2,663 research outputs found
Transfer Scenarios: Grounding Innovation with Marginal Practices
Transfer scenarios is a method developed to support the
design of innovative interactive technology. Such a method
should help the designer to come up with inventive ideas,
and at the same time provide grounding in real human
needs. In transfer scenarios, we use marginal practices to
encourage a changed mindset throughout the design
process. A marginal practice consists of individuals who
share an activity that they find meaningful. We regard these
individuals not as end-users, but as valuable input in the
design process. We applied this method when designing
novel applications for autonomous embodied agents, e.g.
robots. Owners of unusual pets, such as snakes and spiders,
were interviewed - not with the intention to design robot
pets, but to determine underlying needs and interests of
their practice. The results were then used to design a set of
applications for more general users, including a dynamic
living-room wall and a set of communicating hobby robots
A requirements engineering framework for integrated systems development for the construction industry
Computer Integrated Construction (CIC) systems are computer environments through which
collaborative working can be undertaken. Although many CIC systems have been developed to demonstrate the
communication and collaboration within the construction projects, the uptake of CICs by the industry is still
inadequate. This is mainly due to the fact that research methodologies of the CIC development projects are
incomplete to bridge the technology transfer gap. Therefore, defining comprehensive methodologies for the
development of these systems and their effective implementation on real construction projects is vital.
Requirements Engineering (RE) can contribute to the effective uptake of these systems because it drives the
systems development for the targeted audience. This paper proposes a requirements engineering approach for
industry driven CIC systems development. While some CIC systems are investigated to build a broad and deep
contextual knowledge in the area, the EU funded research project, DIVERCITY (Distributed Virtual Workspace
for Enhancing Communication within the Construction Industry), is analysed as the main case study project
because its requirements engineering approach has the potential to determine a framework for the adaptation of
requirements engineering in order to contribute towards the uptake of CIC systems
Designerly Tools
An assumption behind this paper is that research aimed at improving interaction design practice is not as successful as it could be. We will argue that one reason for this is that the understanding of what constitutes designerly tools is not enough recognized among those who propose new tools for interaction design. We define designerly tools as methods, tools, techniques, and approaches that support design activity in way that is appreciated by practicing interaction designers. Based on a two empirical studies, we have developed a framework and a way of studying designers and their tools. We discuss some insights about what characterizes designerly tools and what kind of implications these insights might have for the further development of tools aimed at supporting design practice.
Keywords:
Design, Tools, Interaction Design, Activities, Support For Design</p
Recommended from our members
Human-Centered Approaches in Geovisualization Design: Investigating Multiple Methods Through a Long-Term Case Study
Working with three domain specialists we investigate human-centered approaches to geovisualization following an
ISO13407 taxonomy covering context of use, requirements and early stages of design. Our case study, undertaken over three years, draws attention to repeating trends: that generic approaches fail to elicit adequate requirements for geovis application design; that the use of real data is key to understanding needs and possibilities; that trust and knowledge must be built and developed with collaborators. These processes take time but modified human-centred approaches can be effective. A scenario developed through contextual inquiry but supplemented with domain data and graphics is useful to geovis designers. Wireframe, paper and digital prototypes enable successful communication between specialist and geovis domains when incorporating real and interesting data, prompting exploratory behaviour and eliciting previously unconsidered requirements. Paper prototypes are particularly successful at eliciting suggestions, especially for novel visualization. Enabling specialists to explore their data freely with a digital prototype is as effective as using a structured task protocol and is easier to administer. Autoethnography has potential for framing the design process. We conclude that a common understanding of context of use, domain data and visualization possibilities are essential to successful geovis design and develop as this progresses. HC approaches can make a significant contribution here. However, modified approaches, applied with flexibility, are most promising. We advise early, collaborative engagement with data – through simple, transient visual artefacts supported by data sketches and existing designs – before moving to successively more sophisticated data wireframes and data prototypes
Using the Co-design Process to Build Non-designer Ability in Making Visual Thinking Tools
This research is a case study of using co-design as a way of assisting the capacity building process for an Indianapolis-based community organizer. The community organizer seeks to develop a visual thinking tool for enhancing her engagement with community participants.
Community organizers face a wide array of complicated challenges, addressing these kinds of challenges and social issues calls for innovative and inclusive approaches to community problem solving. The author hopes this case study will showcase itself as an example of leveraging design thinking and visual thinking to support and equip more first-line workers who are non-designers to do their community jobs with a more creative problem-solving approach
Puffy: A Step-by-step Guide to Craft Bio-inspired Artifacts with Interactive Materiality
A rising number of HCI scholars have begun to use materiality as a starting
point for exploring the design's potential and restrictions. Despite the
theoretical flourishing, the practical design process and instruction for
beginner practitioners are still in scarcity. We leveraged the pictorial format
to illustrate our crafting process of Puffy, a bio-inspired artifact that
features a cilia-mimetic surface expressing anthropomorphic qualities through
shape changes. Our approach consists of three key activities (i.e., analysis,
synthesis, and detailing) interlaced recursively throughout the journey. Using
this approach, we analyzed different input sources, synthesized peers'
critiques and self-reflection, and detailed the designed experience with
iterative prototypes. Building on a reflective analysis of our approach, we
concluded with a set of practical implications and design recommendations to
inform other practitioners to initiate their investigations in interactive
materiality.Comment: 17th International Conference On Tangible Embedded And Embodied
Interactio
Use Cases for Design Personas : A Systematic Review and New Frontiers
Personas represent the needs of users in diverse populations and impact design by endearing empathy and improving communication. While personas have been lauded for their benefits, we could locate no prior review of persona use cases in design, prompting the question: how are personas actually used to achieve these benefits? To address this question, we review 95 articles containing persona application across multiple domains, and identify software development, healthcare, and higher education as the top domains that employ personas. We then present a three-stage design hierarchy of persona usage to describe how personas are used in design tasks. Finally, we assess the increasing trend of persona initiatives aimed towards social good rather than solely commercial interests. Our findings establish a roadmap of best practices for how practitioners can innovatively employ personas to increase the value of designs and highlight avenues of using personas for socially impactful purposes.© 2022 Copyright held by the owner/author(s). Publication rights licensed to ACM. ACM ISBN 978-1-4503-9157-3/22/04. https://doi.org/10.1145/3491102.3517589fi=vertaisarvioitu|en=peerReviewed
Partition-A-Medical-Image: Extracting Multiple Representative Sub-regions for Few-shot Medical Image Segmentation
Few-shot Medical Image Segmentation (FSMIS) is a more promising solution for
medical image segmentation tasks where high-quality annotations are naturally
scarce. However, current mainstream methods primarily focus on extracting
holistic representations from support images with large intra-class variations
in appearance and background, and encounter difficulties in adapting to query
images. In this work, we present an approach to extract multiple representative
sub-regions from a given support medical image, enabling fine-grained selection
over the generated image regions. Specifically, the foreground of the support
image is decomposed into distinct regions, which are subsequently used to
derive region-level representations via a designed Regional Prototypical
Learning (RPL) module. We then introduce a novel Prototypical Representation
Debiasing (PRD) module based on a two-way elimination mechanism which
suppresses the disturbance of regional representations by a self-support,
Multi-direction Self-debiasing (MS) block, and a support-query, Interactive
Debiasing (ID) block. Finally, an Assembled Prediction (AP) module is devised
to balance and integrate predictions of multiple prototypical representations
learned using stacked PRD modules. Results obtained through extensive
experiments on three publicly accessible medical imaging datasets demonstrate
consistent improvements over the leading FSMIS methods. The source code is
available at https://github.com/YazhouZhu19/PAMI
An Assessment of Contextual Design and Its Applicability to the Design of Educational Technologies
Thesis (PhD) - Indiana University, School of Education, 2008Increased use of computing technology in support of learning necessitates the collaboration of instructional designers with technology designers. Yet the instructional designer portrayed in current instructional design textbooks does not participate in technology design but instead designs instructional strategies and materials that are implemented by others. For instructional systems design as a field to move towards the kinds of collaborative work required for the development of effective, innovative educational technologies, there is a need for methods that can integrate the concerns and activities of both instructional and technology designers. This research critically examines a human-computer interaction design method, contextual design (CD), assessing how practitioners employ and characterize it as a method and explores its potential utility in instructional systems design.
CD is briefly described and available evaluative studies are summarized. Next, three studies are presented: a case study of CD usage in the design of a digital music library, a case study of CD integrating with another design approach called PRInCiPleS, and a learning-oriented analysis of CD work models. Based on the findings of the literature review and these three studies, a practitioner survey and interview guide were developed. Results from 106 survey respondents and 16 interviews characterized CD as a guiding framework and a collection of useful techniques. However, because of its resource requirements and other limitations, the method is rarely used in full or exclusively. Respondents reported valuing the ability of CD to uncover and communicate user needs but also suggested CD did not provide a means of resolving conflicts between user needs and organizational objectives.
Implications of these results are explored for three constituencies: developer-designers of instructional places or interactive materials, educators of instructional designers who will work with software developers, and educational researchers and their graduate students
- …