26 research outputs found

    Both Generic Design and Different Forms of Designing

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    This paper defends an augmented cognitively oriented "generic-design hypothesis": There are both significant similarities between the design activities implemented in different situations and crucial differences between these and other cognitive activities; yet, characteristics of a design situation (i.e., related to the designers, the artefact, and other task variables influencing these two) introduce specificities in the corresponding design activities and cognitive structures that are used. We thus combine the generic-design hypothesis with that of different "forms" of designing. In this paper, outlining a number of directions that need further elaboration, we propose a series of candidate dimensions underlying such forms of design

    Business Process Innovation using the Process Innovation Laboratory

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    Most organizations today are required not only to establish effective business processes but they are required to accommodate for changing business conditions at an increasing rate. Many business processes extend beyond the boundary of the enterprise into the supply chain and the information infrastructure therefore is critical. Today nearly every business relies on their Enterprise System (ES) for process integration and the future generations of enterprise systems will increasingly be driven by business process models. Consequently process modeling and improvement will become vital for business process innovation (BPI) in future organizations. There is a significant body of knowledge on various aspect of process innovation, e.g. on conceptual modeling, business processes, supply chains and enterprise systems. Still an overall comprehensive and consistent theoretical framework with guidelines for practical applications has not been identified. The aim of this paper is to establish a conceptual framework for business process innovation in the supply chain based on advanced enterprise systems. The main approach to business process innovation in this context is to create a new methodology for exploring process models and patterns of applications. The paper thus presents a new concept for business process innovation called the process innovation laboratory a.k.a. the Ð-Lab. The Ð-Lab is a comprehensive framework for BPI using advanced enterprise systems. The Ð-Lab is a collaborative workspace for experimenting with process models and an explorative approach to study integrated modeling in a controlled environment. The Ð-Lab facilitates innovation by using an integrated action learning approach to process modeling including contemporary technological, organizational and business perspectivesNo; keywords

    Design: One, but in different forms

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    This overview paper defends an augmented cognitively oriented generic-design hypothesis: there are both significant similarities between the design activities implemented in different situations and crucial differences between these and other cognitive activities; yet, characteristics of a design situation (related to the design process, the designers, and the artefact) introduce specificities in the corresponding cognitive activities and structures that are used, and in the resulting designs. We thus augment the classical generic-design hypothesis with that of different forms of designing. We review the data available in the cognitive design research literature and propose a series of candidates underlying such forms of design, outlining a number of directions requiring further elaboration

    The role of boundary objects in the co-evolution of design and use: the KMP project experimentation

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    Nowadays, it is widely recognized that an ICT tool cannot be built without knowing who will use it and what they will do with. In this perspective, Human-Computer Interaction community (Carroll, 1990; Jarke, Tung Bui and Carroll, 1998; Young and Barnard, 1987; Young and al., 1989) developed a scenario-based approach contrasting with the traditional information system design. The scenario describes an existing or envisioned system from the perspective of one or more users and includes a narration of their goals, plans and reactions (Rosson and Carroll, 2002). As a result, design is founded on the use of scenarios as a central representation for the analysis and design of use. The scenario-based design appears to be a first step in the integration of users in the design of ICT tool. However, we would like to underline in this paper a more active role of users in the design process. According to Orlikowski (2000) while a technology can be seen to have been constructed with particular materials and inscribed with developers' assumptions and knowledge about the world at a point in time, it is only when this technology is used in recurrent social practices that it can be said to structure user's action. The use of technology in recurrent social practices must be considered because how technological properties will for the moment be used or appropriate is not inherent or predetermined. Finally, this approach leads us to dissociate the designers' world from the users' world. In this perspective, the design project is the result of the co-evolution and the convergence of both worlds: on the one hand, the world of design and a first integration of users by scenarios; on the other hand, the world of users where innovation is the art of interesting an increasing number of allies who will make the world of design stronger and stronger. The objective of this paper is to understand the mechanisms of interaction between the world of design and that of users i.e. between loops of co-design and loops of uses. Indeed, according to Akrich, Callon and Latour (1988) we adopt a whirlwind model of innovation. In this perspective, “innovation continuously transforms itself according to the trials to which it is submitted i.e. of the “interessements” tried out » (Akrich and al., 2002: 7). We will demonstrate that the key success of an innovation depends on the co-evolution and convergence of design and use around boundary objects developed during this process (see Figure 1). More specifically, we will show the role of boundary objects on the integration and on the involvement of users in the design process. In order to do so, we carried out an empirical research – the Knowledge Management Platform project - located in the scientific park of Sophia Antipolis (Alpes-Maritimes, France), focusing on the Telecom ValleyÂź (TV) association which gathers the main actors of the Sophia Antipolis Telecom cluster. Indeed, the KMP project aims to build a semantic web service of competencies in order to enhance exchange and combination dynamics of knowledge within the Telecom cluster thanks to an interactive mapping of competencies. This paper will comprise three parts: Based on the researches of Akrich, Callon and Latour (1988), Hatchuel and Mollet (1986), Orlikowski (2000), Romme and Endenburg (2006) we will identify and analyse in a first part the process of design. The combination of these approaches leads us to distinguish the design' world from the users' world. In this perspective, the success of an innovation may be explained by the co-evolution and the convergence of these two worlds. In this process, we suggest that boundary objects play a key role in the convergence of these two worlds. We will present in a second part the empirical study of the KMP project within the TV network. The KMP project involved researchers from socio-economic sciences (GREDEG Laboratory, UNSA-CNRS, Rodige and Latapses teams), cognitive sciences and artificial intelligence (INRIA, Acacia team), telecommunications (GET) and users (TV) for a total force of 187 men per month for a two-year period (2003-2005). At this present time this project is being set up in a pre-industrialization phase, supported by TV and the PACA region. Here, we will analyse the specific process of design experimented by KMP. Finally, the third part discusses the role of boundary objects in the KMP experimentation. In this part, we will show the evolution of boundary objects during the loops of design. More specifically, the focus will be on the emergence of compromises between designers and users, their materialisation in boundary objects and finally their evolution during the design' process.boundary objects, IS development, actor network theory

    Bridging the gap: scenario-based design as a solution for delayed access to users

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    Scenario-based design (Carroll & Rosson, 2002) is a Human-Computer Interaction methodology for considering the needs of potential users, without their direct input. Scenario-based design gives the interface designer the ability to create scenarios of use, along with postulations on the various types of users, expressed in the form of personas (Grudin & Pruitt, 2002). These scenarios and personas can be useful in the context of a design project, where real world issues preclude the direct involvement of users at a critical stage. By ‘walking through’ informal narrative descriptions in the form of a story, scenario-based design focuses on human activity rather than technology. We propose that scenario-based design can be utilised to fill gaps in a collaborative project, where, due to circumstances beyond the control of the designer, other parties have not provided vital information before the prototyping stage. Scenario-based design can allow us, as designers, to consider the needs of our potential users when circumstances mean that we would not otherwise be able to. While different disciplines utilise proprietary project management methods, scenario-based design bridges gaps between practice-specific epistemologies, allowing contributions from different fields to feed the project at any stage of its progress. This paper details our early reflections as designers working on an ARC Linking Grant-funded, interdisciplinary project to redesign a bushfire warning website. We explain that scenario-based design can act as a catalyst, to ‘kick-start’ a project where, due to various factors, timing or resources means that direct contact with users is not always possible

    Designing as Construction of Representations: A Dynamic Viewpoint in Cognitive Design Research

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    This article presents a cognitively oriented viewpoint on design. It focuses on cognitive, dynamic aspects of real design, i.e., the actual cognitive activity implemented by designers during their work on professional design projects. Rather than conceiving de-signing as problem solving - Simon's symbolic information processing (SIP) approach - or as a reflective practice or some other form of situated activity - the situativity (SIT) approach - we consider that, from a cognitive viewpoint, designing is most appropriately characterised as a construction of representations. After a critical discussion of the SIP and SIT approaches to design, we present our view-point. This presentation concerns the evolving nature of representations regarding levels of abstraction and degrees of precision, the function of external representations, and specific qualities of representation in collective design. Designing is described at three levels: the organisation of the activity, its strategies, and its design-representation construction activities (different ways to generate, trans-form, and evaluate representations). Even if we adopt a "generic design" stance, we claim that design can take different forms depending on the nature of the artefact, and we propose some candidates for dimensions that allow a distinction to be made between these forms of design. We discuss the potential specificity of HCI design, and the lack of cognitive design research occupied with the quality of design. We close our discussion of representational structures and activities by an outline of some directions regarding their functional linkages

    Méthodologie de « Design Collaboratif » : une approche intégrative

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    CommunicationPlusieurs travaux suggÚrent que le « design » peut constituer une forme « idéale-type » de recherche, capable de réconcilier et d'articuler les connaissances théoriques et les connaissances pratiques. Dans cette communication nous proposons une méthodologie de design collective et intégrative : collective parce qu'elle se centre sur l'articulation des savoirs théoriques et pratiques ; intégrative parce qu'elle tente de combiner les aspects clés des deux démarches de design identifiées, celle fondée sur la science des organisations et celle privilégiant la participation et l'engagement des praticiens. Cette méthodologie a été développée pour concevoir une solution TIC innovante, un site web de compétences, visant à renforcer les synergies et l'innovation au sein du cluster Télécoms Sophipolitain. Au-delà du contexte dans lequel elle a été développée, cette méthodologie répond au défi de produire à la fois des connaissances théoriques et pratiques

    An Integrative Design Methodology to Support an Inter-Organizational Knowledge Management Solution

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    Design research develops knowledge to respond to real-world challenges and solve authentic problems. In this paper, we adopt a pragmatic and semantic design approach to combine the best of two separate design discourses: the discourse about developing science-based design rules and the discourse on user-centered, participative, and experience-based design. We develop a methodology that combines both discourses and perspectives. Subsequently, this methodology is illustrated by means of a case study of designing and developing a portal for mapping competencies in the multi-stakeholder environment of an IT cluster. This case study suggests design research can become more effective if it adopts a deliberate focus on articulating design rules as well as engaging users in trying out prototypes, to create artifacts that support and drive the dialogue between user-practitioners and design-oriented researchers
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