677,053 research outputs found

    Designing novel applications inspired by emerging media technologies

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    The field of Human-Computer Interaction provides a number of useful tools and methods for obtaining information on end-users and their usage context to inform the design of computer systems, yet relatively little is known on how to go about designing for a completely novel application where there is no user base, no existing practice of use available at the start. The success of the currently available HCI methodology that focuses on understanding users’ needs and establishing requirements is well-deserved in making computing applications usable in terms of fitting them to end-users’ usage contexts. However, too much emphasis on identifying user needs tends to stifle other more exploratory design activities where new types of applications are invented in order to discover or create new activities currently not practiced. In this paper, we argue that a great starting point of novel application design is not the problem space (trying to rigorously define the user requirements) but the solution space (trying to leverage emerging computational technologies and growing design knowledge for various interaction platforms), and we build a foundation for a pragmatic design methodology supported by the authors’ extensive experience in designing novel applications inspired by emerging media technologies

    Service Interaction Flow Analysis Technique for Service Personalization

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    Abstract Service interaction flows are difficult to capture, analyze, outline, and represent for research and design purposes. We examine how variation of personalized service flows in technology-mediated service interaction can be modeled and analyzed to provide information on how service personalization could support interaction. We have analyzed service interaction cases in a context of technology-mediated car rental service. With the analysis technique we propose, inspired by Interaction Analysis method, we were able to capture and model the situational service interaction. Our contribution regarding technology-mediated service interaction design is twofold: First, with the increased understanding on the role of personalization in managing variation in technology-mediated service interaction, our study contributes to designing service management information systems and human-computer interfaces that support personalized service interaction flows. Second, we provide a new analysis technique for situated interaction analysis, particularly when the aim is to understand personalization in service interaction flows

    Intelligent computational sketching support for conceptual design

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    Sketches, with their flexibility and suggestiveness, are in many ways ideal for expressing emerging design concepts. This can be seen from the fact that the process of representing early designs by free-hand drawings was used as far back as in the early 15th century [1]. On the other hand, CAD systems have become widely accepted as an essential design tool in recent years, not least because they provide a base on which design analysis can be carried out. Efficient transfer of sketches into a CAD representation, therefore, is a powerful addition to the designers' armoury.It has been pointed out by many that a pen-on-paper system is the best tool for sketching. One of the crucial requirements of a computer aided sketching system is its ability to recognise and interpret the elements of sketches. 'Sketch recognition', as it has come to be known, has been widely studied by people working in such fields: as artificial intelligence to human-computer interaction and robotic vision. Despite the continuing efforts to solve the problem of appropriate conceptual design modelling, it is difficult to achieve completely accurate recognition of sketches because usually sketches implicate vague information, and the idiosyncratic expression and understanding differ from each designer

    THE RANGE AND ROLE OF THEORY IN INFORMATION SYSTEMS DESIGN RESEARCH: FROM CONCEPTS TO CONSTRUCTION

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    This paper reports results from a field study of cross-disciplinary design researchers in information systems, software engineering, human-computer interaction, and computer-supported cooperative work. The purpose of the study was to explore how these different disciplines conceptualize and conduct design-as-research. The focus in this paper is on how theories are used in a design research project to motivate and inform the particulars of designed artifacts and design methods. Our objective was to better understand how elements of a theory are translated into design action, and how theoretical propositions are translated and then realized in designed artifacts. The results reveal a broad diversity in the processes through which theories are translated into working artifacts. The paper contributes to our understanding of design research in information systems by providing empirical support for existing constructs and frameworks, identifying some new approaches to translating theoretical concepts into research designs, and suggesting ways in which action and artifact-oriented research can more effectively contribute to a cumulative and progressive science of design

    Embodying Design

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    Rethinking design through the lens of embodied cognition provides a novel way of understanding human interaction with technology. In this book, Christopher Baber uses embodied cognition as a lens through which to view both how designers engage in creative practices and how people use designed artifacts. This view of cognition as enactive, embedded, situated, or distributed, without recourse to internal representations, provides a theoretical grounding that makes possible a richer account of human interaction with technology. This understanding of everyday interactions with things in the world reveals opportunities for design to intervene. Moreover, Baber argues, design is an embodied activity in which the continual engagement between designers and their materials is at the heart of design practice. Baber proposes that design and creativity should be considered in dynamic, rather than discrete, terms and explores “task ecologies”—the concept of environment as it relates to embodied cognition. He uses a theory of affordance as an essential premise for design practice, arguing that affordances are neither form nor function but arise from the dynamics within the human-artifact-environment system. Baber explores agency and intent of smart devices and implications of tangible user interfaces and activity recognition for human-computer interaction. He proposes a systems view of human-artifact-environment interactions—to focus on any one component or pairing misses the subtleties of these interactions. The boundaries between components remain, but the borders that allow exchange of information and action are permeable, which gives rise to synergies and interactions

    Quid Pro Quod: Enhancing Patient Safety Via Minimizing Human-Computer Interactions Errors

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    The present describes an initial research project aiming at enhancing pa- tient safety. The overall goal is to minimize human-computer interactions errors that may occur via the use of Medical Information Systems (MIS) in health care units. The main idea is to extend the approach on design of usability and safety issues of generic medical devices, or safety critical systems design, to the problem domain of patient safety in the design of MIS. An understanding of errors and patient safety issues is presented and how these issues contribute to interaction errors in MIS. A plan of the research programm and related questions is presented. Is is expected that the outcome of a case study will be used for testing an evaluation framework, in development, that will take into account a rapid method for improving these aspects regarding the software development process

    A psychological framework to enable effective cognitive processing in the design of emergency management information systems

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    Human cognitive processing and decision making are essential aspects in emergency management. Emergency situations imply additional demands to information processing. To meaningfully support decision makers in emergencies, a comprehensive understanding of the human perception and decision making processes and their underlying principles is required in the design of Emergency Management Information Systems (EMIS).This paper presents a psychological framework that models the stages and components of decision making in the context of emergency management. To this end, psychological research on human perception and information processing, knowledge and competence modelling, human judgement and decision making, individual and situational factors, stress, and self-regulation are identified as important compents of the framework. The psychological framework represents a comprehensive model of decision making of emergency managers, for a better understanding of the involved cognitive processes and influencing factors on the person level and on the context level. The paper posits the framework as a guide in the identification of requirements for emergency managers during systems analysis. This comprises systematically describing decision tasks in emergency situations and identifying needs for supporting them. The knowledge on human perception and decision making represented by the framework can also be used to inform the user interface design of the EMIS. It may also inform the evaluation of EMIS as it provides a theoretically founded representation of relevant aspects of human-computer interaction, which facilitates the identification of success indciators to be addressed in user-centred evaluation. The framework furthermore supports the design and implementation of training programmes through the differentiation and modelling of knowledge and competence relevant in emergency decision making. To demonstrate the application of the psychological framework in the design, development, and testing of EMIS a set of concrete design principles as well as exemplary paper prototypes applying these principles are presented

    What is Interaction for Data Visualization?

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    International audienceInteraction is fundamental to data visualization, but what "interaction" means in the context of visualization is ambiguous and confusing. We argue that this confusion is due to a lack of consensual definition. To tackle this problem, we start by synthesizing an inclusive view of interaction in the visualization community-including insights from information visualization, visual analytics and scientific visualization, as well as the input of both senior and junior visualization researchers. Once this view takes shape, we look at how interaction is defined in the field of human-computer interaction (HCI). By extracting commonalities and differences between the views of interaction in visualization and in HCI, we synthesize a definition of interaction for visualization. Our definition is meant to be a thinking tool and inspire novel and bolder interaction design practices. We hope that by better understanding what interaction in visualization is and what it can be, we will enrich the quality of interaction in visualization systems and empower those who use them
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