playful experiences, and promote healthy nutrition in low-resource healthcare settings

    Design for Everyday Sounds in Dementia

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    SHELDON Smart habitat for the elderly.

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    An insightful document concerning active and assisted living under different perspectives: Furniture and habitat, ICT solutions and Healthcare
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