19,604 research outputs found

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

    Get PDF
    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

    The experience of enchantment in human-computer interaction

    Get PDF
    Improving user experience is becoming something of a rallying call in human–computer interaction but experience is not a unitary thing. There are varieties of experiences, good and bad, and we need to characterise these varieties if we are to improve user experience. In this paper we argue that enchantment is a useful concept to facilitate closer relationships between people and technology. But enchantment is a complex concept in need of some clarification. So we explore how enchantment has been used in the discussions of technology and examine experiences of film and cell phones to see how enchantment with technology is possible. Based on these cases, we identify the sensibilities that help designers design for enchantment, including the specific sensuousness of a thing, senses of play, paradox and openness, and the potential for transformation. We use these to analyse digital jewellery in order to suggest how it can be made more enchanting. We conclude by relating enchantment to varieties of experience.</p

    In pursuit of rigour and accountability in participatory design

    Get PDF
    The field of Participatory Design (PD) has greatly diversified and we see a broad spectrum of approaches and methodologies emerging. However, to foster its role in designing future interactive technologies, a discussion about accountability and rigour across this spectrum is needed. Rejecting the traditional, positivistic framework, we take inspiration from related fields such as Design Research and Action Research to develop interpretations of these concepts that are rooted in PD׳s own belief system. We argue that unlike in other fields, accountability and rigour are nuanced concepts that are delivered through debate, critique and reflection. A key prerequisite for having such debates is the availability of a language that allows designers, researchers and practitioners to construct solid arguments about the appropriateness of their stances, choices and judgements. To this end, we propose a “tool-to-think-with” that provides such a language by guiding designers, researchers and practitioners through a process of systematic reflection and critical analysis. The tool proposes four lenses to critically reflect on the nature of a PD effort: epistemology, values, stakeholders and outcomes. In a subsequent step, the coherence between the revealed features is analysed and shows whether they pull the project in the same direction or work against each other. Regardless of the flavour of PD, we argue that this coherence of features indicates the level of internal rigour of PD work and that the process of reflection and analysis provides the language to argue for it. We envision our tool to be useful at all stages of PD work: in the planning phase, as part of a reflective practice during the work, and as a means to construct knowledge and advance the field after the fact. We ground our theoretical discussions in a specific PD experience, the ECHOES project, to motivate the tool and to illustrate its workings

    Towards practice-based studies of HRM: an actor-network and communities of practice informed approach

    Get PDF
    HRM may have become co-terminus with the new managerialism in the rhetorical orthodoxies of the HRM textbooks and other platforms for its professional claims. However, we have detailed case-study data showing that HR practices can be much more complicated, nuanced and indeed resistive toward management within organizational settings. Our study is based on ethnographic research, informed by actor-network theory and community of practice theory conducted by one of the authors over an 18-month period. Using actor-network theory in a descriptive and critical way, we analyse practices of managerial resistance, enrolment and counter-enrolment through which an unofficial network of managers used a formal HRM practice to successfully counteract the official strategy of the firm, which was to close parts of a production site. As a consequence, this network of middle managers effectively changed top management strategy and did so through official HRM practices, coupled with other actor-network building processes, arguably for the ultimate benefit of the organization, though against the initial views of the top management. The research reported here, may be characterized as a situated study of HRM-in-practice and we draw conclusions which problematize the concept of HRM in contemporary management literature

    The patterning of finance/security : a designerly walkthrough of challenger banking apps

    Get PDF
    Culture is being ‘appified’. Diverse, pre-existing everyday activities are being redesigned so they happen with and through apps. While apps are often encountered as equivalent icons in apps stores or digital devices, the processes of appification – that is, the actions required to turn something into an app – vary significantly. In this article, we offer a comparative analysis of a number of ‘challenger’ banking apps in the United Kingdom. As a retail service, banking is highly regulated and banks must take steps to identify and verify their customers before entering a retail relationship. Once established, this ‘secured’ financial identity underpins a lot of everyday economic activity. Adopting the method of the walkthrough analysis, we study the specific ways these processes of identifying and verifying the identity of the customer (now the user) occur through user onboarding. We argue that banking apps provide a unique way of binding the user to an identity, one that combines the affordances of smart phones with the techniques, knowledge and patterns of user experience design. With the appification of banking, we see new processes of security folded into the everyday experience of apps. Our analysis shows how these binding identities are achieved through what we refer to as the patterning of finance/security. This patterning is significant, moreover, given its availability for wider circulation beyond the context of retail banking apps

    Design: One, but in different forms

    Full text link
    This overview paper defends an augmented cognitively oriented generic-design hypothesis: there are both significant similarities between the design activities implemented in different situations and crucial differences between these and other cognitive activities; yet, characteristics of a design situation (related to the design process, the designers, and the artefact) introduce specificities in the corresponding cognitive activities and structures that are used, and in the resulting designs. We thus augment the classical generic-design hypothesis with that of different forms of designing. We review the data available in the cognitive design research literature and propose a series of candidates underlying such forms of design, outlining a number of directions requiring further elaboration

    Against Marrying a Stranger Marital Matchmaking Technologies in Saudi Arabia

    Full text link
    Websites and applications that match and connect individuals for romantic purposes are commonly used in the Western world. However, there have not been many previous investigations focusing on cultural factors that affect the adoption of similar technologies in religiously conservative non-Western cultures. In this study, we examine the socio-technical and cultural factors that influence the perceptions and use of matchmaking technologies in Saudi Arabia. We report the methods and findings of interviews with 18 Saudi nationals (nine males and nine females) with diverse demographics and backgrounds. We provide qualitatively generated insights into the major themes reported by our participants related to the common approaches to matchmaking, the current role of technology, and concerns regarding matchmaking technologies in this cultural con-text. We relate these themes to specific implications for designing marital matchmaking technologies in Saudi Arabia and we outline opportunities for future investigations.Comment: 11 pages, 1 table, DIS 201
    corecore