71 research outputs found

    Embedding Systemic Design Practices in an Experienced International Development Design Studio

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    Butterfly Works (BW) is a social design studio based in Amsterdam, working mainly in international development for over 20 years. This project aimed to equip the team at Butterfly Works with a design methodology that allows them to navigate and work with complex problems and position them as practitioners and facilitators of systemic change. The process started by analysing their current practice with a systemic design perspective to identify how they are tacitly adopting this approach and find ways to complement it with new approaches. A framework was synthesised based on the systemic design principles from the literature and used as a lens to investigate their approach to an ongoing project that served as a case study. Practices that followed the principles and challenges related to them were identified. Understanding relationships, navigating systems, experimental prototyping and long-term strategies were the challenges from that case that inspired the creation of strategies based on the systemic design principles to address them. The strategies were validated in a hypothetical future project to see how the team envisioned their use. The validated strategies were synthesised and integrated into BW’s current design methodology. The result was an eight-phase methodology, previously five-phase, with several activities and recommendations for using new tools and methods

    Demonstrating Generation Y Interactions through Interactive Prototyping

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    ABSTRACT With Generation Y entering the workforce, for the first time IT tools at home are richer in interaction than tools at work. This study aims to demonstrate novel Generation Y interactions by mapping three interaction qualities identified in private and work contexts. In an interactive prototyping course three prototypes were built in which these qualities are demonstrated. From these prototypes, guidelines for supporting Generation Y interactions in future office contexts, were subsequently deducted

    Sketching & drawing as future inquiry in HCI

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    Creating visual imagery helps us to situate ourselves within unknown worlds, processes, make connections, and find solutions. By exploring drawn ideas for novel technologies, we can examine the implications of their place in the world. Drawing, or sketching, for future inquiry in Human Computer Interaction (HCI) can be a stand-alone investigative approach, part of a wider ‘world-building’ in design fiction, or simply ideation around a concept. By examining instances of existing practice in HCI, in this paper we establish recommendations and rationales for those wishing to utilise sketching and drawing within their research. We examine approaches ranging from ideation, diagramming, scenario building, comics creation and artistic representation to create a model for sketching and drawing as future inquiry for HCI. This work also reflects on the ways in which these arts can inform and elucidate research and practice in HCI, and makes recommendations for the field, within its teaching, processes and outcomes

    Design strategies for promoting young children’s physical activity: A playscapes perspective

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    This paper develops a set of design strategies for promoting young children’s physical activity. These strategies are developed by taking the design perspective of Playscapes as a starting point. Playscapes suggests that three play qualities are key in promoting young children’s physical activity: free, bodily, and dispersed play. We present two field studies in a pediatric oncology center, in which we observed how these play qualities were reflected in children’s interactions with two Playscape designs: Stickz, a collection of branch-shaped objects, were placed in a semi-public waiting area; Fizzy, a self-propelled robotic ball, was introduced to patient rooms. Free play was analyzed according to the diversity of play activities, bodily play according to the diversity and exertion level of bodily movements, and dispersed play according to the floor area covered. Based on the findings, we discuss how Fizzy and Stickz contributed to each play quality, and derive a set of design strategies that can be applied in different contexts to stimulate young children’s physical activity. With these strategies, Playscapes offers a concrete alternative to existing approaches, supporting designers in directing interactions towards physical activity while leaving room for children’s unstructured and spontaneous play

    Researching AI Legibility Through Design

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    Everyday interactions with computers are increasingly likely to involve elements of Artificial Intelligence (AI). Encompassing a broad spectrum of technologies and applications, AI poses many challenges for HCI and design. One such challenge is the need to make AI’s role in a given system legible to the user in a meaningful way. In this paper we employ a Research through Design (RtD) approach to explore how this might be achieved. Building on contemporary concerns and a thorough exploration of related research, our RtD process reflects on designing imagery intended to help increase AI legibility for users. The paper makes three contributions. First, we thoroughly explore prior research in order to critically unpack the AI legibility problem space. Second, we respond with design proposals whose aim is to enhance the legibility, to users, of systems using AI. Third, we explore the role of design-led enquiry as a tool for critically exploring the intersection between HCI and AI research

    Crafting Critical Heritage Discourses into Interactive Exhibition Design

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    This paper argues how a more reflective design practice that embraces critical discourses can transform interactive exhibition design and therefore the museum visiting experience. Four framing arguments underpin our exhibition design making: the value of materiality, visiting as an aesthetic experience, challenging the authorized voice, and heritage as a process. These arguments were embodied through design, art and craft practice into one interactive exhibition at a house museum. We draw from our design process discussing the implications that adopting an approach informed by critical heritage debates has on exhibition design and suggest three sensitizing concepts (polyvocal narratives, dialogical interaction, interweaving time and space) bridging the practice of interactive exhibition design and critical heritage theory

    Prototyping and the New Spirit of Policy-Making

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    This conceptual paper discusses the use of co-design approaches in the public realm by examining the emergence of a design practice, prototyping, in public policy-making. We argue that changes in approaches to management and organisation over recent decades have led towards greater flexibility, provisionality and anticipation in responding to public issues. These developments have co-emerged with growing interest in prototyping. Synthesising literatures in design, management and computing, and informed by our participant observation of teams inside government, we propose the defining characteristics of prototyping in policymaking and review the implications of using this approach. We suggest that such activities engender a ‘new spirit’ of policymaking. However this development is accompanied by the further encroachment of market logics into government, with the danger of absorbing critiques of capitalism and resulting in reinforced power structures

    The wardrobe as a system: exploring clothing consumption through design fiction

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    This study offers a new perspective on clothing consumption by uncovering the systemic nature of the wardrobe. The research builds on systems theory and aims at drawing a map of the wardrobe as a system with particular structure and behaviour. By co-designing fictional 'smart wardrobe' services with experts and discussing these services with wardrobe users, we identify characteristics of wardrobe structure and behaviour that give input for a preliminary wardrobe map. Lastly, the wardrobe map provides a basis for discussing sustainable design approaches aimed at reducing clothing demand, in the context of growing clothing production volume and its associated environmental impacts
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