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Design Principles and Practices: An International Journal—Annual Review
AI
This paper explores techniques to foster a design-aware culture among multidisciplinary teams involved in the creation of interactive systems. It introduces experiential exercises aimed at defamiliarising design, encouraging participants to question their implicit assumptions and understandings. By promoting social interaction and shared experiences, these methods facilitate a more inclusive design process that involves users as co-designers, ultimately leading to innovative solutions and better engagement with context-driven design approaches.
This paper proposes a model for human-computer interface design. Design activities are integrated into the early stages of the discovery process to bring stakeholders together and help them reach common goals and explore the project through collaboration. The model offers an environment for dealing with the complexity inherent to the design process when the aim is a human-centered design. The proposed model guides and structures the move around a central axis that represents the evolving users' interests by bringing all stakeholders to collaborate in design activities. Everyone's engagement around that central line, their dialogues and their exchange of information lead to the convergence of viewpoints and to enrichment of project knowledge for the team, more successful design, and development of the project in a timely and more economically efficient manner. INTRODUCTION This paper discusses the problematic of design of human-computer interface (HCI) when a team composed by client, user, designer, and all other stakeholders collaborate. The paper proposes a model where design activities are staged to assist the team to achieve meaningful communications and align their focus on users' needs and wants. The ongoing development and increasing complexity of computer interfaces such as the Internet, or using a software program, impact not only our professional work, but also our social and economic interactions. HCI continually generates new opportunities and problems which design has to address (Löwgren, & Stolterman, 2004). At the same time, unsuccessful design is generally accepted to be a direct result of an inadequate approach at the conceptual level, and in many cases, the inadequate approach is caused by miscommunication, misinterpretation, and lack of understanding among team members (Kleinsmann et al. 2007, Carrara et al. 2009). Being design practitioners and researchers, we presume that design activities have, in the early stages of design process, the potential to bring a diverse team together, help them focus on common goals, and achieve meaningful communication. This also means that the team should meet face-to-face and discuss diverse aspects of the project. As mentioned by Oak (2010), "face-to-face talk is an essential part of the collaborative practice of design, and occurs in tandem with the aforementioned modes of representation and communication (such as sketches and gestures)". In summery this paper outlines how design activities may be used as a method to help the team collaborate efficiently toward usercenteredness. We will discuss the problematic of the research, its methodological approach and the proposed model. We then present how the model was validated.
The reason for undertaking this research came as a need to understand the users, their interactions and activities in the natural context. Understanding these three factors gives rise to the effective outcomes of design processes. For clarification and validity of this research, the next paragraph and sections will highlight the issues and contributions from different fields of architecture, interaction design, urbanism, psychology, anthropology, healthcare, human-computer interaction, user experience design and business respectively. Humans need to be understood in order for their needs to be met as they are the core of any process. For these needs to be met, the environment they interact with should comply with their activities. One of the many ways this can be achieved is by adhering to the aspect of design that appeals to human needs in the built environment. Where the built environment here refers either the virtual (intangible) and physical (tangible) environment. The most prominent aspect of the human anatomy that appeals more to the design process beyond taste and smell are the auditory, visual and tactile aspect respectively. All these aspects work in unison to enhance the user experience in any given environment, especially the built environment. The attributes of the built environment that combine to form a system, designer should follow to design effective environments are the psychological and the physical attributes, as these should be understood before designing environments for human. Understanding human needs in the natural environment is crucial to creating systems and processes tailored to their needs. For effective representation of information, stressing the need for clarity, simplicity and order is important in addition to making things visible. Though a few things need to be considered such as individual differences and variation in addition to accessibility issues. This will result in a happier and satisfied user, as it will reduce confusion, mis-interpretation, error and ultimately frustration. Over the years, computing has drifted from personal computing to ubiquitous systems which is totally becoming smaller and Intangible making it possible for people to communicate seamlessly. This has created the affordance of designers and researchers to develop systems and processes that support such with the consideration of outliers who are people with special needs or capabilities. People with special needs abound everywhere, but to what extent has their needs been met? This leads the researcher to design with a purpose. Design research is a process employed by designers to solve design problems by seeking to understand human needs, which can be achieved when the researcher takes time to observe and participate in human activities. Researching with outliers and people with special needs is crucial for effective and useful functionality because collaborating with such stake holders gives meaning to inclusive design. Interdisciplinary collaboration and participatory design is crucial to the design process especially in the built environments, and therefore the design process should be seen as an avenue for interdisciplinary learning and inclusion. This invariably brings knowledge of each discipline, group and stakeholder represented to the table. This allows for knowledge sharing leading to the adoption of patterns in a unified manner that draws from the collaborative design process in interdisciplinary teams and collaborative groups.
1997
Designers of interactive systems often work in environments that am continuously changing. External, uncontrollable change is rapidly becoming a daily impedim~t in many designers' lives. In this age of rapid technologml progression and heightened competition, systems designers must be able to prepare for, cope with, and even pdbrm better because of inevitable change. 13ecauM the nature of user interbce design is to make complicated technology usable, user intedltce designers tve especially afkcted by design changes.
The reason for undertaking this research came as a need to understand the users, their interactions and activities in the natural context. Understanding these three factors gives rise to the effective outcomes of design processes. For clarification and validity of this research, the next paragraph and sections will highlight the issues and contributions from different fields of architecture, interaction design, urbanism, psychology, anthropology, healthcare, human-computer interaction, user experience design and business respectively. Humans need to be understood in order for their needs to be met as they are the core of any process. For these needs to be met, the environment they interact with should comply with their activities. One of the many ways this can be achieved is by adhering to the aspect of design that appeals to human needs in the built environment. Where the built environment here refers either the virtual (intangible) and physical (tangible) environment. The most prominent aspect of the human anatomy that appeals more to the design process beyond taste and smell are the auditory, visual and tactile aspect respectively. All these aspects work in unison to enhance the user experience in any given environment, especially the built environment. The attributes of the built environment that combine to form a system, designer should follow to design effective environments are the psychological and the physical attributes, as these should be understood before designing environments for human. Understanding human needs in the natural environment is crucial to creating systems and processes tailored to their needs. For effective representation of information, stressing the need for clarity, simplicity and order is important in addition to making things visible. Though a few things need to be considered such as individual differences and variation in addition to accessibility issues. This will result in a happier and satisfied user, as it will reduce confusion, mis-interpretation, error and ultimately frustration. Over the years, computing has drifted from personal computing to ubiquitous systems which is totally becoming smaller and Intangible making it possible for people to communicate seamlessly. This has created the affordance of designers and researchers to develop systems and processes that support such with the consideration of outliers who are people with special needs or capabilities. People with special needs abound everywhere, but to what extent has their needs been met? This leads the researcher to design with a purpose. Design research is a process employed by designers to solve design problems by seeking to understand human needs, which can be achieved when the researcher takes time to observe and participate in human activities. Researching with outliers and people with special needs is crucial for effective and useful functionality because collaborating with such stake holders gives meaning to inclusive design. Interdisciplinary collaboration and participatory design is crucial to the design process especially in the built environments, and therefore the design process should be seen as an avenue for interdisciplinary learning and inclusion. This invariably brings knowledge of each discipline, group and stakeholder represented to the table. This allows for knowledge sharing leading to the adoption of patterns in a unified manner that draws from the collaborative design process in interdisciplinary teams and collaborative groups.
Design Management Journal (Former Series), 1997
The themes of this tutorial are: practice, creativity, reflection, worth, experience, balance, integration, and generosity (worth-focused BIG design). The tutorial combines and integrates high level perspectives on design (creative, engineering, innovative worth focus, usage and contexts foci). These themes are addressed via short lectures and extensive group exercises across the day. By attending this tutorial, you will gain knowledge of disciplinary differences between creative, technical and human perspectives on interactive software (in particular, understand the roles of reflection in creative practices) strategies for applying and integrating diverse perspectives within a dynamic development process (in particular, creative and worth-focused perspectives) By attending this tutorial, you will also become able to: relate research on creative and technological opportunities to research on human usage and innovation contexts for a given context, motivate, choose, adapt, configure, complete, combine, apply and adapt different approaches in order to systematically balance and evaluate design choices for interactive systems dynamically plan a balanced and integrated Lean Interaction Design process
2008
Abstract The design, development, and deployment of interactive systems can substantively impact individuals, society, and the natural environment, now and potentially well into the future. Yet, a scarcity of methods exists to support long-term, emergent, systemic thinking in interactive design practice. Toward addressing this gap, we propose four envisioning criteria---stakeholders, time, values, and pervasiveness--distilled from prior work in urban planning, design noir, and Value Sensitive Design.
Proceedings of the conference on Designing interactive systems processes, practices, methods, & techniques - DIS '95, 1995
Today's design environments are highly constrained and projects are often worked on by designers from different domains. This paper describes a framework, based on the work of Rasmussen (1990). for examining these design processes in terms of design movements through levels of constraint and across design domains. The different design domains are defined by different disciplines. This framework was developed to assist in the analysis of a field study of the design of a nuclear power plant control room. Tbe general structure of the framework is explained and then is used in five design scenarios to demonstrate its utility.
Design, 1997
Connectivity 2.2 Communication and Processing Costs 2.3 Imaging 24 2.4 Sound Processing 24 2.5 Miniaturization of Transducers 24 26 Technologies in Need of Stimulation 24 2.7 Technologies that can but may not happen 24 3 New Design Principles 3.0 The Role of Stakeholders/Users in Design 3.1 The Axiomaticity of Meaning 3.2 The Centrality of Human Interfaces 3.3 Multi-sensory Involvement 3.4 The Need for Variability to Match Diversity 3.5 Cooperation and Multi-disciplinarity 36 The Heterarchy of Complexity 3.7 Design Discourse 3.8 Second-order Understanding 3.9 The Delegation of Design 31 4 Designing Design Education 4.0 Preface 4.1 Educational Structures 34 4.2 Interdisciplinary Design 34 43 Human-Centered Attitude 35 4.4 Reflection on Practice / Building a Design Literature 33 4.5 Design Education Tomorrow 36 4.6 Early and Late Learning of Design 36 4.7 Summary 36 3 4 5 Key Research Issues 50 Preface 39 5.1 A Research Paradigm for Design 5.2 A Second-order Science of the Artificial 5.3 A Semantics for Interfacing with Artifacts 5.4 M ulti-disciplina rity 55 Information 5.6 Coordination Theory 5.7 Evaluative Techniques for Design 5.8 Federal Support for Research in the Design of Human-centered Systems 6 Reports From Working Groups 6.0 Overview 6.1 Information Design 6.2 Design Methodology and Techniques 6.3 Desigh Education 6.4 Design in the Future 6.5 Collaborative Design of Collaboration 7 Selected Workshop Papers 7.0 List 7.1 New Design Principles 7.2 Design Education 101 7.3 Future of Designing 131 7.4 New Design Tools 149 Appendices A. List Of Workshop Participants 175 B. Funding Options. An Example from NSF 180 C. Design and Management of Information Networked Technologies. An Example from NCSU 182 D. A Visualization Research and Outreach Program. An Example from NCSU 184 0.0 Acknowledgements This report 'IS an effort by the steering committee, editors, advisors and participants, to discuss the role and responsibility of designers in the Information Age, and to stimulate new ideas, dialogue and research. Special thanks are due to the National Science Foundation, which provided funding and the opportunity to bring many outstanding thinkers and practitioners together, and especially to Gary W. Strong, Program Director of Interactive Systems at the National Science Foundation for his contextual and intellectual support as well as excellent participation in the workshop.
Working Papers in Art and Design, 2006
Design-artefacts are not interpreted in isolation but in various contexts and as part of various modes of activities. This paper aims to provide a broad methodological framework emphasizing careful combinations of artefact, context and mode of activity to create powerful design impulses in interdisciplinary it-design research teams. Critical evaluation of examples from the project PalCom: A new perspective on ambient computing serve to illustrate the effects and dynamics as well as challenges generated through such careful interventions. We focus on interdisciplinary and participatory design in the domain of hand surgery rehabilitation, which is used to inform and challenge the overall design of an open software architecture for 'palpable computing' within the PalCom project. Four typical design artefacts -'Native' artefacts, Fieldcards, Mock-ups and Prototypes -and their use in different contexts as part of different modes of activities are discussed to draw out the design impulses they provided for the ongoing design work in the project. The paper concludes by discussing the possibilities and difficulties of providing constructive design impulses by carefully manipulating combinations of artefacts, contexts and modes of activities.
Proceedings of the conference on Designing interactive systems processes, practices, methods, and techniques - DIS '97, 1997
Designers of interactive systems often work in environments that am continuously changing. External, uncontrollable change is rapidly becoming a daily impedim~t in many designers' lives. In this age of rapid technologml progression and heightened competition, systems designers must be able to prepare for, cope with, and even pdbrm better because of inevitable change. 13ecauM the nature of user interbce design is to make complicated technology usable, user intedltce designers tve especially afkcted by design changes.
Sense Making has become the strategic fuel for meaningful Change Making in organizations today. 1 When designers enter into and facilitate large interdisciplinary teams it changes the role of the designer from being characterised by aesthetic professionalism to thinking strategically and facilitating processes in a methodical and systematic manner. The user centred framing of designers, their imaginative capabilities and their expressive skills enable them to span complex boundaries within and across multidisciplinary teams. The aim of the present paper is to outline that designer's methods and visual skills can be the link between mental models and languages that occur in interdisciplinary teams. The designer's methods such as visualization and prototyping as well as their Sensemaking methods 2 can strengthen a team's chance to imagine future scenarios and their implications. It provides a common ground for discussing and reflecting on choices made. The article describes two different cases in which the visual methods of designers made Sensemaking possible in the organisation. The methods used are elements within the design process: visual sensemaking, user observations, interviews, sketching, idea generation, conceptualizing, prototyping, visual representation and evaluation.
Lecture Notes in Computer Science, 2008
arXiv preprint arXiv:1211.5577, 2012
2009
In keeping with the conference theme of rigour and the authors' interest in sustainability and interaction design, we describe the confluence of design-oriented notions of interaction design and HCI-oriented notions of interaction design in terms of understanding the present and making choices about possible futures.
interactions, 2010
1995
Cognitive artefacts (CA's) are acknowledged as important for individual cognition , but their function in group work has been largely neglected. Because information is represented symbolically in the CA, there are several possible problem representations. How a representation encodes this information may influence its cognitive processing -this is as important at the group level analysis as it is at the individual.
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