22 research outputs found

    Using Artifacts as Triggers for Participatory Analysis

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    Based on a study of a three-day workshop between users and developers, we show how artifacts like computer prototypes can be used to trigger productive discussions. We demonstrate how clashes between contextualized artifacts and the practitioners' (users) conceptions and experiences of their work practices trigger new understandings of current practice as well as possible futures. In this way, artifacts support the work of participatory analysis as well as participatory design

    ApplBuilder: An Object-Oriented Application Generator Supporting Rapid Prototyping

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    This paper describes an object-oriented application generator, APPLBUILDER, currently being developed in the Mjølner BETA programming environment. APPLBUILDER supports several rapid prototyping styles as well as final development of BETA applications. User interface objects such as dialogs, menus, and windows are designed using direct manipulation graphical editors. Actions behind buttons and menu items are programmed as ''scripts'' in textual editors activated from within a graphical editor. The editors reflect changes in the code directly in an underlying Abstract Syntax Tree (AST) thus saving compilation time. Moreover, generated applications are modularized so that editing, for instance the script for a button, only requires re-compilation of the script itself. An advantage of APPLBUILDER compared to other user-interface design tools such as HyperCard is that APPLBUILDER's scripts are embedded in a general purpose programming language making it possible to avoid calls to external routines written in another language. In addition, APPLBUILDER's ability to work with ASTs instead of textual code skeletons supports reverse engineering

    OPEN-ENDED INTERACTION IN COOPERATIVE PROTOTYPING: A Video-Based Analysis

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    Cooperative Prototyping can be characterized as the use and development of prototypes as catalysts during discussions between designers and potential users - the overall intention being one of mutual learning. On the one hand, the designers learn more about the work practices of the users in ways that are tied concretely to some current version of the prototype. On the other hand, the users learn more about the potential for change in their work practice, whether computer-based or otherwise. This paper presents the results of a field study of the cooperative prototyping process. The study is based on a fine-grained video-based analysis of a single prototyping session, and focuses on the effects of an open-ended style of interaction between users and designers around a prototype. An analysis of focus shifts, initiative and storytelling during the session is brought to bear on the question of whether and how cooperative prototyping can be successful with users who are reluctant to \u27play in the future.\u27 The paper also discusses issues in applying video analysis to system design

    Hypermedia as integration

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    Open-Ended Interaction In Cooperative Prototyping: A Video-Based Analysis

    No full text
    Cooperative Prototyping can be characterized as the use and development of prototypes as catalysts during discussions between designers and potential users -- the overall intention being one of mutual learning. On the one hand, the designers learn more about the work practices of the users in ways that are tied concretely to some current version of the prototype. On the other hand, the users learn more about the potential for change in their work practice, whether computer-based or otherwise. This paper presents the results of a field study of the cooperative prototyping process. The study is based on a fine-grained video-based analysis of a single prototyping session, and focuses on the effects of an open-ended style of interaction between users and designers around a prototype. An analysis of focus shifts, initiative and storytelling during the session is brought to bear on the question of whether and how cooperative prototyping can be successful with users who are reluctant to "play..

    R.H.: Design issues for a Dexter-based hypermedia system

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    This paper discusses experiences and lessons learned from the design of an open hypermedia system, one that integrates applications and data not ''owned'' by the hypermedia. The Dexter Hypertext Reference Model was used as the basis for the design. Though our experiences were generally positive, we found the model constraining in certain ways and underdeveloped in others. For instance, Dexter argues against dangling links, but we found several situations where permitting and supporting dangling links was advisable. In Dexter, the data objects making up a component's contents are encapsulated in the component; in practice, references to objects stored apart from the hyper media structure should be allowed. We elaborate Dexter's notion of composite component to include composites that ''contain'' other components and composites with structured contents, among others. The paper also includes a critique of Dexter's notion of link directionality, proposes a distinction between marked and unmarked anchors, and discusses anchoring within a composite

    From implementation to design: Tailoring and the emergence of systematization in CSCW

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    In this paper, we look at how people working in a governmental labor inspection agency tailor their shared PC environment. Starting with standard off-the-shelf software, the tailors adapt that software to the particular workplace in which they are embedded, at the same time that they modify and extend the practices of that workplace. Over time, their adaptations and the tailoring processes themselves become structured and systematized within the organization. This tendency toward systematization is in part a response to the requirement that the results of tailoring be sharable across groups of users. Our study focuses on several dimensions of the work of tailoring: construction, organizational change, learning, and politics. We draw two kinds of lessons for system development: how better to support the work of tailors, and how system developers can learn from and cooperate with tailors. KEYWORDS: Tailoring, customization, emergent use of standard technology, development and use of sha..

    Using Artifacts as Triggers for Participatory Analysis

    No full text
    Based on a study of a three-day workshop between users and developers, we show how artifacts like computer prototypes can be used to trigger productive discussions. We demonstrate how clashes between contextualized artifacts and the practitioners' (users) conceptions and experiences of their work practices trigger new understandings of current practice as well as possible futures. In this way, artifacts support the work of participatory analysis as well as participatory design
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