887,380 research outputs found

    The Confluence of Interaction Design & Design: from Disciplinary to Transdisciplinary Perspectives

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    In keeping with the conference theme of rigour and the authors’ interest in sustainability and interaction design, we describe the confluence of design-oriented notions of interaction design and HCI-oriented notions of interaction design in terms of understanding the present and making choices about possible futures. We comment on the variety of research modes in this confluence and then take up the issue of how disciplinarity, multidisciplinarity, and interdisciplinarity operate and fail to operate as boundary crossing mechanisms for these research modes. As a complement and extension to disciplinary, multidisciplinary, and interdisciplinary practices, we take up the notion of transdisciplinarity and describe how it informs the possibility of values-rich free boundary crossing between research modes in the service of real world issues, while still preserving rigour. Keywords: Transdisciplinarity; Interaction Design; Design Research; Sustainability; Disciplinarity; Multidisciplinarity; Interdisciplinarity.</p

    Artefact Ecologies: Supporting Embodied Meeting Practices with Distance Access

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    Frameworks such as activity theory, distributed cognition and structuration theory, amongst others, have shown that detailed study of contextual settings where users work (or live) can help the design of interactive systems. However, these frameworks do not adequately focus on accounting for the materiality (and embodiment) of the contextual settings. Within the IST-EU funded AMIDA project (Augmented Multiparty Interaction with Distance Access) we are looking into supporting meeting practices with distance access. Meetings are inherently embodied in everyday work life and that material artefacts associated with meeting practices play a critical role in their formation. Our eventual goal is to develop a deeper understanding of the dynamic and embodied nature of meeting practices and designing technologies to support these. In this paper we introduce the notion of "artefact ecologies" as a conceptual base for understanding embodied meeting practices with distance access. Artefact ecologies refer to a system consisting of different digital and physical artefacts, people, their work practices and values and lays emphasis on the role artefacts play in embodiment, work coordination and supporting remote awareness. In the end we layout our plans for designing technologies for supporting embodied meeting practices within the AMIDA project. \u

    A sustainable design fiction: Green practices

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    In this article, we argue that an approach informed by practice theory coupled with design fiction provides useful insights into the role of interaction design with respect to environmental sustainability.We argue that a practice-oriented approach can help interaction designers step away from models of individual behavior and studies of artifacts towards seeing sustainable behaviors as part of multidimensional and interrelated practices and practice elements. We analyze two previously conducted studies. The first study of everyday repair focuses on how people repair their broken objects. The second study of green-DIY examines how green enthusiasts facilitate their practices of making sustainable DIY (do-it-yourself ) projects. We describe the practices of everyday repairers and green enthusiasts in terms of materials, competences, and meanings, and the interrelations among those elements, using the framework of Shove et al. [2012]. We argue that understanding the dynamics of practice and their unique configurations is a starting point to redefine the roles of sustainable interaction design (SID). We propose that designers design towards resources and tools in ways that reflect on the challenges of intelligibility of their design interventions in practices. In addition to considering SID in the light of practice theories, we reveal how design fictions are readily incorporated into green practices in ways that transform those practices and hold implications for transformations of design as well. We bring forward opportunities for designers to co-design with DIY enthusiasts, targeted as practitioners in their own right, designing toward or within a design fiction. As a result, we conclude with the possibility for sustainable interaction designers to become practice-oriented designers who design with transparent open strategies and accessible materials and competences

    Shybo. Design of a research artifact for human-robot interaction studies.

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    This article discusses the role of Design Research in the field of Human-Robot Interaction (HRI). Notably, the Research through Design (RtD) approach is proposed as a valuable method to develop HRI research artefacts due to the importance of having a physical artefact, a robot, that enables direct interaction. Moreover, there is a growing interest in HRI for design methodologies as methods for investigation. The article presents an example of a design process, focused on hands-on activities, namely sketching, 3D modelling, prototyping, and documenting. These making practices were applied to the development of Shybo, a small sound-reactive robot for children. Particular attention has been given to the five prototypes that led to the definition of the current solution. Morphological, behavioral, and interaction aspects were investigated throughout the whole process. Each phase of the design process was then documented with the intent of sharing potentially replicable practices and contributing to the understanding of the role that RtD can play in HRI

    Considering the User in the Wireless World

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    The near future promises significant advances in communication capabilities, but one of the keys to success is the capability understanding of the people with regards to its value and usage. In considering the role of the user in the wireless world of the future, the Human Perspective Working Group (WG1) of the Wireless World Research Forum has gathered input and developed positions in four important areas: methods, processes, and best practices for user-centered research and design; reference frameworks for modeling user needs within the context of wireless systems; user scenario creation and analysis; and user interaction technologies. This article provides an overview of WG1's work in these areas that are critical to ensuring that the future wireless world meets and exceeds the expectations of people in the coming decades

    A Case-Centered Approach to the Puzzle of Protest-Repression Interactions

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    This paper investigates the interaction of protest and repression, drawing on Islamist protests and state repression in Tunisia and Algeria in the early 1990s. Putting the findings from large-n quantitative studies to the test in a case-centric design, it identifies serious shortcomings in current, largely static, approaches and proposes a shift towards a dynamic understanding of the relationship between protest and repression: Specific repertoires and practices of protest interact with and make more likely specific repressive responses (and vice-versa) in cycles of escalation or de-escalation. Building on this dynamic understanding, the paper specifies escalating and de- escalating practices and context conditions

    Investigating Human-Rare Historic Book Interaction among Young Adults

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    This paper reports on research conducted to improve understanding of human-rare historic book interaction as a necessary first step in order to design and develop physical-virtual renderings of rare books that provide integrated haptic, audio, olfactory, visual and cognitive human-rare book interaction for the public. Our synthesis of relevant literature proposes that current research and technology can be categorized according to five characteristics: expected users, content and content management, navigation, presentation, and interaction control. Our research investigates how young adults (novices) in northern Europe interact with a rare historic book and their reflections about their interaction. Results indicate that interaction engendered appreciation and curiosity regarding individual human behaviour and social practices, and regarding design and technology for novices. Interaction also had an affective impact, eliciting personal memories and emotions. Participants reported that interacting only visually with books or their representations would not have afforded the same results. The results suggest several design recommendations for future physical-virtual renderings of rare historic books

    Resilience markers for safer systems and organisations

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    If computer systems are to be designed to foster resilient performance it is important to be able to identify contributors to resilience. The emerging practice of Resilience Engineering has identified that people are still a primary source of resilience, and that the design of distributed systems should provide ways of helping people and organisations to cope with complexity. Although resilience has been identified as a desired property, researchers and practitioners do not have a clear understanding of what manifestations of resilience look like. This paper discusses some examples of strategies that people can adopt that improve the resilience of a system. Critically, analysis reveals that the generation of these strategies is only possible if the system facilitates them. As an example, this paper discusses practices, such as reflection, that are known to encourage resilient behavior in people. Reflection allows systems to better prepare for oncoming demands. We show that contributors to the practice of reflection manifest themselves at different levels of abstraction: from individual strategies to practices in, for example, control room environments. The analysis of interaction at these levels enables resilient properties of a system to be ‘seen’, so that systems can be designed to explicitly support them. We then present an analysis of resilience at an organisational level within the nuclear domain. This highlights some of the challenges facing the Resilience Engineering approach and the need for using a collective language to articulate knowledge of resilient practices across domains

    Buyer-driven sales of design services: adapting sales practices to buying behaviour of the client

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    During the past few years, the role of design as a means of achieving strategic goals and creating competitive advantage has been widely acknowledged, increasing both academic and business interest towards understanding design in business terms as a driver of added value. Despite the widespread interest, the application of and investments in design have remained rather small and the full potential of design rendered benefits has not been acknowledged. These challenges seem to reside in the lack of common understanding of the scope and possible benefits of design as well as a common language between the two different professional fields of design and managers. This study approaches the existing communication gap of design value from a new perspective by examining the sales interaction between design agencies and their clients with a buyer-driven approach. Hence, the objective of this study is to augment the understanding of sales interactions between design agencies and their clients by better understanding the client perceptions of design. The theoretical framework of the study builds on research in the domains of design as a knowledge intensive business service, sales as a means of creating mutual understanding, and organisational buying behaviour in the context of business services. Outgoing from this theoretical background, sales is seen as an interactive problem-solving process with the aim of creating mutual understanding by aligning on the customer’s and the seller’s interpretations of the customer’s problems and solutions. The underlying logic is that by understanding design in the scope of the client’s overall business and the client’s individual perceptions, design agencies can shape their sales practices to align on a mutual understanding of the customer-perceived problems and solutions. This study adopts a multiple-case study approach with three cases consisting of agency- client couples with three different types of design services: product design, package design, and service design. The empirical data was collected through semi-structured interviews, self- ethnographic observations and analysis of project documentation. The findings of this study are mainly three-fold. First, this study augments the existing understanding of design purchases by identifying the design industry specific criteria for evaluating design purchases and the organisational, individual, and offering-related factors that affect the selection of these criteria. Secondly, the findings of this study support the theoretical conceptualisation of sales as a problem-solving process, and hence suggests conceptualising the sales of design services as a process based on understanding customer problems and interactively conceiving desirable solutions to these problems. Finally, the findings of this study give a more detailed description of the sales practices applied by design agencies in order to reach alignment with their clients and suggests how these practices can be shaped across different client contexts and design services to most efficiently reach mutual understanding in order for value to emerge

    Designing for sustainable behaviour in cross-cultural contexts: a design framework

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    This thesis investigates the influence that cultural differences have in the designing of products and services that encourage sustainable lifestyles. This was researched through a case study of dishwashing practices in Mexico and the UK, and the development of a methodological framework for supporting designers working in cross-cultural contexts. Designers can shift user behaviour to be more responsible, and by doing this, reduce a product s impact on the use phase of its lifecycle. Nevertheless, designing products that successfully drive behaviour towards a more sustainable path can only be accomplished if they are conceived to fit the user and the specific context of interaction. In order to do so, designers must truly understand the users, and take into account the complex web of factors that lay behind individual behaviour. A comprehensive review of the literature established an understanding of human behaviour and the emergence and evolution of practices and routines. This brought to light the diverse behavioural patterns in different contexts; and was further investigated with a scoping study in two different locations (Mexico and the UK), exploring general water consuming practices in the home, specifically manual dishwashing practices. The preliminary findings shaped a study that aimed to deepen the understanding of these practices in the selected sites, involving the use of Cultural Probes and videoing people in their common kitchen environment. A robust and clear image of washing-up practices emerged with rich and detailed data presented in different media, ideal to be implemented in a design process. To this end, a series of multicultural Personas were created as the direct outcome of the Cultural Probes and the scoping study, giving way to the design studies phase of the project, carried out with industrial design students in Mexico and the UK. A design brief for sustainable washing up practices was delivered. Design experiments were used to provide interesting evidence of the influence in the design process of the designers understanding of the target user. The findings indicate that designers benefit from exploration and creativity tools tailored directly from the user-research findings in the early design process. This increases the level of empathy towards the user, particularly making it easier to design for users with different needs and contexts than the designers themselves. It also helps designers to better apply design for sustainable behaviour framework to their concept designs
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