114,041 research outputs found
Seamful interweaving: heterogeneity in the theory and design of interactive systems
Design experience and theoretical discussion suggest that a narrow design focus on one tool or medium as primary may clash with the way that everyday activity involves the interweaving and combination of many heterogeneous media. Interaction may become seamless and unproblematic, even if the differences, boundaries and 'seams' in media are objectively perceivable. People accommodate and take advantage of seams and heterogeneity, in and through the process of interaction. We use an experiment with a mixed reality system to ground and detail our discussion of seamful design, which takes account of this process, and theory that reflects and informs such design. We critique the 'disappearance' mentioned by Weiser as a goal for ubicomp, and Dourish's 'embodied interaction' approach to HCI, suggesting that these design ideals may be unachievable or incomplete because they underemphasise the interdependence of 'invisible' non-rationalising interaction and focused rationalising interaction within ongoing activity
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Ideation as an intellectual information acquisition and use context: Investigating game designersâ information-based ideation behavior
Human Information Behavior (HIB) research commonly examines behavior in the context of why information is acquired and how it will be used, but usually at the level of the work or everyday-life tasks the information will support. HIB has not been examined in detail at the broader contextual level of intellectual purpose (i.e. the higher-order conceptual tasks the information was acquired to support). Examination at this level can enhance holistic understanding of HIB as a âmeans to an intellectual endâ and inform the design of digital information environments that support information interaction for specific intellectual purposes. We investigate information-based ideation (IBI) as a specific intellectual information acquisition and use context by conducting Critical Incident-style interviews with ten game designers, focusing on how they interact with information to generate and develop creative design ideas. Our findings give rise to a framework of their ideation-focused HIB, which systems designers can leverage to reason about how best to support certain behaviors to drive design ideation. These findings emphasize the importance of intellectual purpose as a driver for acquisition and desired outcome of use
Towards memory supporting personal information management tools
In this article we discuss re-retrieving personal information objects and relate the task to recovering from lapse(s) in memory. We propose that fundamentally it is lapses in memory that impede users from successfully re-finding the information they need. Our hypothesis is that by learning more about memory lapses in non-computing contexts and how people cope and recover from these lapses, we can better inform the design of PIM tools and improve the user's ability to re-access and re-use objects. We describe a diary study that investigates the everyday memory problems of 25 people from a wide range of backgrounds. Based on the findings, we present a series of principles that we hypothesize will improve the design of personal information management tools. This hypothesis is validated by an evaluation of a tool for managing personal photographs, which was designed with respect to our findings. The evaluation suggests that users' performance when re-finding objects can be improved by building personal information management tools to support characteristics of human memory
Exploring âeventsâ as an information systems research methodology
This paper builds upon existing research and commentary from a variety of disciplinary sources including Information Systems, Organisational and Management Studies, and the Social Sciences that focus upon the meaning, significance and impact of âeventsâ in both an
organisational and a social sense. The aim of this paper is to define how the examination of the event is an appropriate, viable and useful Information Systems methodology. Our argument is that focusing on the âeventâ enables the researcher to more clearly observe and capture the complexity, multiplicity and mundaneity of everyday lived experience. The use and notion of âeventâ has the potential to reduce the methodological dilemmas associated
with the micromanagement of the research process â an inherent danger of traditional and âvirtual' ethnographic approaches. Similarly, this paper addresses the over-emphasis upon managerialist, structured and time-fixated praxis that is currently symptomatic of Information Systems research. All of these concerns are pivotal points of critique found within eventoriented literature. An examination of event-related theory within interpretative disciplines directs the focus of this paper towards the more specific realm of the âevent sceneâ. The notion of the âevent sceneâ originated in the action based (and anti-academy) imperatives of the Situationists and emerged in an academic sense as critical situational analysis. Event scenes are a focus for contemporary critical theory where they are utilised as a means of representing theoried
inquiry in order to loosen the restrictions that historical and temporally bound analysis imposes upon most interpretative approaches. The use of event scenes as the framework for critiquing established conceptual assumptions is exemplified by their use in CTheory. In this
journal's version and articulation of the event scene poetry, commentary, multi-vocal narrative and other techniques are legitimated as academic forms. These various forms of multi-dimensional expression are drawn upon to enrich the understandings of the âeventâ, to
extricate its meaning and to provide a sense of the moment from which the point of analysis stems. The objective of this paper is to advocate how Information Systems research can (or should) utilize an event scene oriented methodology
Web 2.0, new literacies, and the idea of learning through participation
In this paper I identify some current elaborations on the theme of participation and digital literacy in order to open further debate on the relationship between interaction, collaboration, and learning in online environments. Motivated by an interest in using new technologies in the context of formal learning (Merchant, 2009), I draw on in-school and out-of-school work in Web 2.0 spaces. This work is inflected by the new literacies approach (Lankshear and Knobel, 2006a), and here I provide an overview of the ways in which learning through participation is characterised by those adopting this and other related perspectives. I include a critical examination of the idea of âparticipatoryâ culture as articulated in the field of media studies, focusing particularly on the influential work of Jenkins (2006a; 2006b). In order to draw these threads together around conceptualizations of learning, I summarise ways in which participation is described in the literature on socially-situated cognition. This is used to generate some tentative suggestions about how learning and literacy in Web 2.0 spaces might be envisioned and how ideas about participation might inform curriculum planning and design
Online consultation on expertsâ views on digital competence
The objective of this investigation was to provide another perspective on what it means to be digitally competent today, in addition to reviews of literature and current frameworks for the development of digital competence, 5 all of which constitute part of the wider IPTS Digital Competence Project (DIGCOMP). Some common ground exists at a general level in defining digital competence in terms of knowledge, skills, and attitudes, which may be hierarchically organised.
However, this does not provide the clarity needed by teachers, employers, citizens â all those who are responsible for digital competence development, be it their own or other peopleâs â to make informed decisions. Further work is needed to create a common language that helps to enhance understanding across the worlds of research, education, training, and work. This will make it easier for citizens and employers to see what digital competence entails and how it is relevant to their jobs and more generally, their lives
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