78 research outputs found

    Towards a Prototyping Approach in Systems Development

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    This paper explores the notion of 'provocation through concrete experience' towards a provotyping approach. It addresses the question: How do we on the one hand, devise qualitatively new systems, and on the other hand, ensure their usability in a given practice? The notion of provocation through concrete experience is developed through an investigation of prototyping and activity theory. Exploration of this notion leads to the idea of the system developer 'provoking' concrete, everyday practice, by exposing current problems, calling forth what usually is taken for granted. Problems with current practice and a lack of mutual understanding, usually conceived of as hindrances to successful systems development, are used constructively. These ideas are compared to four related approaches: Euture Workshops, Metaphorical Design, Cooperative Prototyping, and Or ganizational Games. The comparison serves the twofold purpose of contextualizing the new ideas as well as developing techniques for carrying them out

    The Troubling Cups:Making Trouble at Work about Inequalities in Pay

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    Provocation Through Narratives: New Speculative Design Tools for Human-Non-Human Collaborations

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    In a complex and changing world, design is called to act to nurture and provoke critical reflections regarding wicked, complex, and interconnected issues, becoming a sensemaking agent that, exploiting its speculative methods, uses narratives as an inquiry tool, as a co-design tool, and as a provocative tool. Through the presentation and analysis of a provotype designed by the authors, the research aims to define new speculative tools for human-non-human collaborations and highlight how design narratives may be involved within more-than-human discourses

    Service innovation for living well with type 1 Diabetes

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    The UK’s NHS must evolve to embrace the co-production of health outcomes and patient-centred care to shift from the reductive treatment of illness to a holistic promotion of wellness. We are developing a methodology for service innovation building on this. Designing innovative services for young people with type 1 diabetes surfaced different views of wellness from health professionals, young people and their parents. Our challenge has been to value each perspective in what we have designed. Deploying artefacts enabled constructive dialogue with our participants, so how might interactive artefacts challenge views of wellness

    Spicing It Up: From Ubiquitous Devices to Tangible Things Through Provocation

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    The digital brain switch: managing rapid transitions between role identities in a digital world

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    In this paper, we present initial findings from an EPSRC-sponsored multi-disciplinary research project investigating how digital technologies and social media affect role transitions across work-life domains. The research uses an innovative combination of visual diaries and narrative interviews to capture micro-transitions (‘switches’) and explore these with participants in the context of their overall lives. Findings from a pilot study with academics are reported here in terms of: emergent digital boundary management strategies; triggers for rapid switching and the effects of this; and the function of meta roles and multi-role cognitions. The research contributes to current thinking in work-life literature in terms of devising innovative methods, focusing on the micro- transitional and in considering the role of the digital and social media in boundary management

    Bringing New Voices to Design of Exercise Technology:participatory design with vulnerable young adults

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    Ritual Machines I & II: Making Technology at Home

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    Changing patterns of both work-related mobility and domestic arrangements mean that ‘mobile workers’ face challenges to support and engage in family life whilst travelling for work. Phatic devices offer some potential to provide connection at a distance alongside existing communications infrastructure. Through a bespoke design process, incorporating phases of design ethnography, critical technical practice and provotyping we have developed Ritual Machines I and II as material explorations of mobile workers’ lives and practices. In doing this we sought to reflect upon the practices through which families accomplish mobile living, the values they place in technology for doing ‘family’ at a distance and to draw insights in to the potential roles of digital technology in supporting them. We frame the design of our phatic devices in discussion of processes of bespoke design, offer advice on supporting mobile workers when travelling and articulate the values of making a technology at home when designing for domestic and mobile settings
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