1,027 research outputs found

    A hermeneutic inquiry into user-created personas in different Namibian locales

    Get PDF
    Persona is a tool broadly used in technology design to support communicational interactions between designers and users. Different Persona types and methods have evolved mostly in the Global North, and been partially deployed in the Global South every so often in its original User-Centred Design methodology. We postulate persona conceptualizations are expected to differ across cultures. We demonstrate this with an exploratory-case study on user-created persona co-designed with four Namibian ethnic groups: ovaHerero, Ovambo, ovaHimba and Khoisan. We follow a hermeneutic inquiry approach to discern cultural nuances from diverse human conducts. Findings reveal diverse self-representations whereby for each ethnic group results emerge in unalike fashions, viewpoints, recounts and storylines. This paper ultimately argues User-Created Persona as a potentially valid approach for pursuing cross-cultural depictions of personas that communicate cultural features and user experiences paramount to designing acceptable and gratifying technologies in dissimilar locales

    Reconceptualising Personas Across Cultures: Archetypes, Stereotypes & Collective Personas in Pastoral Namibia

    Get PDF
    The paucity of projects where persona is the research foci and a lack of consensus on this artefact keep many reticent about its purpose and value. Besides crafting personas is expected to differ across cultures, which contrasts the advancements in Western theory with studies and progress in other sites. We postulate User-Created Personas reveal specific characteristics of situated contexts by allowing laypeople to design persona artefacts in their own terms. Hence analysing four persona sessions with an ethnic group in pastoral Namibia –ovaHerero– brought up a set of fundamental questions around the persona artefact regarding stereotypes, archetypes, and collective persona representations: (1) to what extent user depictions are stereotypical or archetypal? If stereotypes prime (2) to what degree are current personas a useful method to represent end-users in technology design? And, (3) how can we ultimately read accounts not conforming to mainstream individual persona descriptions but to collectives

    Co-designing smart home technology with people with dementia or Parkinson's disease

    Get PDF
    Involving users is crucial to designing technology successfully, especially for vulnerable users in health and social care, yet detailed descriptions and critical reflections on the co-design process, techniques and methods are rare. This paper introduces the PERCEPT (PERrsona-CEntred Participatory Technology) approach for the co-design process and we analyse and discuss the lessons learned for each step in this process. We applied PERCEPT in a project to develop a smart home toolset that will allow a person living with early stage dementia or Parkinson's to plan, monitor and self-manage his or her life and well-being more effectively. We present a set of personas which were co-created with people and applied throughout the project in the co-design process. The approach presented in this paper will enable researchers and designers to better engage with target user groups in co-design and point to considerations to be made at each step for vulnerable users

    Dialogical arts through sustainable communities: acting on the margins, redefining empowerment

    Get PDF

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

    Get PDF
    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge

    Researching BWPWAP: how can we save research from itself?

    Get PDF

    User-created personas: a four case multi-ethnic study of persona artefact co-design in pastoral and Urban Namibia with ovaHerero, Ovambo, ovaHimba and San communities

    Get PDF
    A persona is an artefact widely used in technology design to aid communicational processes between designers, users and other stakeholders involved in projects. Persona originated in the Global North as an interpretative portrayal of a group of users with commonalities. Persona lacks empirical research in the Global South, while projects appearing in the literature are often framed under the philosophy of User-Centred Design –this indicates they are anchored in western epistemologies. This thesis postulates persona depictions are expected to differ across locales, and that studying differences and similarities in such representations is imperative to avoid misrepresentations that in turn can lead to designerly miscommunications, and ultimately to unsuitable technology designs. The importance of this problematic is demonstrated through four exploratory case studies on persona artefacts co-designed with communities from four Namibian ethnicities, namely ovaHerero, ovaHimba, Ovambo and San. Findings reveal diverse self-representations whereby results for each ethnicity materialise in different ways, recounts and storylines: romanticised persona archetypes versus reality with ovaHerero; collective persona representations with ovaHimba; individualised personas with Ovambo, although embedded in narratives of collectivism and interrelatedness with other personas; and renderings of two contradictory personas of their selves with a group of San youth according to either being on their own (i.e. inspiring and aspirational) or mixed with other ethnic groups (i.e. ostracised). This thesis advocates for User-Created Personas (UCP) as a potentially valid tactic and methodology to iteratively pursue conceptualisations of persona artefacts that are capable to communicate localised nuances critical to designing useful and adequate technologies across locales: Methodologies to endow laypeople to co-design persona self-representations and the results and appraisals provided are this thesis’ main contribution to knowledge

    Encountering design for development: An exploration of design value and ethics in practice

    Get PDF
    In recent years, there has been a turn to design practices with the promise of more human-centred outcomes. However, the value of this shift remains understudied in social change settings such as D/development. This thesis explores the distinct value of design for D/development from the standpoints of the actors closely intertwined in its projects. The discussion is grounded in understanding little-d development as ‘human flourishing’ based on the self-determined life that one would like to live. Whereas big-D Development is conceptualised as the Eurocentric post-WWII system to transition Global South countries into modernist, capitalist economies. Following a period of ‘prolonged crisis’ relating to its top-down power, outside-in knowledge flows, rigid working cultures, and questionable impact – some scholars consider Development as a ‘grand design gone sour’. Actors operating within this system are facing a challenge of reinvention. Given this backdrop, there is growing adoption of design practices in the search for, and transition toward alternatives. The discussion regarding the value of design in this thesis is grounded in understanding the act of ‘designing’ as an ontological, collaborative and social process of cultural exploration. Such acts of designing are deeply in-tune with the struggles and aspirations of human experience; and can drive the transformation of things, beings and Being. Yet, there remains limited empirical evidence regarding how encountering design is of value to actors involved in complex social change processes. Drawing on an ethnography of projects in Ghana and Kenya, as well as interviews with citizens/users, implementers, funders and designers; I argue that acts of designing can build trust, integrate knowledge, sustain ownership, enhance relevance, affirm agency, reduce risks, reorient accountability, strengthen capability, and challenge power dynamics. This makes the value of design relevant in the search for, and transition toward alternatives. However, this contribution is contingent on the navigation of a variety of ethical dilemmas. As such, this thesis elucidates how design is encountered, what kind of value it offers actors, and what is required for this value to be realised in social change settings such as Development projects
    • …
    corecore