101 research outputs found

    The Practice of Interaction Design

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    Prozessmanagement als Gestaltungshebel der digitalen Transformation?

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    Bietet das Hype-Thema «digitale Transformation» die Chance, Prozessmanagement in ein ganz neues Licht zu rĂŒcken? Ist Prozessmanagement vielleicht sogar eine wesentliche Voraussetzung, um den digitalen Wandel zielgenauer zu gestalten? Oder wird Prozessmanagement im Zeitalter der selbstorganisierenden Teams und Customer Journeys letztlich ĂŒberflĂŒssig? Nicht nur Branchen, sondern auch Managementdisziplinen sind herausgefordert, sich mit der Relevanz der digitalen Transformation zu beschĂ€ftigen, sich neu zu ordnen, sich besser zu verzahnen und sich letztlich zu wandeln. Ziel der Business-Process-Management-Studie 2016, mit der das Institut fĂŒr Wirtschaftsinformatik der ZĂŒrcher Hochschule fĂŒr Angewandte Wissenschaften, School of Management and Law seit 2011 regelmĂ€ssig Status quo und Best Practices im deutschsprachigen Raum erhebt, war es, die Rolle des Prozessmanagements als Gestaltungshebel der digitalen Transformation zu beleuchten

    Identifying the interplay of design artifacts and decisions in practice: A Case Study

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    Interaction design is a complex and challenging process. It encompasses skills and knowledge from design in general as well as from HCI and software design in particular. In order to find better ways to support interaction design and propose methods and tools to further the research in this area we must first better understand the nature of interaction design in practice. In this paper we present two small case studies which attempt to analyse design and decision-making through the lens of one particular theoretical framework. The framework seeks to focus design activities via its artifacts and the design spaces that exist in order to support reasoning about the process and the evolution of the artifacts. Our case studies show that we can use such a framework to consider real-world design projects, and also that there are further considerations that might usefully be included in such a framework

    Tension Space Analysis: Exploring Community Requirements for Networked Urban Screens

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    This paper draws on the design process, implementation and early evaluation results of an urban screens network to highlight the tensions that emerge at the boundary between the technical and social aspects of design. While public interactive screens in urban spaces are widely researched, the newly emerging networks of such screens present fresh challenges. Researchers wishing to be led by a diverse user community may find that the priorities of some users, directly oppose the wishes of others. Previous literature suggests such tensions can be handled by ‘goal balancing’, where all requirements are reduced down to one set of essential, implementable attributes. Contrasting this, this paper’s contribution is ‘Tension Space Analysis’, which broadens and extends existing work on Design Tensions. It includes new domains, new representational methods and offers a view on how to best reflect conflicting community requirements in some aspects or features of the design

    Understanding the role of designers' personal experiences in interaction design practice

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    Using designers' personal experiences in interaction design practice is often questioned in a predominantly rationalist practice like HCI and professional interaction design. Perhaps for this reason, little work has been conducted to investigate how designers' personal experiences can contribute to technology design. Yet it's undeniable designers have applied their personal experiences to their design practice and also benefited from such experiences. This paper reports on a multiple case study that looks at how interaction designers worked with their personal experiences in three industrial interaction design projects, thus calling for the need to explicitly recognize the legitimacy of using and better support of the use of designers' personal experiences in interaction design practice. In this study, a designer's personal experiences refer to the collections of his/her individual experiences derived from his/her direct observation or past real-life events and activities, as well as his/her interaction with design artifacts and systems whether digital or not

    Safety climate and increased risk: The role of deadlines in design work

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    Although much research indicates positive safety climate is associated with reduced safety risk, we argue this association is not universal and may even be reversed in some contexts. Specifically, we argue that positive safety climate can be associated with increased safety risk when there is pressure to prioritize production over safety and where workers have some detachment from the consequences of their actions, such as found in engineering design work. We used two indicators of safety risk: use of heuristics at the individual level and design complexity at the design team level. Using experience sampling data (N = 165, 42 design teams, k = 5752 observations), we found design engineers’ perceptions of team positive safety climate were associated with less use of heuristics when engineers were not working to deadlines, but more use of heuristics when engineers were working to deadlines. Independent ratings were obtained of 31 teams’ designs of offshore oil and gas platforms (N = 121). For teams that worked infrequently to deadlines, positive team safety climate was associated with less design complexity. For teams that worked frequently to deadlines, positive team safety climate was associated with more design complexity

    Redefining innovation processes: The digital designers at work

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    As design in digital innovation has become a thing, we highlight the inconclusive concepts that describe design activity in innovation processes. Proposing an alternative theoretical lens - a sociomaterial practice lens - we claim that this view can reveal the contribution of digital designers to the work of innovation. This paper draws on a research study with digital designers in the UK. At the same time as we begin to reconceptualise the ways digital design activity can be described, we also illustrate a theoretical framework based on 1) action and knowing as ordered by collectively produced objects, 2) sociomateriality and the configuration of human bodies and materials in action, 3) the co-emergence of objects and sociomaterial configurations where each is the condition of the other. This alternative way of looking at design activity may pose some challenges to the theoretical traditions in the field. We however believe that it contains immense potential too
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