544,474 research outputs found

    Mediating between AI and highly specialized users

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    We report part of the design experience gained in X-Media, a system for knowledge management and sharing. Consolidated techniques of interaction design (scenario-based design) had to be revisited to capture the richness and complexity of intelligent interactive systems. We show that the design of intelligent systems requires methodologies (faceted scenarios) that support the investigation of intelligent features and usability factors simultaneously. Interaction designers become mediators between intelligent technology and users, and have to facilitate reciprocal understanding

    Using pattern languages in participatory design

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    In this paper, we examine the contribution that pattern languages could make to user participation in the design of interactive systems, and we report on our experiences of using pattern languages in this way. In recent years, there has been a growing interest in the use of patterns and pattern languages in the design of interactive systems. Pattern languages were originally developed by the architect, Christopher Alexander, both as a way of understanding the nature of building designs that promote a ‘humane’ or living built environment; and as a practical tool to aid in participatory design of buildings. Our experience suggests that pattern languages do have considerable potential to support participatory design in HCI, but that many pragmatic issues remain to be resolved.</p

    Using Pattern Languages in Participatory Design

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    In this paper, we examine the contribution that pattern languages could make to user participation in the design of interactive systems, and we report on our experiences of using pattern languages in this way. In recent years, there has been a growing interest in the use of patterns and pattern languages in the design of interactive systems. Pattern languages were originally developed by the architect, Christopher Alexander, both as a way of understanding the nature of building designs that promote a ‘humane’ or living built environment; and as a practical tool to aid in participatory design of buildings. Our experience suggests that pattern languages do have considerable potential to support participatory design in HCI, but that many pragmatic issues remain to be resolved

    Shifting the Focus: The Role of Presence in Reconceptualising the Design Process

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    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

    An Analysis of Interactive Technology’s Effect on the Appreciation of Traditional Chinese Painting: A Review of Case Studies

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    From a perspective of safeguarding Intangible Cultural Heritage, this paper discusses how to enhance the appreciation of traditional Chinese painting through the support of interactive technology. The author analyses extensive yet current case studies based on the findings from the interactive appreciation of and engagement with paintings. The author then summarises four aspects of how to design interactive technology in order to support the appreciation of and engagement with traditional Chinese paintings: (1) deepening the aesthetic understanding of traditional Chinese paintings should not be a neglected aspect during the design process; (2) current case studies have not considered distinguishing the user experience between professional artists and amateurs (who are unskilled at painting); (3) it is vital to exploit interactive technology to improve the originality and subtlety of traditional Chinese painting; and (4) employing interactive systems to engage users in participatory appreciation (through encouraging them to talk about art or discussing their understanding of it) could provide potential design insights for future studies

    Using Latency to Evaluate Computer System Performance

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    Building high performance computer systems requires an understanding of the behaviour of systems and what makes them fast or slow. In addition to our file system performance analysis, we have a number of projects in measuring, evaluating, and understanding system performances. The conventional methodology for system performance measurement, which relies primarily on throughput-sensitive benchmarks and throughput metrics, has major limitations when analyzing the behaviour and performance of interactive workloads. The increasingly interactive character of personal computing demands new ways of measuring and analyzing system performance. In this paper, we present a combination of measurement techniques and benchmark methodologies that address these problems. We use some simple methods for making direct and precise measurements of event handling latency in the context of a realistic interactive application. We analyze how results from such measurements can be used to understand the detailed behaviour of latency-critical events. We demonstrate our techniques in an analysis of the performance of two releases of Windows 9x and Windows XP Professional. Our experience indicates that latency can be measured for a class of interactive workloads, providing a substantial improvement in the accuracy and detail of performance information over measurements based strictly on throughput

    Interactive Planning: An Applied Systems Thinking Approach from the Perspective of a Participant-Observer

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    The systems approach to thinking is at a precipice. Our world is composed of systems and sub-systems so intrinsically linked that any attempt to make changes can upset system interdependencies. Systems thinking is a mindset and method of thinking and seeing things as “wholes,” patterns, interconnections, and interdependencies rather than analyzed parts and sub-parts. The systems approach and the methodologies informed by this approach offer an improved understanding of organizational performance. The systems methodology of interactive planning involves organizational stakeholders as the key ingredient to idealize creative outcomes for organizational problems. The interactive planning process involves carrying out a mess formulation to understand a problematic situation’s current reality and an idealized design to create an innovative reality that dissolves problems and promotes sustainable growth and development (Ackoff, 1981). This proposed study examined the interactive planning process’s effectiveness from the perspectives of a participant-observer. The areas of opportunity included integration into interactive planning with other complementary methodologies and theoretical frameworks that aid in its execution. Another area of investigation in this study was identifying the facilitator skill sets needed for improved idealized design engagement. The experiential knowledge from the researcher as a participant-observer with design session participants provided insight into this methodological approach, adding to the body of knowledge of interactive planning and idealized design creations. The researcher concludes that an effective idealized design outcome results from the effectiveness of a facilitator and facilitation. The effectiveness is contingent on a consistent and delicate balance of mindset, adeptness, experience, understanding of the interactive planning methodology’s application, and skill sets that hinge on coaching tenets, brainstorming techniques, and virtual technology platforms. vi

    Co-refining interactive systems with older adults from function, form and interaction

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    Designing interactive systems that are pragmatic, attractive and easy to use for older adults is challenging. Participatory design, as an approach to enhance the mutual understanding between designers and end users, has been proved to be useful to improve the quality of design for older people. However, PD research has long been criticized for extensively dealing with the early-phase design while putting less emphasis on the later stages. In this paper, we argue for the importance of collaborative refinement when designing interactive systems for older adults. Through a case study, we describe our experience of co-refining the preliminary design of an interactive system with older participants from three perspectives: function, form and interaction. We also explored to adopt some potential PD methods and conclude by discussing the effectiveness of the chosen approach and methods

    We Don’t Connect – Negotiations between Usability, User and Art Experience in Online Art Interaction

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    Art and its conceptualization enable a richer understanding of human computer interaction (HCI). User experience (UX), usability and art experience (AE) have extensive traditions of scholarship. UX and AE especially, have rarely been combined. While systematic approaches to identifying contrasts between the types of experience are lacking, there is also a lag in academic knowledge on how UX and AE relate to one another in the action context of HCI. This paper presents a study in which UX and perceived usability, were investigated in the context of online art experience. The study’s participants (N=128) responded to a questionnaire based on an adapted model of interactive art systems while experiencing an online art exhibition. Results revealed three significant correlations: 1) the impact of usability on the sense of immersion; 2) how immersion influenced the art experience; and 3) how the viewer’s background (skills and knowledge) affects art experience in digital spaces.©2022 International Conference on Information Systems Development.fi=vertaisarvioitu|en=peerReviewed
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