4,406 research outputs found

    Enhancing Creativity in Interaction Design: Alternative Design Brief

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    This paper offers a critique of the design brief as it is currently used in teaching interaction design and proposes an alternative way of developing it. Such a design brief requires the exploration of alternative application domains for an already developed technology. The paper presents a case study where such a novel type of design brief has been offered to the students taking part in a collaborative design project and discusses how it supported divergent thinking and creativity as well as helped enhancing the learning objectives

    From rituals to magic: Interactive art and HCI of the past, present, and future

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    The connection between art and technology is much tighter than is commonly recognized. The emergence of aesthetic computing in the early 2000s has brought renewed focus on this relationship. In this article, we articulate how art and Human–Computer Interaction (HCI) are compatible with each other and actually essential to advance each other in this era, by briefly addressing interconnected components in both areas—interaction, creativity, embodiment, affect, and presence. After briefly introducing the history of interactive art, we discuss how art and HCI can contribute to one another by illustrating contemporary examples of art in immersive environments, robotic art, and machine intelligence in art. Then, we identify challenges and opportunities for collaborative efforts between art and HCI. Finally, we reiterate important implications and pose future directions. This article is intended as a catalyst to facilitate discussions on the mutual benefits of working together in the art and HCI communities. It also aims to provide artists and researchers in this domain with suggestions about where to go next

    How Feature- and Communication Constraints in CSS Affect Creative Collaboration in Virtual Teams - An Activity Theory Perspective

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    New Creativity Support Systems (CSS) provide additional features, but are also growing more complex and difficult to operate. Via new functionalities, CSS aim to facilitate virtual creative collaboration and enable better outcomes. However, research shows that, especially in the context of creativity, better outcomes are not always the result of more options and features. Our study applies activity theory (AT) as a lens in order to examine how constraints can be applied to creative collaboration in virtual teams. This study advances research on collaboration in information systems (IS) as well as human-centered development of IT-artifacts that facilitate creative collaboration. Our findings provide two practical takeaways for CSS developers and virtual teams: First, constraints in CSS can be designed to substantially benefit idea generation and exploration beyond routine performance; second, constraints can be designed to help teams access the potential of CSS faster and more efficiently

    Application of human computer interaction in developing an it-supported design collaboration process

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    Increasing globalisation and international collaboration have led to an increaseddemand for improvedcommunication within design collaboration processes. To address this issue, IT-supported design collaboration processes have been utilised, enablingprofessional design team members to work in a distributed design environment. However, IT-supported systems often lack human understanding, making such systems frustrating for professionals to use.The objective of this theoretical paper is to propose Human-Computer Interaction (HCI) integrated approaches that improve the interaction among professional design team members and collaborative technologies in a distributed design environment. This is particularly examined in the context of the building industry. For this purpose,this paper analysesthe related literature in design collaboration processes. This analysis is used toassess how earlier systems affect design team members’ capabilitiesto accept and use collaborative technologies.It is found that in addition to impacting the ergonomic and cognitive capabilities of professionals, a system should also motivate professionals intrinsically and extrinsically. The findings of this study are essential forpromoting the utility of IT-supported design collaboration projects.In addition, this study supports further research to increase the level of engagement in collaborative team work and mitigate knowledge loss in a complex project lifecycle

    Transdisciplinarity seen through Information, Communication, Computation, (Inter-)Action and Cognition

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    Similar to oil that acted as a basic raw material and key driving force of industrial society, information acts as a raw material and principal mover of knowledge society in the knowledge production, propagation and application. New developments in information processing and information communication technologies allow increasingly complex and accurate descriptions, representations and models, which are often multi-parameter, multi-perspective, multi-level and multidimensional. This leads to the necessity of collaborative work between different domains with corresponding specialist competences, sciences and research traditions. We present several major transdisciplinary unification projects for information and knowledge, which proceed on the descriptive, logical and the level of generative mechanisms. Parallel process of boundary crossing and transdisciplinary activity is going on in the applied domains. Technological artifacts are becoming increasingly complex and their design is strongly user-centered, which brings in not only the function and various technological qualities but also other aspects including esthetic, user experience, ethics and sustainability with social and environmental dimensions. When integrating knowledge from a variety of fields, with contributions from different groups of stakeholders, numerous challenges are met in establishing common view and common course of action. In this context, information is our environment, and informational ecology determines both epistemology and spaces for action. We present some insights into the current state of the art of transdisciplinary theory and practice of information studies and informatics. We depict different facets of transdisciplinarity as we see it from our different research fields that include information studies, computability, human-computer interaction, multi-operating-systems environments and philosophy.Comment: Chapter in a forthcoming book: Information Studies and the Quest for Transdisciplinarity - Forthcoming book in World Scientific. Mark Burgin and Wolfgang Hofkirchner, Editor

    When Windmills Turn Into Giants: The Conundrum of Virtual Places

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    While many papers may claim that virtual environments have much to gain from architectural and urban planning theory, few seem to specify in any verifiable or falsifiable way, how notions of place and interaction are best combined and developed for specific needs. The following is an attempt to summarize a theory of place for virtual environments and explain both the shortcomings and the advantages of this theory
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