Toward Unified Models in User-Centered and Object-Oriented
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From Contextual Design to the Co-Realisation of Work Affording
The Benefits of a Long Engagement: From Contextual Design to The Co-realisation of Work Affording Artefacts Mark Hartswood, Rob Procter, Mark Rouncefield Roger Slack, James Soutter, Alex Voß Department of Computing Division of Informatics University of Lancaster University of Edinburgh Lancaster, LA1 4YR 2 Buccleuch Place, Edinburgh [email protected] mjh|rnp|rslack|jsoutter|[email protected] ABSTRACT teams. It is also a set of practices that help people engage in This paper critically examines the contextual design creative and productive design thinking with customer data methodology advanced by Holtzblatt and Beyer. We argue and it helps them co-operate and design together.” that contextual design provides ‘thin description’ compared (Holtzblatt quoted in [6], p. 313). She lists the steps of with the ‘thick description’ of ethnomethodologically contextual design as follows: contextual inquiry – talking to informed ethnographies and that this impoverishes its people as they do their work; interpretation and modelling claims to perspicuous description. As a way of addressing with cross-functional teams; consolidation of information the limitations of contextual design, we propose co- gained through previous steps; visioning about work realisation, a methodology that requires a long engagement: practices and the development of storyboards; user i.e. a longitudinal commitment from designers to building a environment design – using storyboards to develop ‘a shared practice with users. The paper concludes with two software floor plan (that drives) the user interface design’. case studies of doing co-realisation. From Holtzblatt’s comments, it would appear that Keywords contextual design developed out of a concern with usability Contextual design, co-realisation, ethnography and the work of participatory designers such as Kyng and Ehn. -
Discover Materials Infographic Challenge
Website: www.discovermaterials.uk Twitter: @DiscovMaterials Instagram: @discovermaterials Email: [email protected] Discover Materials Infographic Challenge The Challenge: We would like you to produce an infographic that highlights and explores a material that has been important to you during the pandemic. We will be awarding prizes for the top two infographics based upon the following criteria: visual appeal content (facts/depth/breadth) range of sources Entries must be submitted to: [email protected] by 9pm (BST) on Sunday 2nd August and submitted as a picture file. Please include your name, as the author of the infographic, within the image. In submitting the infographic to be judged, you are agreeing that the graphic can be shared by Discover Materials more widely. Introduction: An infographic provides us with a short, interesting and timely manner to communicate a complex idea with the wider public. An important aspect of using an infographic is that our target is to make something with high shareability and this can be achieved by telling a good story with a design that conveys data in a manner that is easily interpreted, as highlighted in Figure 1. In this challenge we want you to consider a material that has been important in the pandemic. There are a huge range of materials that have been vitally important to us all during these chaotic and challenging times. We could imagine materials that have been important in personal protection & healthcare, materials that Figure 1: The overlapping aspects of a good infographic enable our new forms of engagement and https://www.flickr.com/photos/dashburst/8448339735 communication in the digital world, or the ‘day- to-day’ materials that we rely upon and without which we would find modern life incredibly difficult. -
Implementing Contextual Design for the Aging Designing Technologies for and with Older Adults
IMPLEMENTING CONTEXTUAL DESIGN FOR THE AGING DESIGNING TECHNOLOGIES FOR AND WITH OLDER ADULTS Grace Cha / Sidney Brinson / Jessica Lee / Claudia B. Rebola Georgia Institute of Technology [email protected] / [email protected] / [email protected] / [email protected] 1. INTRODUCTION The average life expectancy in the United States has increased significantly. Between 1900 and 2003, life expectancy has increased by 30 years (Quadagno, 2013), impacting the need for older adult products and services. Within Asia, North America, and Europe, the population of people over age 65 in 2009 ranged from 6%-16%. By 2030, these percentages are predicted to range from 17%-29%. As the older adult population increases, there is a need to design products that can aid older adults in the aging process. Incorporating technologies in product design can bring promising opportunities to better assist older adults. However, designing technologies easily adopted by older adults can be challenging. Traditional design approaches may not be sufficient for designing technologies considering the decline of physical, perceptual, and cognitive abilities that humans experience with age (Fisk et al., 2009). Contextual Design is an effective method for designing implementable technology for and with older adults because it employs a variety of research methods that enable the designer with an understanding of the user in his or her context. This paper presents the structure and steps of the Contextual Design process and its application with a case study, KeepSeek, an interactive shelving system designed to bolster social connectedness for older adults. 2. BACKGROUND Universal design is the design of accessible products and environments to be usable by all people, including older adults, to the greatest extent possible without the need for adaptation or specialized design. -
A Glossary of User-Centered Design Strategies for Implemen- Tation Experts
TBM ORIGINAL RESEARCH A glossary of user-centered design strategies for implemen- Downloaded from https://academic.oup.com/tbm/advance-article-abstract/doi/10.1093/tbm/iby119/5232646 by guest on 07 December 2018 tation experts Alex R. Dopp,1, Kathryn E. Parisi,1 Sean A. Munson,2 Aaron R. Lyon3 1Department of Psychological Abstract Science, University of Arkansas, User-centered design (UCD), a discipline that seeks to ground Implications Fayetteville, AR 72701, USA the design of an innovation in information about the people 2 Practice: Use of shared language around user-cen- Department of Human Centered who will ultimately use that innovation, has great potential tered design (as presented in this glossary) can Design and Engineering, University of Washington, Seattle, WA to improve the translation of evidence-based practices from maximize the usefulness of interdisciplinary 98195, USA behavioral medicine research for implementation in health care efforts to promote the implementation of evi- 3Department of Psychiatry and settings. UCD is a diverse, innovative field that remains highly dence-based practices through improved design. Behavioral Sciences, University of variable in terms of language and approaches. Ultimately, we Washington School of Medicine, produced a glossary of UCD-related strategies specifically for Seattle, WA 98195, USA experts in implementation research and practice, with the goal Policy: Policymakers who wish to promote a of promoting interdisciplinary collaboration in implementation user-centered culture in health services should efforts. We conducted a focused literature review to identify consider the value of tools like this glossary in key concepts and specific strategies of UCD to translate into developing shared language and interdisciplinary the implementation field. -
Interaction Design Studio - 711 Instructor: Patrick Thornton Email: [email protected] Thursday 6-8:45 Pm Location: Pac 1815 - Clarice Smith Performing Arts Center
Interaction Design Studio - 711 Instructor: Patrick Thornton Email: [email protected] Thursday 6-8:45 pm Location: Pac 1815 - Clarice Smith Performing Arts Center Course Description Interaction design is the process of defining products and the broad services built around them. When interacting with systems, people build expectations and mental models of how things work. They learn what they can and cannot achieve. This course is about how to design for interactions that will resonate with your audiences: How the features and functions of a product get translated into something people find usable, useful, and desirable. Through a series of lectures, discussions, in-class design practice, and projects, students will explore the role of interaction designers. Students will learn how to prototype interactive products, systems, and services, and how to defend their work through the cycle of brainstorming and shared critique. This is a studio class, focusing on production processes that are required to develop public-facing work. The studio is important both as a working space and a space for collaborative reflection. Studio practice also describes a working method. As such, the INST711 classroom will focus on two activities: ● Externalization: You will put your ideas and conceptualizations into tangible materials. ● Critique: You will both give and receive constructive feedback on your own work and the work of other students in class. Student Learning Outcomes On the successful completion of this course, students will be able to: ● Explain basic concepts, techniques, and knowledge of interaction design. ● Critically discuss common methods in the interaction design process ● Use visual thinking and communication techniques to develop design concepts ● Build prototypes at varying levels of fidelity and can evaluate them using appropriate methods ● Develop critiquing skills to analyze interaction design artifacts and concept design. -
User Interaction Design for Secure Systems
User Interaction Design for Secure Systems Ka-Ping Yee Report No. UCB/CSD-02-1184 May 2002 Computer Science Division (EECS) University of California Berkeley, California 94720 Supported by NSF award #EIA-0122599 ITR/SI: Societal Scale Information Systems: Technologies, Design and Applications User Interaction Design for Secure Systems Ka-Ping Yee [email protected] Computer Science Department University of California, Berkeley Abstract Perhaps the most spectacular class of recent security problems is the e-mail virus, which is a good real-life The security of any computer system that is configured example of a security violation in the absence of software and operated by human beings critically depends on the errors. At no point in the propagation of the virus does information conveyed by the user interface, the decisions any application or system software do anything other of the computer users, and the interpretation of their than exactly what its programmers would expect: the e- actions. We establish some starting points for reasoning mail client correctly displays the message and correctly about security from a user-centred point of view, by decodes the attached virus program; the system correctly modelling a system in terms of actors and actions and executes the virus program. Rather, the problem has introducing the concept of the subjective actor-ability occurred because the expectations of the programmer state. We identify ten key principles for user interaction became inconsistent with what the user would want. design in secure systems and give case studies to Our purpose here is to present a way of thinking about illustrate and justify each principle, describing real-world this type of issue. -
A Contextual Design Example
Manuscript submission for 2005 Proceedings of AECT, Volume #1 Understanding and Representing Learning Activity to Support Design: A Contextual Design Example Mark Notess Digital Library Program Indiana University Music Library 1201 E. Third Street Bloomington, Indiana USA 47405-7006 +1.812.856.0494 [email protected] Understanding and Representing Learning Activity to Support Design: A Contextual Design Example Mark Notess Abstract Contextual Design is a well-defined method for gathering and representing user understanding within a coherent design process. This paper illustrates the value of Contextual Design to educational system design by describing a case study involving 14 contextual inquiry sessions that were carried out in and around the Indiana University music library, in support of designing technology for student learning. Findings are presented as diagrammatic work models, an affinity diagram, and a list of insights and design ideas. The utility of Contextual Design work modeling is assessed, and some limitations in its ability to represent learning are considered. Introduction Designing useful educational technologies requires us to understand the potential users of those technologies, the tasks the users bring with them, and the contexts of use. As we have developed our next-generation digital music library, Variations2 (Variations2, 2005), we have taken a valuable opportunity to gain this understanding by studying usage of its predecessor, the Variations system (Dunn & Mayer, 1999; Variations, 2005). This paper reports on the second in a sequence of contextual inquiry studies of digital music library use. Results from the first study have been partially reported (Notess, 2004a). A small subset of results from the present study were reported elsewhere (Notess, 2004b). -
Visual Literacy of Infographic Review in Dkv Students’ Works in Bina Nusantara University
VISUAL LITERACY OF INFOGRAPHIC REVIEW IN DKV STUDENTS’ WORKS IN BINA NUSANTARA UNIVERSITY Suprayitno School of Design New Media Department, Bina Nusantara University Jl. K. H. Syahdan, No. 9, Palmerah, Jakarta 11480, Indonesia [email protected] ABSTRACT This research aimed to provide theoretical benefits for students, practitioners of infographics as the enrichment, especially for Desain Komunikasi Visual (DKV - Visual Communication Design) courses and solve the occurring visual problems. Theories related to infographic problems were used to analyze the examples of the student's infographic work. Moreover, the qualitative method was used for data collection in the form of literature study, observation, and documentation. The results of this research show that in general the students are less precise in the selection and usage of visual literacy elements, and the hierarchy is not good. Thus, it reduces the clarity and effectiveness of the infographic function. This is the urgency of this study about how to formulate a pattern or formula in making a work that is not only good and beautiful but also is smart, creative, and informative. Keywords: visual literacy, infographic elements, Visual Communication Design, DKV INTRODUCTION Desain Komunikasi Visual (DKV - Visual Communication Design) is a term portrayal of the process of media in communicating an idea or delivery of information that can be read or seen. DKV is related to the use of signs, images, symbols, typography, illustrations, and color. Those are all related to the sense of sight. In here, the process of communication can be through the exploration of ideas with the addition of images in the form of photos, diagrams, illustrations, and colors. -
Contextual Design Theory Applied to Wearables That Facilitate Kangaroo Care by Interviewing Mothers of Hospitalized Infants
Proceedings of the 2018 Design of Medical Devices Conference DMD2018 April 9-12, 2018, Minneapolis, MN, USA DMD2018-6915 Downloaded from http://asmedigitalcollection.asme.org/BIOMED/proceedings-pdf/DMD2018/40789/V001T10A009/2788243/v001t10a009-dmd2018-6915.pdf by guest on 26 September 2021 CONTEXTUAL DESIGN THEORY APPLIED TO WEARABLES THAT FACILITATE KANGAROO CARE BY INTERVIEWING MOTHERS OF HOSPITALIZED INFANTS Abigail R. Clarke-Sather Kelly Cobb Department of Mechanical & Industrial Eng. Department of Fashion & Apparel Studies University of Minnesota Duluth University of Delaware Duluth, Minnesota, USA Newark, Delaware, USA Catherine Maloney Hannah Young Department of Mechanical & Industrial Eng. Department of Fashion & Apparel Studies University of Minnesota Duluth University of Delaware Duluth, Minnesota, USA Newark, Delaware, USA BACKGROUND KC is an early caregiver-infant behavior that improves When considering how to design medical devices infant motor, cognitive, and social-emotional development considering the needs of the patient and hospital staff may including for infants at risk. KC improves emotional seem sufficient. Hospitalized infants are patients who cannot regulation, alertness, and neurodevelopmental outcomes [1]. speak or advocate for their needs; the parents and the hospital KC provides a calm and soothing environment that reduces staff caring for infant patients have different roles that together stress, positions the infant to encourage motor and mental are integral to an infant’s recovery. Figure 1 shows how development, and allows infants to sleep more readily and mothers, nurses, and infants form a system of care to promote deeply [2], [3]. KC is shown to encourage breastfeeding infant patient healing. In particular caregiver behaviors such through increasing mothers’ milk production, rates of as kangaroo care (KC), are dependent upon the involvement of breastfeeding exclusivity, and breastfeeding duration [3]. -
Lmc 6313 Principles of Interaction Design
Principles of Interaction Design – LMC 6313 Syllabus Course Number: LMC 6313 Location: Skiles 346 Times: T/Th – 3:00p-3:50p F (lab) – 11:15a-2:00p Instructor: Dr. Anne Sullivan Instructor Email: [email protected] Office Hours: By Appointment (Mondays are the best bet) Office Location: TSRB 317C TA: Takeria Blunt TA Email: [email protected] Course Website: http://canvas.gatech.edu Course Description: What is interaction, what is design, where did these notions come from, and where are they going? Through the activities in this course, you will return to questions of what kind of designer you are and wish to be, what you believe in, and how that will extend to your research and practice. You will also develop your own critical take on the material in the class and sharpen your voice and arguments about your perspectives. Interaction design wasn’t invented from scratch as a singular, monolithic practice. It was born out of the intersection of a number of disciplines from within design and human-computer interaction, and also from art, media, architecture, politics, and philosophy, and beyond. There are many different definitions of what it is and where we fit into it, and no two people we meet in this class will likely have the same definition. And that’s the way it should be. Through my suggestions and yours, we will also turn to design questions in digital culture, film, tv, fiction, gaming, music, art and beyond as we together frame our understandings. As you read, The syllabus, dates, times, assignments, and details are subject to change by instructor notification through Canvas or email. -
Context: Physical and Psycho-Cultural: a Design for the Concert Hall in Sarajevo, Bosnia
Context: Physical and Psycho-cultural: A design for the concert hall in Sarajevo, Bosnia by Enno Fritsch Diplom Ingenieur University of Karlsruhe, 1996 Submitted to the Department of Architecture in partial fulfillment of the requirements for the degree of Master of Science in Architecture Studies at the Massachusetts Institute of Technology June 2001 @2001 Enno Fritsch. All Rights Reserved The author hereby grants to MIT permission to reproduce and to distribute publicly paper and electronic copies of this thesis document in whole or in part. Signature of Author: Department of Architecture May 24, 2001 Certified by: Michael Dennis Professor of Architecture ~~Thesis Supervso5,-i I7 Received by: Roy Strickland USSRARHERS USTRWE Principal Research Scientist in Architecture Chairman, Department Committee on Graduate Students LIBRARIES Readers Julian Beinart Professor of Architecture Ann Pendleton-Jullian Associate Professor of Architecture Context: Physical and Psycho-Cultural: A Design for the Concert Hall in Sarajevo, Bosnia by Enno Fritsch Submitted to the Department of Architecture on May 24, 2001 in partial fulfillment of the requirements for the degree of Master of Science in Architecture Studies ABSTRACT The thesis proposes a mode of designing that emphasizes the active role that the physical context, including its embedded cultural implications and poetic ideas, might play in the process of architectural design. A successful architec- tural project in that sense would not only be visually related to its context in a meaningful way, but its form giving conceptual framework would be part of an idea about the site and its relation to the context. Three different modes of architectural inquiry mutually inform each other. -
How Interaction Designers Use Tools to Manage Ideas Preprint
How Interaction Designers Use Tools to Manage Ideas NANNA INIE, Aarhus University PETER DALSGAARD, Aarhus University This paper presents a grounded theory-analysis based on a qualitative study of professional interaction designers (n=20) with a focus on how they use tools to manage design ideas. Idea management can be understood as a subcategory of the field Personal Information Management, which includes the activities around the capture, organization, retrieval, and use of information. Idea management pertains then to the management and use of ideas as part of creative activities. The paper identifies tool-supported idea management strategies and needs of professional interaction designers, and discusses the context and consequences of these strategies. Based on our analysis, we identify a conceptual framework of ten strategies which are supported by tools: saving, externalizing, advancing, exploring, archiving, clustering, extracting, browsing, verifying, and collaborating. Finally, we discuss how this framework can be used to characterize and analyze existing and novel idea management tools. CCS Concepts: • Human-centered computing~User studies KEYWORDS Idea management; design ideas; design process; design tools; ideation ACM Reference format: 1 INTRODUCTION The fields of HCI and interaction design are well-known for studying impacts of novel interfaces and tools, and perhaps less known for studying the impact of tools that are already used in professional practice (Smith et al. 2009; Pedersen at al. 2018; Dalsgaard 2017). In the words of Stolterman, this ofen leads to research outcomes that are difficult to apply in practice, because the research is based on an inadequate understanding of how design happens in professional setings (Stolterman 2008).