268,871 research outputs found
The Contemporary Understanding of User Experience in Practice
User Experience (UX) has been a buzzword in agile literature in recent years.
However, often UX remains as a vague concept and it may be hard to understand
the very nature of it in the context of agile software development. This paper
explores the multifaceted UX literature, emphasizes the multi-dimensional
nature of the concept and organizes the current state-of-the-art knowledge. As
a starting point to better understand the contemporary meaning of UX assigned
by practitioners, we selected four UX blogs and performed an analysis using a
framework derived from the literature review. The preliminary results show that
the practitioners more often focus on interaction between product and user and
view UX from design perspective predominantly. While the economical perspective
receives little attention in literature, it is evident in practitioners
writings. Our study opens up a promising line of request of the contemporary
meaning of UX in practice.Comment: 8 pages, 1 figure, 3 table
Rethinking risk: a narrative approach
Purpose
The assessment and management of risk is central to contemporary mental health practice. The emergence of recovery has contributed to demands for more service user centered approaches to risk. This paper examines the potential of narrative as a framework for understanding risk and safety in mental health care.
Design/methodology/approach
Narrative theory is adopted to structure a debate examining the potential role of a narrative approach to risk assessment and inform future practice.
Findings
There is a danger that even within services, people with mental health problems are understood in terms of their riskiness perpetuating an image of service users as âdangerous othersâ. This is confounded by a disconnection with individual context in the risk assessment process. Narrative centralizes the personsâ subjective experience and provides a contemporaneous self-account of their identity. This situates risk within a context and creates possibility for greater understanding of coping, strengths and resilience.
Originality/value
There has been a call for new ways of working with risk in mental health which facilitate safety and recovery. There is limited examination of what this might actually look like. This paper presents narrative as an approach that may achieve these aims
Designing for Play Instinct: Gamification, Collective Voodoo and Mumbo Jumbo.
method that aims to accelerate performance by implementing game- style
incentivisation mechanics into nongame environments, such as businesses
and services. Currently, it is most often applied as a âuser experience designâ
(UXD) method, the contemporary convergence of human- computer interaction
(HCI), user- centred design (UCD) and marketing that aims to increase
user engagement, closing the âsemantic gapâ in the user experience (UX) by
providing a higher level of engagement for people using machinesâthrough
call centre interfaces, for example. Quantifiable returns are indeed demonstrated
when more engaging elements are designed into any communications
touchpoint, a long- established tradition in both media and advertising and
HCI. However, the recent evangelization of both gamification methodologies
and âgurusâ demonstrates a fundamental, and startlingly absolute,
absence of understanding of the paradigms of computing, design practice
and game studies in the gamification worl
Making Exhibitions, Brokering Meaning: Designing new connections across communities of practice
New media museum exhibits often see designers representing the research of expert content providers. Despite perceptions that such exhibits provide museum visitors with a greater depth and range of experience, differences in knowledge and practice between designers and content providers can see content development become an unruly, competitive process in which audience experience, digital mediation, visualisation techniques and meaning become contested territory.
Drawing on Etienne Wengerâs theory of âcommunities of practiceâ, this paper argues that designersâ advocacy for audiences and distance from exhibition content well positions them to broker interdisciplinary goal setting so that exhibitions observe the representational objectives of content providers and meet the needs and preferences of museum visitors. A wide range of design literature already discusses the pragmatic benefits and ethical importance of user-centered design, while the literature on co-design suggests that designed outcomes are more successful if the design process considers the interests of all stakeholders.
These discussions can be compelling, but the inherent challenges in engaging othersâ perspectives and knowledge in the design process are less acknowledged, Wengerâs ideas on the social dynamics of group enterprise offering designers valuable insights into the actuality of negotiating designed outcomes with non-designer stakeholders.
The paper has two main aspects. The first outlines the theory of communities of practice, focusing on the brokering of knowledge and practice between disciplines. This discussion frames an analysis of the design process for two museum exhibitions. Representing an original application of Wengerâs ideas, the discussion recognises the unique role of the designed artifact in brokering information visualization processes, transcending the actions and intentions of individual stakeholders. While accepting there are successful examples of interdisciplinary exchange in various areas of design, the interpretation of examples via Wenger contributes useful principles to the theorisation of co-design with non-designer stakeholders.
Keywords:
Information visualization; New media museum exhibits; Multidisciplinary projects; Communities of Practice; Brokering; User-centered design; Co-Design; Etienne Wenger</p
Individual emergence in contextual analysis
Located within the tradition of Hermeneutic Dialectics (HD) this paper offers an approach which can further an analysis of a fit between information and organizational systems. Drawn upon Information Systems Development projects a relationship between theory and practice is aided through a multi-disciplinary approach to sense making activity. Using a contemporary version of contextual analysis to understand a way in which individuals construct adapt and create meaning from their environment offers a route to improve a systems analysis process. This type of enquiry into contextual dependencies of knowledge creation can help direct a development of systems that have the intention to serve specific organizational actors and their needs. Combining methods outside of a traditional polar divide, sense making research undertaken within a systems thinking arena can enrich understanding by complementing qualitative and / or quantitative analysis with reflective depth. Drawing together interdisciplinary strands through a critical systems thinking approach offers new levels of professionalism for computer- and management-, practitioners or researchers in the 21st Century
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Embedding civil engagement in museums
Initiatives over the last decade on both sides of the Atlantic and beyond have sought to reposition museums at the heart of their communities as agents for civil engagement. This paper explores the principles involved in making the role possible, using the example of urban history museums. It argues that this will take time, commitment and careful planning, and will impact on every aspect of the museum's activities. It is an essential task however, reflecting the direction museums should be taking in society in the 21st century, but will only be achieved if there is a change of culture across the profession
Contemporary developments in teaching and learning introductory programming: Towards a research proposal
The teaching and learning of introductory programming in tertiary institutions is problematic. Failure rates are high and the inability of students to complete small programming tasks at the completion of introductory units is not unusual. The literature on teaching programming contains many examples of changes in teaching strategies and curricula that have been implemented in an effort to reduce failure rates. This paper analyses contemporary research into the area, and summarises developments in the teaching of introductory programming. It also focuses on areas for future research which will potentially lead to improvements in both the teaching and learning of introductory programming. A graphical representation of the issues from the literature that are covered in the document is provided in the introduction
Knowledge transformation and impact : aspirations and experiences from TLRP
This paper reviews the intentions and strategies adopted by the UKâs Teaching and Learning Research Programme (TLRP) in its attempts to maximise the impact of its research portfolio. The Programmeâs early commitment to user engagement and to an âinteractive, iterative, constructive, distributed and transformativeâ impact strategy is described. The specific outputs and initiatives of the Programme are analysed in relation to three issues - the transformation of findings beyond abstract academic forms; the authentic engagement of users; and the exploitation of ideas which are culturally and politically current. From TLRP experience, it is argued that such work requires significant resources, technology, imagination, expertise and time. The paper concludes with a call for substantial, long-term investment in an appropriate infrastructure to maximise the impact of research in education
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