2,529 research outputs found
Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies
This paper argues that traditional and mainstream mythologies, which have
been continually told within the Information Technology domain among designers
and advocators of conceptual modelling since the 1960s in different fields of
computing sciences, could now be renovated or substituted in the mould of more
recent discourses about performativity, complexity and end-user creativity that
have been constructed across different fields in the meanwhile. In the paper,
it is submitted that these discourses could motivate IT professionals in
undertaking alternative approaches toward the co-construction of
socio-technical systems, i.e., social settings where humans cooperate to reach
common goals by means of mediating computational tools. The authors advocate
further discussion about and consolidation of some concepts in design research,
design practice and more generally Information Technology (IT) development,
like those of: task-artifact entanglement, universatility (sic) of End-User
Development (EUD) environments, bricolant/bricoleur end-user, logic of
bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical
construction. Points backing these and similar concepts are made to promote
further discussion on the need to rethink the main assumptions underlying IT
design and development some fifty years later the coming of age of software and
modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D.
Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded
Technologies: A European Challenge (2013, forthcoming) with the title
"Building Socially Embedded Technologies: Implications on Design" within an
EUSSET editorial initiative (www.eusset.eu/
Infrastructural Speculations: Tactics for Designing and Interrogating Lifeworlds
This paper introduces âinfrastructural speculations,â an orientation toward speculative design that considers the complex and long-lived relationships of technologies with broader systems, beyond moments of immediate invention and design. As modes of speculation are increasingly used to interrogate questions of broad societal concern, it is pertinent to develop an orientation that foregrounds the âlifeworldâ of artifactsâthe social, perceptual, and political environment in which they exist. While speculative designs often imply a lifeworld, infrastructural speculations place lifeworlds at the center of design concern, calling attention to the cultural, regulatory, environmental, and repair conditions that enable and surround particular future visions. By articulating connections and affinities between speculative design and infrastructure studies research, we contribute a set of design tactics for producing infrastructural speculations. These tactics help design researchers interrogate the complex and ongoing entanglements among technologies, institutions, practices, and systems of power when gauging the stakes of alternate lifeworlds
Troubling Vulnerability: Designing with LGBT Young People's Ambivalence Towards Hate Crime Reporting
HCI is increasingly working with ?vulnerable? people yet there is a danger that the label of vulnerability can alienate and stigmatize the people such work aims to support. We report our study investigating the application of interaction design to increase rates of hate crime reporting amongst Lesbian, Gay, Bisexual and Transgender young people. During design-led workshops participants expressed ambivalence towards reporting. While recognizing their exposure to hate crime they simultaneously rejected ascription as victim as implied in the act of reporting. We used visual communication design to depict the young people?s ambivalent identities and contribute insights on how these fail and succeed to account for the intersectional, fluid and emergent nature of LGBT identities through the design research process. We argue that by producing ambiguous designed texts, alongside conventional qualitative data, we ?trouble? our design research narratives as a tactic to disrupt static and reductive understandings of vulnerability within HCI
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Emotional Biosensing: Exploring Critical Alternatives
Emotional biosensing is rising in daily life: Data and categories claim to know how people feel and suggest what they should do about it, while CSCW explores new biosensing possibilities. Prevalent approaches to emotional biosensing are too limited, focusing on the individual, optimization, and normative categorization. Conceptual shifts can help explore alternatives: toward materiality, from representation toward performativity, inter-action to intra-action, shifting biopolitics, and shifting affect/desire. We contribute (1) synthesizing wide-ranging conceptual lenses, providing analysis connecting them to emotional biosensing design, (2) analyzing selected design exemplars to apply these lenses to design research, and (3) offering our own recommendations for designers and design researchers. In particular we suggest humility in knowledge claims with emotional biosensing, prioritizing care and affirmation over self- improvement, and exploring alternative desires. We call for critically questioning and generatively re- imagining the role of data in configuring sensing, feeling, âthe good life,â and everyday experience
Seeing ethnographically: teaching ethnography as part of CSCW
While ethnography is an established part of CSCW research, teaching and
learning ethnography presents unique and distinct challenges. This paper discusses a
study of fieldwork and analysis amongst a group of students learning ethnography as part
of a CSCW & design course. Studying the studentsâ practices we explore fieldwork as a
learning experience, both learning about fieldsites as well as learning the practices of
ethnography. During their fieldwork and analysis the students used a wiki to collaborate,
sharing their field and analytic notes. From this we draw lessons for how ethnography
can be taught as a collaborative analytic process and discuss extensions to the wiki to
better support its use for collaborating around fieldnotes. In closing we reflect upon the
role of learning ethnography as a practical hands on â rather than theoretical â pursuit
Collaborative Practices that Support Creativity in Design
Design is a ubiquitous, collaborative and highly material activity. Because of the embodied nature of the design profession, designers apply certain collaborative practices to enhance creativity in their everyday work. Within the domain of industrial design, we studied two educational design departments over a period of eight months. Using examples from our fieldwork, we develop our results around three broad themes related to collaborative practices that support the creativity of design professionals: 1) externalization, 2) use of physical space, and 3) use of bodies. We believe that these themes of collaborative practices could provide new insights into designing technologies for supporting a varied set of design activities. We describe two conceptual collaborative systems derived from the results of our study
CSCW Systems on PvC Environments
CSCW is a well-suited discipline for appropriate communicating ideas inside a group and even in an inter-group cooperation. Though basic technology for communication annoy people with too many computer-related tasks to deliver at-the-time elaborated notes in the meanwhile of a group activity. An emerging trend that promises to bring a solution on this matter is that of ubiquitous, or pervasive computing.
PvC is about computation becoming part of the environment with the ambition to accomplish accessing information anytime no matter the distance of user's location. This is not only related to largely distributed systems and applications, but about highly dynamic and mobile sets â clusters of participants, interacting with each other and storing data on mobile devices, as well as in remote facilities. PvC systems certainly come to facilitate CSCW making every kind of such systems to look as the simplest groupware option and providing a new and particular kind of such systems, what might be called as PvCE-SCW. This paper reports on current efforts on this type of systems describing their requirements and challenges with the intent to provide a summary of successful accomplishments on this matter.Eje: IngenierĂa de SoftwareRed de Universidades con Carreras en InformĂĄtica (RedUNCI
CSCW Systems on PvC Environments
CSCW is a well-suited discipline for appropriate communicating ideas inside a group and even in an inter-group cooperation. Though basic technology for communication annoy people with too many computer-related tasks to deliver at-the-time elaborated notes in the meanwhile of a group activity. An emerging trend that promises to bring a solution on this matter is that of ubiquitous, or pervasive computing.
PvC is about computation becoming part of the environment with the ambition to accomplish accessing information anytime no matter the distance of user's location. This is not only related to largely distributed systems and applications, but about highly dynamic and mobile sets â clusters of participants, interacting with each other and storing data on mobile devices, as well as in remote facilities. PvC systems certainly come to facilitate CSCW making every kind of such systems to look as the simplest groupware option and providing a new and particular kind of such systems, what might be called as PvCE-SCW. This paper reports on current efforts on this type of systems describing their requirements and challenges with the intent to provide a summary of successful accomplishments on this matter.Eje: IngenierĂa de SoftwareRed de Universidades con Carreras en InformĂĄtica (RedUNCI
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