103 research outputs found

    Designing social play through interpersonal touch:An annotated portfolio

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    We present five design cases as an annotated portfolio, exploring ways to design for intimate, interpersonal touch and social intimacy in interaction design. Five key qualities are elicited from the cases, including novel connotations sparking curiosity; providing an excuse to interact; unfolding internal complexity; social ambiguity; norm-bending intimacy. The work highlights novel interaction design approaches fostering social play, turning participants into performers of their own narratives

    On the significance of making in interaction design research

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    PENINGKATAN KEMAMPUAN DAN VARIASI INKURI SISWA SMP MELALUI PEMBELAJARAN INKUIRI PADA TOPIK KALOR DAN PERPINDAHANNYA

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    Studi ini dilakukan untuk mendapat gambaran tentang peningkatan kemampuan dan variasi inkuiri siswa yang mendapatkan pembelajaran berbasis inkuiri dan pembelajaran konvensional yang dilakukan di salah satu SMP di Makassar. Penelitian ini menggunakan metode kuasi eksperimen dengan desain The Static-Group Pretest-Posttest Design. Sampel dalam penelitian adalah siswa kelas VII sebanyak dua kelas (n = 74) yang diambil dengan teknik sampling acak kelas. Teknik pengumpulan data menggunakan tes kemampuan inkuiri (pretest dan posttest) dan lembar observasi variasi kemampuan inkuiri. Teknik pengolahan data menggunakan uji normalitas, homogenitas, N-gain dan uji-t. Hasil analisis data uji-t diperoleh nilai Sig. 0,000 < 0,05 yang berarti H¬0 ditolak, H1 diterima yang menunjukkan bahwa terdapat perbedaan peningkatan kemampuan inkuiri yang signifikan antara siswa yang belajar melalui model pembelajaran inkuiri dan pembelajaran konvesional. Hasil perhitungan N-gain menunjukkan bahwa siswa yang belajar melalui model pembelajaran inkuiri memiliki rata-rata N-gain 0,70 (kategori tinggi) yang lebih tinggi dibandingkan siswa yang belajar melalui model pembelajaran konvesional yang memiliki rata-rata N-gain 0,48 (kategori sedang). Hasil penelitian menunjukkan bahwa penerapan model pembelajaran inkuiri dapat meningkatkan kemampuan inkuiri yang lebih baik daripada penggunaan model pembelajaran konvensional. Hasil observasi pada kelas eksperimen menunjukkan variasi kemampuan inkuiri mengalami peningkatan pada setiap ciri esensial inkuiri. --- This study aimed to find the profile about enhancing inquiry ability and variation of students which is given inquiry based learning and conventional learning in one of middle school student in Makassar. This research used quasi experiment method with the static group pretest-posttest design. The sample of the research was the students of first grade as many as two class with total number of participants were 74 by using simple random sampling. The technique of collecting data used inquiry ability test (pretest and posttest) and observation sheet on inquiry ability variation. The technique analyzing data used N-gain test and t-test. The result of data analysis t-test showed score sig. 0,000 < 0,05 which mean H0 rejected, H1 received which showed there are significant difference to enhance the ability inquiry among students through inquiry learning and conventional learning. The result of N-gain showed students who learn through inquiry learning has average score N-gain 0,70 (high category) higher than students who learn through conventional learning has average score N-gain 0,48 (medium category). The result of research showed that implementation inquiry learning can enhance inquiry ability better than implementation conventional learning. The result of observation on experimental class showed variation inquiry ability has enhance in every essential feature of inquiry

    Perspectives on Usability

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    One of the central concepts in human-computer interaction (HCI) is usability. Interestingly, in spite of its brief history as a scientific and applied discipline, HCI has already produced several different views on usability. These views are, in turn, interrelated with how research and systems development are seen. This paper identifies five different perspectives on usability: general theory, usability engineering, subjectivity, flexibility and sociality. Their interrelations and implications for usability-oriented systems development are discussed. 1995 95-23 1 Perspectives on Usability Jonas Lwgren Department of Computer and Information Science Linkping University, 581 83 Linkping, Sweden Tel +46 13 281482 . Fax +46 13 142231 . Email [email protected] ABSTRACT One of the central concepts in human-computer interaction (HCI) is usability. Interestingly, in spite of its brief history as a scientific and applied discipline, HCI has already produced several different views on usab..

    Interaction design considered as a craft

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