26,423 research outputs found
Designing as Construction of Representations: A Dynamic Viewpoint in Cognitive Design Research
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
Both Generic Design and Different Forms of Designing
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
Design: One, but in different forms
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
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
Tangible user interfaces : past, present and future directions
In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
Experiential Role of Artefacts in Cooperative Design
The role of material artefacts in supporting distributed and co-located work practices has been well acknowledged within the HCI and CSCW research. In this paper, we show that in addition to their ecological, coordinative and organizational support, artefacts also play an ‘experiential’ role. In this case, artefacts not only improve efficiency or have a purely functional role (e.g. allowing people to complete tasks quickly), but the presence and manifestations of these artefacts bring quality and richness to people’s performance and help in making better sense of their everyday lives. In a domain like industrial design, such artefacts play an important role for supporting creativity and innovation. Based on our prolonged ethnographic fieldwork on understanding cooperative design practices of industrial design students and researchers, we describe several experiential practices that are supported by mundane artefacts like sketches, drawings, physical models and explorative prototypes – used and developed in designers’ everyday work. Our main intention to carry out this kind of research is to develop technologies to support designers’ everyday practices. We believe that with the emergence of ubiquitous computing, there is a growing need to focus on personal, emotional and social side of people’s everyday experiences. By focusing on the experiential practices of designers, we can provide a holistic view in the design of new interactive technologies
Conception of the cognitive engineering design problem
Cognitive design, as the design of cognitive work and cognitive tools, is predominantly a craft practice that currently depends on the experience and insight of the designer. However, the emergence of a discipline of cognitive engineering promises a more effective alternative practice, one that turns on the prescription of solutions to cognitive design problems. In this paper, the authors first examine the requirements for advancing cognitive engineering as a discipline. In particular, they identify the need for a conception for explicitly formulating cognitive design problems. A proposal for such a conception is then presented
Hypermedia support for argumentation-based rationale: 15 years on from gIBIS and QOC
Having developed, used and evaluated some of the early IBIS-based approaches to design rationale (DR) such as gIBIS and QOC in the late 1980s/mid-1990s, we describe the subsequent evolution of the argumentation-based paradigm through software support, and perspectives drawn from modeling and meeting facilitation. Particular attention is given to the challenge of negotiating the overheads of capturing this form of rationale. Our approach has maintained a strong emphasis on keeping the representational scheme as simple as possible to enable real time meeting mediation and capture, attending explicitly to the skills required to use the approach well, particularly for the sort of participatory, multi-stakeholder requirements analysis demanded by many design problems. However, we can then specialize the notation and the way in which the tool is used in the service of specific methodologies, supported by a customizable hypermedia environment, and interoperable with other software tools. After presenting this approach, called Compendium, we present examples to illustrate the capabilities for support security argumentation in requirements engineering, template driven modeling for document generation, and IBIS-based indexing of and navigation around video records of meetings
Shifting the Focus: The Role of Presence in Reconceptualising the Design Process
In this paper the relationship between presence and imaging is examined with the view to establish how our understanding of imaging, and subsequently the design process, may be reconceptualised to give greater focus to its experiential potential. First, the paper outlines the research project contributing to the discussion. Then, it provides brief overviews of research on both imaging and presence in the process highlighting the narrow conceptions of imaging (and the recognition of the need for further research) compared to the more holistic and experiential understandings of presence. The paper concludes with an argument and proposed study for exploring the role of digital technology and presence in extending the potential of imaging and its role in the design process. As indicated in the DRS Conference Theme, this paper focuses “…on what people experience and the systems and actions that create those experiences.” Interface designers, information architects and interactive media artists understand the powerful influence of experience in design. ‘Experience design’ is a community of practice driven by individuals within digital based disciplines where the belief is that understanding people is essential to any successful design in any medium and that “…experience is the personal connection with the moment and… every aspect of living is an experience, whether we are the creators or simply chance participants” (Shedroff, 2001, p. 5).
Keywords:
Design, Design Process, Presence, Imaging, Grounded Theory</p
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