19 Broadening the Boundaries of Communication Design
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Communication of Design Quarterly
Volume 1 Issue 2 January 2013 Communication of Design Quarterly Published by the Association for Computing Machinery Special Interest Group for Design of Communication ISSN: 2166-1642 Contents....................................................................................................................................................................................1 Editorial.....................................................................................................................................................................................3 Notes from the Chair............................................................................................................................................................5 SIGDOC 2013 conference...................................................................................................................................................7 Uncovering Analogness and Digitalness in Interactive Media.............................................................................8 Development Framework Components as Commonplaces..............................................................................37 I See You’re Talking #HPV: Communication Pattersn in the #HPV Stream on Twitter...............................50 Communication Design Quarterly ACM SIGDOC (Special Interest Group Design of Communication) seeks to be the premier information source for industry, management, and academia in the multidisciplinary field of the design and communication of information. It contains a -
Clarisse Sieckenius De Souza Academic Degrees Positions
Clarisse de Souza’s Short CV (as of December 2014) Clarisse Sieckenius de Souza Born 23.09.57 in Bento Gonçalves, State of Rio Grande do Sul, Brazil Academic degrees PhD, Applied Linguistics – Computational Linguistics, PUC‐Rio, 1988. MA, Portuguese Language, PUC‐Rio, 1982. BA, Written, Consecutive and Simultaneous Translation (Portuguese, English, French), PUC‐Rio, 1979. Positions 1982-1988 Head of Natural Language Database Querying Systems Design Group at EMBRATEL (Brazilian Telecommunications Company) 1987-1988 Visiting Professor at the Department of Informatics, PUC-Rio 1988-2006 Assistant/Associate Professor at the Department of Informatics, PUC-Rio 1989 Visiting Researcher at Philips Research Labs, Surrey UK (2 months) – with Donia Scott Visiting Scholar at CSLI (Center for the Study of Language and Information), Stanford 1991-1992 University (6 months) – with Terry Winograd Visiting Researcher (for short Winter visits, 1-2 months) at the Computer Science 1998…2001 Department, University of Waterloo (Canada), as part of collaboration with Tom Carey Visiting Professor at the Information Systems Department, University of Maryland Baltimore County (4 months) – with Jenny Preece 2002 Full Professor at the Department of Informatics, PUC-Rio. 2006-to date Research areas Human‐computer interaction. Semiotics and HCI. HCI theories. End User Development. Computer‐Mediated Communication. Cultural Dimensions in HCI. Awards and Distinctions 2010: ACM SIGDOC Rigo Award, “for extraordinary contributions to the field of communication design”. (http://sigdoc.acm.org/awards/rigo‐award/) 2013: Inducted to ACM SIGCHI CHI Academy. (http://www.sigchi.org/about/awards/2013‐ sigchi‐awards‐1) 2014: IFIP TC13 Pioneer in Human‐Computer Interaction (award to be handed over at INTERACT 2015 in Bamberg, September 2015 http://interact2015.org/) PhD supervising Currently principal supervisor of 4 PhD projects and co-supervisor of 2 PhD projects. -
User Psychology of Emotional User Experience JYVÄSKYLÄ STUDIES in COMPUTING 213
JYVÄSKYLÄ STUDIES IN COMPUTING 213 Jussi P. P. Jokinen User Psychology of Emotional User Experience JYVÄSKYLÄ STUDIES IN COMPUTING 213 Jussi P. P. Jokinen User Psychology of Emotional User Experience Esitetään Jyväskylän yliopiston informaatioteknologian tiedekunnan suostumuksella julkisesti tarkastettavaksi yliopiston Agora-rakennuksen auditoriossa 2 kesäkuun 6. päivänä 2015 kello 12. Academic dissertation to be publicly discussed, by permission of the Faculty of Information Technology of the University of Jyväskylä, in building Agora, auditorium 2, on June 6, 2015 at 12 o’clock noon. UNIVERSITY OF JYVÄSKYLÄ JYVÄSKYLÄ 2015 User Psychology of Emotional User Experience JYVÄSKYLÄ STUDIES IN COMPUTING 213 Jussi P. P. Jokinen User Psychology of Emotional User Experience UNIVERSITY OF JYVÄSKYLÄ JYVÄSKYLÄ 2015 Editors Marja-Leena Rantalainen Department of Mathematical Information Technology, University of Jyväskylä Pekka Olsbo, Ville Korkiakangas Publishing Unit, University Library of Jyväskylä Cover picture: CC-BY-SA by Jussi Jokinen from following images: Coghead: CC-0 Cellphone icon: CC-BY-SA WZ Computer icon: CC-BY-SA Carlosdevivo URN:ISBN:978-951-39-6225-8 ISBN 978-951-39-6225-8 (PDF) ISBN 978-951-39-6224-1 (nid.) ISSN 1456-5390 Copyright © 2015, by University of Jyväskylä Jyväskylä University Printing House, Jyväskylä 2015 “For all men begin, as we said, by wondering that things are as they are, as they do about self-moving marionettes, or about the solstices or the incommensura- bility of the diagonal of a square with the side; for it seems wonderful to all who have not yet seen the reason, that there is a thing which cannot be meas- ured even by the smallest unit.” (Aristotle, Metaphysics, 983a15) ABSTRACT Jokinen, Jussi P. -
Annual Report
ANNUAL REPORT 2019FISCAL YEAR ACM, the Association for Computing Machinery, is an international scientific and educational organization dedicated to advancing the arts, sciences, and applications of information technology. Letter from the President It’s been quite an eventful year and challenges posed by evolving technology. for ACM. While this annual Education has always been at the foundation of exercise allows us a moment ACM, as reflected in two recent curriculum efforts. First, “ACM’s mission to celebrate some of the many the ACM Task Force on Data Science issued “Comput- hinges on successes and achievements ing Competencies for Undergraduate Data Science Cur- creating a the Association has realized ricula.” The guidelines lay out the computing-specific over the past year, it is also an competencies that should be included when other community that opportunity to focus on new academic departments offer programs in data science encompasses and innovative ways to ensure at the undergraduate level. Second, building on the all who work in ACM remains a vibrant global success of our recent guidelines for 4-year cybersecu- the computing resource for the computing community. rity curricula, the ACM Committee for Computing Edu- ACM’s mission hinges on creating a community cation in Community Colleges created a related cur- and technology that encompasses all who work in the computing and riculum targeted at two-year programs, “Cybersecurity arena” technology arena. This year, ACM established a new Di- Curricular Guidance for Associate-Degree Programs.” versity and Inclusion Council to identify ways to create The following pages offer a sampling of the many environments that are welcoming to new perspectives ACM events and accomplishments that occurred over and will attract an even broader membership from the past fiscal year, none of which would have been around the world. -
Membership Application and Order Form
membership application and order form INSTRUCTIONS Name Please print clearly Member Number Carefully complete this application and Mailing Address return with payment by mail or fax to ACM. You must be an ACM member to City/State/Province Postal Code/Zip add the Digtal Library or ACM Books. Country q Please do not release my postal address to third parties Area Code & Daytime Phone CONTACT ACM Email Address q Yes, please send me ACM Announcements via email q No, please do not send me ACM Announcements via email phone: 1-800-342-6626 (US & Canada) +1-212-626-0500 (Global) MEMBERSHIP TYPES AND ADD-ONS Check the appropriate box(es) hours: 8:30AM - 4:30PM (US EST) q ACM Professional Membership: $99 USD fax: +1-212-944-1318 q ACM Professional Membership plus ACM Digital Library: $198 USD email: [email protected] MEMBERSHIP ADD-ONS: mail: ACM, Member Services q ACM Digital Library: $99 USD General Post Offi ce P.O. Box 30777 q ACM Books Subscription: $29 USD New York, NY 10087-0777 q Additional print publications and/or Special Interest Groups USA PUBLICATIONS Check the appropriate box and calculate amount due on reverse. PLEASE CHECK ONE For immediate processing, FAX this application to +1-212-944-1318. Issues per year Code Member Rate Air Rate * • ACM Inroads 4 178 $64 q $69 q WHAT’S NEW • Communications of the ACM 12 101 $75 q $69 q • Computing Reviews 12 104 $89 q $46 q ACM Learning Webinars keep you at the • Computing Surveys 4 103 $66 q $39 q cutting edge of the latest technical and • interactions (included in SIGCHI membership) 6 123 $84 q $42 q • Int’l Journal on Very Large Databases 6 148 $113 q $37 q technological developments. -
Usability and User Experience: Measurement Model
Master Thesis Software Engineering Thesis no: MSE-2011:78 Month Year Usability and user experience: measurement model Eriks Klotins School of Computing Blekinge Institute of Technology SE-371 79 Karlskrona 1 Sweden This thesis is submitted to the School of Engineering at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science in Software Engineering. The thesis is equivalent to XXX weeks of full time studies. Contact Information: Eriks Klotins Address: 123-46 Lubanas St. LV-1021, Riga, Latvia E-mail: [email protected] University advisor: Dr. Tony Gorschek Department of Systems and Software Engineering School of Computing Internet : Blekinge Institute of www.bth.se/com Technology Phone : +46 455 38 50 00 2 SE -371 79 Karlskrona Fax : +46 455 38 50 57 Sweden Abstract Software quality is one of success factors in software development. Usability and user experience (U&UX) as a part of software quality is becoming more and more important. Although, there has been successful attempts to formalize specific parts of U&UX there is still a need for a systematic framework of U&UX evaluation. This thesis is aimed to study the state of the art in U&UX evaluation in order to develop a single framework that comprises existing knowledge on the topic. Furthermore, the U&UX evaluation framework is aimed to support product development in industry and provide a versatile guide for U&UX practitioners. The study is based on reference based systematic review. The literature review covers both scientific publications and industrial grade papers. -
Mapping the Range of User Roles in Open Development Games Projects
Not just users: Mapping the range of user roles in open development games projects Luke Thominet Florida International University Miami, FL, USA [email protected] ABSTRACT love what you’re doing, and they’re not playing a lot, Open video game development systems provide a useful model but they might be writing fanfction, they might be for designing an engaging user experience (UX) research project. drawing, they might be doing other things, and they’re While UX research has typically framed people simultaneously as not actually just a hardcore player. [19] research subjects and users of a technology, some work has also At the 2015 Game Developers Conference, a panel of experienced problematized each of these categorizations. For instance, UX prac- developers discussed their experiences with open development titioners have questioned the framing of people as generic users, projects. In the quote above, Jamie Cheng described how partici- and participatory design has repositioned participants as co-owners pants in these projects were doing a lot more than just playing the of the results of research. This article ofers a complimentary per- game. This paper expands on this observation to review the broad spective by applying the concept of user roles to the activity of range of roles that user-participants adopt in open development participation in open development. Open development, which is the systems. prolonged process where incomplete games are publicly released Broadly speaking, open development is publicly distributing an and iterated on based on player feedback, is fundamentally a UX incomplete game, sharing information about the game develop- research process. -
ACM JOURNALS S.No. TITLE PUBLICATION RANGE :STARTS PUBLICATION RANGE: LATEST URL 1. ACM Computing Surveys Volume 1 Issue 1
ACM JOURNALS S.No. TITLE PUBLICATION RANGE :STARTS PUBLICATION RANGE: LATEST URL 1. ACM Computing Surveys Volume 1 Issue 1 (March 1969) Volume 49 Issue 3 (October 2016) http://dl.acm.org/citation.cfm?id=J204 Volume 24 Issue 1 (Feb. 1, 2. ACM Journal of Computer Documentation Volume 26 Issue 4 (November 2002) http://dl.acm.org/citation.cfm?id=J24 2000) ACM Journal on Emerging Technologies in 3. Volume 1 Issue 1 (April 2005) Volume 13 Issue 2 (October 2016) http://dl.acm.org/citation.cfm?id=J967 Computing Systems 4. Journal of Data and Information Quality Volume 1 Issue 1 (June 2009) Volume 8 Issue 1 (October 2016) http://dl.acm.org/citation.cfm?id=J1191 Journal on Educational Resources in Volume 1 Issue 1es (March 5. Volume 16 Issue 2 (March 2016) http://dl.acm.org/citation.cfm?id=J814 Computing 2001) 6. Journal of Experimental Algorithmics Volume 1 (1996) Volume 21 (2016) http://dl.acm.org/citation.cfm?id=J430 7. Journal of the ACM Volume 1 Issue 1 (Jan. 1954) Volume 63 Issue 4 (October 2016) http://dl.acm.org/citation.cfm?id=J401 8. Journal on Computing and Cultural Heritage Volume 1 Issue 1 (June 2008) Volume 9 Issue 3 (October 2016) http://dl.acm.org/citation.cfm?id=J1157 ACM Letters on Programming Languages Volume 2 Issue 1-4 9. Volume 1 Issue 1 (March 1992) http://dl.acm.org/citation.cfm?id=J513 and Systems (March–Dec. 1993) 10. ACM Transactions on Accessible Computing Volume 1 Issue 1 (May 2008) Volume 9 Issue 1 (October 2016) http://dl.acm.org/citation.cfm?id=J1156 11. -
Foundations of User Experience (UX)
Foundations of User Experience PEIMS Code: N1302809 Abbreviation: FOUNDUX Grade Level(s): 10-12 Award of Credit: 1.0 Approved Innovative Course • Districts must have local board approval to implement innovative courses. • In accordance with Texas Administrative Code (TAC) §74.27, school districts must provide instruction in all essential knowledge and skills identified in this innovative course. • Innovative courses may only satisfy elective credit toward graduation requirements. • Please refer to TAC §74.13 for guidance on endorsements. Course Description: In Foundations of User Experience (UX), students will analyze and assess current trends in a fast-growing career field that creates meaningful, approachable, and compelling experiences for users of an array of products, services, and or initiatives of companies, governments, and organizations. Students will gain knowledge of introductory observation and research skills; basic design thinking and applied empathy methodologies; collaborative problem-solving and ideation; and interaction design and solution development (includes digital tools). The knowledge and skills acquired enable students to identify real-world problems through research and data-driven investigation to design solutions while participating in collaborative problem- solving. Students will be introduced to agile practices and methodologies to develop skills to take the solutions from conceptual sketch to digital designs using professional software tools. Students will explore how to improve the quality of user interactions and perceptions of products, experiences, and any related services. Essential Knowledge and Skills: (a) General Requirements. This course is recommended for students in grade 10-12. Recommended prerequisites: Digital Media or Principles of Information Technology. Students shall be awarded one credit for successful completion of this course. -
Communication Design Quarterly
Volume 3 Issue 1 November 2014 Communication Design Quarterly Published by the Association for ComputingVolume Machinery 1 Issue 1 Special Interest Group for Design of CommunicationJanuary 2012 ISSN: 2166-1642 Editorial .................................................................................................................................................................... 3 Notes from the Chair .............................................................................................................................................4 Column: Data Visualization .................................................................................................................................. 7 Rhetorical Functions of Hashtag Forms Across Social Media Applications .............................................. 12 Porn Architecture: User Tagging and Filtering in Two Online Pornography Communities ................... 17 Designing Globally, Working Locally: Using Personas to Develop Online Communication Products for International Users ......................................................................................................................24 Book review: The Digital Rights Movement: The Role of Technology in Subverting Digital Copyright ...................................................................................................................................................47 Book review: Signs and wonders: Religious rhetoric and the preservation of sign language ............................................................................................................................50 -
The Basics of User Experience Design
The Basics of User Experience Design BY INTERACTION DESIGN FOUNDATION The Basics of User Experience (UX) Design by the Interaction Design Foundation Preface Preface If you're looking to gain an introduction into the world of user experience (UX) design—or maybe even freshen up your knowledge of the field—then this UX design book is the ideal place to start. The sheer number of topics covered in UX design is mind-boggling: there’s interaction design (the psychology of motion and feedback), design thinking (an iterative, empathy-based problem-solving process), and usability (how easily a product can be used), just to name a few. That’s what makes the field so fascinating to so many people. Whether you are a business manager working on a new product, or an aspiring designer wanting to learn about user-centered design, the field of UX design has something to teach you. On top of that, UX design is a booming industry worldwide. Job opportunities are increasing for UX designers like never before—an estimated 13% increase from 2010 to 2020. UX designer pays are also moving up, upwards of $110k in cities such as San Francisco and New York. That’s why we, at the Interaction Design Foundation, put together this ebook. In nine highly readable chapters, we’ll cover a wide range of topics that everyone starting out in UX design should know. Each chapter acts as a mini crash course, introducing key concepts, best practices, and guidelines. At the end of each chapter, we’ll summarize the key learning points in a section called “The Take Away”. -
Using Participatory Design to Develop a Social Robot to Measure Teen Stress
Designing for engagement: Using participatory design to develop a social robot to measure teen stress Emma J. Rose Elin A. Björling University of Washington Tacoma University of Washington Tacoma, WA Sea!lee, WA USA USA [email protected] [email protected] ABSTRACT technologies [51, 75, 81], researchers and designers need to consider how to design for engagement between people and While scholars in technical communication have examined on things [5]. As such, the methods, tools and approaches of UX theoretical concerns of post humanism, less work has focused on researchers and professionals need to take into account a wider designing for engaging experiences between humans and non- variety of factors and actors to attend to in the design process human agents like robots. In this research article, we present [61]. findings from a project investigating the possibility of designing Although the SIGDOC community has focused on designing a social robot to help measure teen stress. To explore design communication across a variety of domains, little work has possibilities, we conducted a series of participatory design specifically ventured into how to design interactions with social sessions with teens to envision the design of a social robot to robots. Studying how to design the interactions between humans measures stress. The findings from the study include how teens and robots is seen as qualitatively different from the field of react to existing robots, how teens conceptualize robots that human-computer interaction and therefore has spawned the sub might live in their schools through storyboarding and group field of human-robot interaction [26]. Scholars in technical discussion, and reactions to an emerging design of a low fidelity communication have considered the impact of theoretical robot.