1,824 research outputs found
Semiotic engineering : A new paradigm for designing interactive systems
This paper presents semiotic engineering – a semiotic theory of HCI. The theory has the advantage to integrate back end and front end design and development perspectives into a single metacommunication process that affects the user’s experience and, ultimately, the success of any system. By means of illustrative examples, we show the kinds of effects that can be achieved with the theory, and discuss why a semiotic perspective is relevant for the future of information systemsThe past and the future of information systems: 1976-2006 and beyondRed de Universidades con Carreras en Informática (RedUNCI
Assessing the Semiotic Inspection Method – The Evaluators’ Perspective
This paper presents an assessment of the Semiotic Inspection Methodaimed at understanding its costs, benefits, advantages and disadvantages from the evaluators’perspective. We applied a questionnaire to novice evaluators and interviewedthe authors of the method (representing the experts’ evaluators). An analysis of theresponses shows interesting insights and characteristics of the method
Transdisciplinarity seen through Information, Communication, Computation, (Inter-)Action and Cognition
Similar to oil that acted as a basic raw material and key driving force of
industrial society, information acts as a raw material and principal mover of
knowledge society in the knowledge production, propagation and application. New
developments in information processing and information communication
technologies allow increasingly complex and accurate descriptions,
representations and models, which are often multi-parameter, multi-perspective,
multi-level and multidimensional. This leads to the necessity of collaborative
work between different domains with corresponding specialist competences,
sciences and research traditions. We present several major transdisciplinary
unification projects for information and knowledge, which proceed on the
descriptive, logical and the level of generative mechanisms. Parallel process
of boundary crossing and transdisciplinary activity is going on in the applied
domains. Technological artifacts are becoming increasingly complex and their
design is strongly user-centered, which brings in not only the function and
various technological qualities but also other aspects including esthetic, user
experience, ethics and sustainability with social and environmental dimensions.
When integrating knowledge from a variety of fields, with contributions from
different groups of stakeholders, numerous challenges are met in establishing
common view and common course of action. In this context, information is our
environment, and informational ecology determines both epistemology and spaces
for action. We present some insights into the current state of the art of
transdisciplinary theory and practice of information studies and informatics.
We depict different facets of transdisciplinarity as we see it from our
different research fields that include information studies, computability,
human-computer interaction, multi-operating-systems environments and
philosophy.Comment: Chapter in a forthcoming book: Information Studies and the Quest for
Transdisciplinarity - Forthcoming book in World Scientific. Mark Burgin and
Wolfgang Hofkirchner, Editor
Knowledge Construction of 3D Geometry Concepts and Processes Within a Virtual Reality Learning Environment
A consensus has emerged within the mathematics education community about the limitations of traditional approaches for teaching and learning 3D geometry. Therefore, it has been suggested that new approaches based on the use of computers need to be adopted. One such new approach that has been proposed utilises Virtual Reality Learning Environment (VRLE). This paper reports on the initial phases of a research study whose major aim is to design and evaluate a VRLE to facilitate the construction of knowledge about 3D geometry concepts and processes. This research study investigates two primary school students’ construction of 3D geometry knowledge whilst engaged within a VRLE developed by the researcher. A design experiments research methodology was employed in this study. This is research that iterates through cycles of design and research with the objective of arriving at theoretical and design principles that will have application both within and beyond the immediate research study. Therefore, the results being reported in this paper will be used to inform the modification not only of the VRLE but also of theoretical frameworks underlying the design and implementation of VRLEs
Reflecting on the usability of research on culture in designing interaction
The concept of culture has been attractive to producers of interactive\ud
systems who are willing to design useful and relevant solutions to users\ud
increasingly located in culturally diverse contexts. Despite a substantial body of\ud
research on culture and technology, interaction designers have not always been\ud
able to apply these research outputs to effectively define requirements for\ud
culturally diverse users. This paper frames this issue as one of understanding of\ud
the different paradigms underpinning the cultural models being applied to\ud
interface development and research. Drawing on different social science theories,\ud
the authors discuss top-down and bottom-up perspectives in the study of users‟\ud
cultural differences and discuss the extent to which each provides usable design\ud
knowledge. The case is made for combining bottom-up and top-down perspectives\ud
into a sociotechnical approach that can produce knowledge useful and usable by\ud
interaction designers. This is illustrated with a case study about the design of\ud
interactive systems for farmers in rural Kenya
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