64 research outputs found

    Interaction Design: Foundations, Experiments

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    Interaction Design: Foundations, Experiments is the result of a series of projects, experiments and curricula aimed at investigating the foundations of interaction design in particular and design research in general. The first part of the book - Foundations - deals with foundational theoretical issues in interaction design. An analysis of two categorical mistakes -the empirical and interactive fallacies- forms a background to a discussion of interaction design as act design and of computational technology as material in design. The second part of the book - Experiments - describes a range of design methods, programs and examples that have been used to probe foundational issues through systematic questioning of what is given. Based on experimental design work such as Slow Technology, Abstract Information Displays, Design for Sound Hiders, Zero Expression Fashion, and IT+Textiles, this section also explores how design experiments can play a central role when developing new design theory

    A programming calculus based on partial inductive definitions (with an introduction to the theory of partial inductive definitions)

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    We present a general framework (a programming calculus) for the specification, verification and synthesis of programs. The underlying programming paradigm is similar in spirit to logic programming but based on the theory of partial inductive definitions instead of predicate logic. Within this framework we give criteria for the correctness of programs and outline a methodology for using these criteria to perform verifications and syntheses. The programming calculus permits us to use an arbitrary specification language, as long as this language itself can be defined within our framework. The program language is based on partial inductive definitions. Such definitions can be regarded as sets of an extension to Horn clauses of logic, so traditional logic (pure Prolog) programs are included as a special case. Since the theory of partial inductive definitions is not widely known, we include an introduction to it. This introduction can also be read by itself, without any interest in the programming calculus

    The programming language GCLA: A definitional approach to logic programming

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    We present a logic programming language, GCLA (Generalized horn Clause LAnguage), that is based on a generalization of Prolog. This generalization is unusual in that it takes a quite different view of the meaning of a logic program--a "definitional" view rather than the traditional logical view. GCLA has a number of noteworthy properties, for instance hypothetical and non-monotonic reasoning. This makes implementation of reasoning in knowledge-based systems more direct in GCLA than in Prolog. GCLA is also general enough to incorporate functional programming as a special case. GCLA and its syntax and semantics are described. The use of various language constructs are illustrated with several examples

    Interaction Design Methods in Fashion Design Teaching

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    The expressiveness of use is of focal interest in fashion design, which makes the perspective of act design important in learning/teaching. The objective of the project presented here was to introduce interaction design methods in fashion design teaching to make act design explicit throughout the different stages of the design process in a systematic manner; to develop a general workshop curriculum in experimental fashion design focusing on the expressiveness of wearing and use. A series of test workshops were implemented to provide a foundation for reflection and critical discussions. The main results, motivated by workshop evaluations, consist of theoreticalmodels for a systematic development of workshop exercises in fashion design aesthetics

    Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App

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    Establishing healthy eating patterns early in life is critical and has implications for lifelong health. Situated interventions are a promising approach to improve eating patterns. How- ever, HCI research has emphasized calorie control and weight loss, potentially leading consumers to prioritize caloric in- take over healthy eating patterns. To support healthy eating more holistically, we designed a gameful app called Pirate Bri’s Grocery Adventure (PBGA) that seeks to improve food literacy—meaning the interconnected combination of food- related knowledge, skills, and behaviours that empower an individual to make informed food choices—through a situated approach to grocery shopping. Findings from our three-week field study revealed that PBGA was effective for improving players’ nutrition knowledge and motivation for healthier food choices and reducing their impulse purchases. Our findings highlight that nutrition apps should promote planning and shopping based on balance, variety, and moderation

    The design research text and the poetics of foundational definitions

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    Generalized horn clauses

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