TL;DR: In this paper, the authors discuss the design thinking practice of world leading design and innovation firm IDEO, and the application of these principles to successful design education at prestigious d.school, the Institute of Design at Stanford University, and not least with the publication of Change by Design.
Abstract: Design thinking has become a central issue in contemporary design discourse and rhetoric, and for good reason. With the design thinking practice of world leading design and innovation firm IDEO, and with the application of these principles to successful design education at prestigious d. school, the Institute of Design at Stanford University, and not least with the publication of Change by Design, in which IDEO chief executive Tim Brown elaborates on the firm's ideas about design thinking, ...
TL;DR: The aim is to foster an academic culture of discursive knowledge construction of intermediate-level knowledge and of how it can be produced and assessed in design-oriented HCI research.
Abstract: Design-oriented research practices create opportunities for constructing knowledge that is more abstracted than particular instances, without aspiring to be at the scope of generalized theories. We propose an intermediate design knowledge form that we name strong concepts that has the following properties: is generative and carries a core design idea, cutting across particular use situations and even application domains; concerned with interactive behavior, not static appearance; is a design element and a part of an artifact and, at the same time, speaks of a use practice and behavior over time; and finally, resides on an abstraction level above particular instances. We present two strong concepts—social navigation and seamfulness—and discuss how they fulfil criteria we might have on knowledge, such as being contestable, defensible, and substantive. Our aim is to foster an academic culture of discursive knowledge construction of intermediate-level knowledge and of how it can be produced and assessed in design-oriented HCI research.
TL;DR: This discussion of InfoVis-specific interaction design considerations helps to identify a series of underexplored attributes of interaction that can lead to new, more “natural,” interaction techniques for InfoVis.
Abstract: The importance of interaction to Information Visualization (InfoVis) and, in particular, of the interplay between interactivity and cognition is widely recognized [12, 15, 32, 55, 70]. This interplay, combined with the demands from increasingly large and complex datasets, is driving the increased significance of interaction in InfoVis. In parallel, there have been rapid advances in many facets of interaction technologies. However, InfoVis interactions have yet to take full advantage of these new possibilities in interaction technologies, as they largely still employ the traditional desktop, mouse, and keyboard setup of WIMP (Windows, Icons, Menus, and a Pointer) interfaces. In this paper, we reflect more broadly about the role of more “natural” interactions for InfoVis and provide opportunities for future research. We discuss and relate general HCI interaction models to existing InfoVis interaction classifications by looking at interactions from a novel angle, taking into account the entire spectrum of interactions. Our discussion of InfoVis-specific interaction design considerations helps us identify a series of underexplored attributes of interaction that can lead to new, more “natural,” interaction techniques for InfoVis.
TL;DR: This paper examines Research Through Design as an orientation to so-called 'Third Wave' Human Computer Interaction (HCI) and proposes annotated portfolios as a viable means for communicating design thinking in HCI in a descriptive yet generative and inspirational fashion.
Abstract: This paper examines Research Through Design as an orientation to so-called 'Third Wave' Human Computer Interaction (HCI). A number of recent critical reflections are reviewed and the 'disciplinary anxieties', which this approach to HCI has aroused, are discussed. Drawing on Feyerabend's philosophical scepticism over methods and contributions to the Sociology of Science, it is suggested that design research might build its own 'limited rationality' rather than be brought in line with supposed norms for good research or criteria for rigour and relevance of unfamiliar provenance. To this end, a concept of 'annotated portfolio' is advanced, and detailed, as a means for capturing the family resemblances that exist in a collection of artefacts, simultaneously respecting the particularity of specific designs and engaging with broader concerns. The concept is demonstrated through annotating nine well-known pieces created by the Goldsmiths Interaction Research Studio. Treating this collection as an annotated portfolio highlights, formulates and collates interaction design issues in this work in a novel manner. On this basis, annotated portfolios are proposed as a viable means for communicating design thinking in HCI in a descriptive yet generative and inspirational fashion, without having recourse to standards of 'theory' which fit design practice uncomfortably.
TL;DR: The inspiration to create user descriptions includes character-driven narratives, and the film Thelma & Louise is analyzed in order to understand how the development process can also be an engaging story in various professional contexts.
Abstract: People relate to other people, not to simplified types or segments. This is the concept that underpins this book. Personas, a user centered design methodology covers topics from interaction design within IT, through to issues surrounding product design, communication, and marketing. Project developers need to understand how users approach their products from the products infancy, and regardless of what the product might be. Developers should be able to describe the user of the product via vivid depictions, as if they with their different attitudes, desires and habits were already using the product. In doing so they can more clearly formulate how to turn the product's potential into reality. With contributions from professionals from Australia, Brazil, Finland, Japan, Russia, and the UK presenting real-world examples of persona method, this book will provide readers with valuable insights into this exciting research area. The inspiration to create user descriptions includes character-driven narratives, and the film Thelma & Louise is analyzed in order to understand how the development process can also be an engaging story in various professional contexts. With a solid foundation in her own research at the IT University of Copenhagen and more than five years of experience in solving problems for businesses, Lene Nielsen is Denmarks leading expert in the persona method. She has a PhD in personas and scenarios, and through her research and practical experiences she has developed her own approach to the method 10 Steps to Personas. Personas User Focused Design presents a set-by-step methodology of personas which will be of interest to developers of IT, communications solutions and innovative products.
TL;DR: In this article, a case study that brings together stakeholders from the field of indoor climate, provides characteristics of design provocations and design guidelines for provotypes for participatory innovation, exposing and embodying tensions that surround a field of interest.
Abstract: Central to multi-stakeholder processes of participatory innovation is to generate knowledge about 'users' and to identify business opportunities accordingly. In these processes of collaborative analysis and synthesis, conflicting perceptions within and about a field of interest are likely to surface. Instead of the natural tendency to avoid these tensions, we demonstrate how tensions can be utilized by embodying them in provocative types (provotypes). Provotypes expose and embody tensions that surround a field of interest to support collaborative analysis and collaborative design explorations across stakeholders. In this paper we map how provotyping contributes to four related areas of contemporary Interaction Design practice. Through a case study that brings together stakeholders from the field of indoor climate, we provide characteristics of design provocations and design guidelines for provotypes for participatory innovation.
TL;DR: It is contended that the practices of DIY and appropriation that are evident in Steampunk design provide a useful set of design strategies and implications for HCI.
Abstract: In this paper we look at the Steampunk movement and consider is relevance as a design strategy for HCI and interaction design. Based on a study of online practices of Steampunk, we consider how, as a design fiction, Steampunk provides an explicit model for how to physically realize an ideological and imagined world through design practice. We contend that the practices of DIY and appropriation that are evident in Steampunk design provide a useful set of design strategies and implications for HCI.
TL;DR: Benefits include support of shared reflection and discussion in on-going projects, the development, refining, and reflection upon research questions, scaffolding longitudinal and cross-project studies, and the benefits derived from entering design materials and other kinds of artefacts into a tool may not be achieved until must later.
Abstract: Interaction design researchers doing research through design face not only the wicked problems in the practice of doing interaction design, but also the wicked problems that exist in the practice of doing research. In this paper we discuss the use of a tool developed for the specific purpose of documenting design projects and prompting reflection about design events as part of doing research through design. Based on cases lasting from nine to thirteen months we address specific benefits and challenges that we have encountered while employing the tool. Challenges concern roles and responsibilities, lack of routines, determining what to document, and finding the right level of detail. Benefits include support of shared reflection and discussion in on-going projects, the development, refining, and reflection upon research questions, scaffolding longitudinal and cross-project studies. Moreover, the benefits derived from entering design materials and other kinds of artefacts into a tool may not be achieved until must later, for instance when writing research publications.
TL;DR: This paper provides characteristics of design provocations and design guidelines for provotypes for participatory innovation, and maps how provotyping contributes to four related areas of contemporary Interaction Design practice.
Abstract: Central to multi-stakeholder processes of participatory innovation is to generate knowledge about ‘users’ and to identify business opportunities accordingly. In these processes of collaborative analysis and synthesis, conflicting perceptions within and about a field of interest are likely to surface. Instead of the natural tendency to avoid these tensions, we demonstrate how tensions can be utilized by embodying them in provocative types (provotypes). Provotypes expose and embody tensions that surround a field of interest to support collaborative analysis and collaborative design explorations across stakeholders. In this paper we map how provotyping contributes to four related areas of contemporary Interaction Design practice. Through a case study that brings together stakeholders from the field of indoor climate, we provide characteristics of design provocations and design guidelines for provotypes for participatory innovation.
TL;DR: It is concluded that the end goal of Scandinavian PD is not necessarily the final research prototype, but rather, in Scandinavian PD, designers strive to provide children with meaningful alternatives to existing technologies.
Abstract: Yarosh and colleagues voice a need to explicitly reveal values that drive our IDC research studies to avoid 'cargo cult science'. As Scandinavian Participatory Design (PD) approach is a highly values-led design approach, and is gaining importance in IDC research, we discuss the underlying values of democracy, quality of work and emancipation of this approach. We present a case study, Digital Natives, in which the Scandinavian PD approach was put into practice. Here we involved seven teenagers in the design of an interactive museum exhibition. We discuss how this particular approach effects key design activities such as the establishment of the design space, power relations among participants, the dialogical design process, project evaluation and the final outcome of the project. We conclude that the end goal of Scandinavian PD is not necessarily the final research prototype. Rather, in Scandinavian PD, designers strive to provide children with meaningful alternatives to existing technologies. It is to help children realize, that when it comes to the design of future technologies, they actually have a choice.
TL;DR: A novel system of interaction to support deafblind people's communication and therefore enhance their independence is introduced and a hardware prototype is presented, created in a participatory design process, which enables the deaf-blind user to compose messages via fabric pressure sensors placed on the palm of the glove to be transmitted as an SMS to the receiver's handheld.
Abstract: Marginalized communities like deaf-blind people are excluded from several forms of communication. This paper introduces a novel system of interaction to support deafblind people's communication and therefore enhance their independence. We introduce the Mobile Lorm Glove: a mobile communication and translation device for the deafblind. The glove translates the hand-touch alphabet Lorm, a common form of communication used by people with both hearing and sight impairment, into text and vice versa. We will present a hardware prototype, created in a participatory design process, which enables the deaf-blind user to compose messages via fabric pressure sensors placed on the palm of the glove to be transmitted as an SMS to the receiver's handheld. Initiated by small vibrating motors located on the back of the glove, tactile feedback patterns allow the wearer to perceive incoming messages. We discuss related work, prototype design and interaction design and application scenarios. We conclude with an outlook into further research.
TL;DR: Design opportunities for novel products and systems that support the creation of more cherishable digital objects are identified by extrapolating the advantages of the physical to the digital, exploiting the reasons for cherishing digital objects, and aiming for meaningful integrations of physical and digital.
Abstract: As we go about our everyday routines we encounter and interact with numerous physical (e.g. furniture or clothes) and digital objects (e.g. photos or e-mails). Some of these objects may be particular cherished, for example because of memories attached to them. As several studies into cherished objects have shown, we have more difficulties identifying cherished digital objects than physical ones. However, cherishing a small collection of digital objects can be beneficial; e.g. it can encourage active selection of digital objects to keep and discard. This paper presents a study that aimed to increase understanding of cherished physical and digital objects, and beyond that, of how we perceive physical and digital objects, and their advantages and disadvantages. We identified design opportunities for novel products and systems that support the creation of more cherishable digital objects by extrapolating the advantages of the physical to the digital, exploiting the reasons for cherishing digital objects, and aiming for meaningful integrations of physical and digital.
TL;DR: The main conclusion is that research in interaction design needs an extended focus on how systems are crafted from and together with properties of digital materials, and how new knowledge gained from those processes can be shared.
Abstract: The topic of Materials has recently surfaced as a major theme within the research field of interaction design. In this paper we further discuss the need for in-depth descriptions of specific design cases, by revisiting some of our own research-through-design efforts when working with new or not yet fully explored materials for mobile interaction. We outline a series of design challenges that we see commonly arising in this domain, divided into three general themes; 1) affordances of hardware and casings, 2) experiential properties of different software solution, and 3) material properties of sensors, radio-signals, and electricity. Our main conclusion is that research in interaction design needs an extended focus on how systems are crafted from and together with properties of digital materials, and how new knowledge gained from those processes can be shared.
TL;DR: Boy et al. as mentioned in this paper proposed a human-centered design approach for human-machine interaction, which is based on model-based approaches for the design and evaluation of dependable usable interactive systems.
Abstract: Contents: Introduction: a human-centered design approach, Guy A. Boy Part I Analysis: Analysis, modeling and simulation of human operator's mental activities, Thierry Bellet Psychophysiology and performance: considerations for human-centered design, Anil K. Raj, Margery J. Doyle and Joshua D. Cameron Automation and situation awareness, Anke Popken and Josef F. Krems Human error, interaction and the development of safety-critical systems, Christopher Johnson Operating documents that change in real-time: dynamic documents and user performance support, Barbara K. Burian and Lynne Martin The authority issue in organizational automation, Guy A. Boy and Gudela Grote. Part II Design: Scenario-based design, John M. Carroll and Stephen R. Haynes Socio-cognitive issues in human-centred design for the real world, Saadi Lahlou Cognitive function analysis in the design of human and machine multi-agent systems, Guy A. Boy Authority and cooperation between humans and machines, Patrick Millot, Serge Debernard and FrA(c)dA(c)ric Vanderhaegen Formal description techniques for human-machine interfaces: model-based approaches for the design and evaluation of dependable usable interactive systems, David Navarre, Philippe Palanque, CA(c)lia Martinie, Marco A.A. Winkler and Sandra Steere Designing human-automation interaction, Amy Pritchett and Michael Feary Human-agent interaction, Jeffrey M. Bradshaw, Paul J. Feltovich and Matthew Johnson. Part III Evaluation: From usability to user experience with interactive systems, Jean-Marc Robert and Annemarie Lesage Designing and evaluating user experience, Jean-Marc Robert and Annmarie Lesage Eye tracking from a human factors perspective, Alexandre Lucas Stephane Operator fatigue: implications for human-machine interaction, Philippa Gander, Curt Graeber and Gregory Belenky Transversal perspectives on human-machine interaction: the effect of age in human-machine systems, Anabela dos Santos SimA es, Marta Pereira and Maria Panou Error on the flight deck: interfaces, organizations and culture, Don Harris and Wen-Chin Li The diminishing relevance of human-machine interaction, Erik Hollnagel Conclusion and perspectives: from automation to interaction design, Guy A. Boy Index.
TL;DR: The aim of this paper is to inspire design-thinking to shift from the cognitive approach of persuasion, to a meaningful and embodied mechanism respecting all human skills, by providing practical insights for designers.
Abstract: This paper presents a design approach tackling the transformation of behavior through 'interactive materiality' from a phenomenological perspective. It builds upon the Interaction Frogger framework that couples action to reaction for intuitive mapping in intelligent product interaction. Through the discussion of two research-through-design cases, the augmented speed-skate experience and affective pen, it highlights the opportunities for design of an action-perception loop. Consequently, an approach is suggested that defines three steps to be incorporated in the design process: affirming and appreciating current behavior; designing continuous mapping for transformation; and fine-tuning sensitivities in the interactive materiality. Thereby, it discusses how behavior transformation through interactive materiality derived from a theoretical level, can contribute to design knowledge on the implementation level. The aim of this paper is to inspire design-thinking to shift from the cognitive approach of persuasion, to a meaningful and embodied mechanism respecting all human skills, by providing practical insights for designers.
TL;DR: In this article, the authors present an experimental project where designers share their experience of design practice to "non-designerly" firms, the aim of which is to strengthen innovativeness in these firms.
TL;DR: This paper defines the quality of interaction among the components of visual analytics systems as interactivity, and draws on research from the areas of cognitive and perceptual psychology, human-information interaction, visualization sciences, and interaction design to examine some of the current challenges faced in discussing and characterizing interactivity.
Abstract: Designing effective visual analytics systems is challenging. Not only must each component be well understood and effectively designed on its own, but each must also operate in harmony with the rest. To a large extent, the quality of the relationships among components determines how well visual analytic activities are supported. In this paper, we define the quality of interaction among the components of visual analytics systems as interactivity. This paper draws on research from the areas of cognitive and perceptual psychology, human-information interaction, visualization sciences, and interaction design to examine some of the current challenges faced in discussing and characterizing interactivity. In doing so, this paper attempts to contribute to a characterization of interactivity in visual analytics.
TL;DR: The following institutions have co-financed and co-hosted the PhD studies: Danish Centre for Design Research (DCDR) / The Danish Design School, Denmark as mentioned in this paper.
Abstract: The following institutions have co-financed and co-hosted the PhD studies: Danish Centre for Design Research (DCDR) / The Danish Design School, Denmark. Computer Science Department (DAIMI), Aarhus University, Denmark. Blekinge Institute of Technology, Sweden. The Swedish Faculty for Design Research and Research Education, Sweden.
TL;DR: In this article, the authors describe some of the insights found from a 5-year mission to all corners of science fiction, and describe how designers can learn from these examples and apply them to real world interfaces.
Abstract: Interfaces from science fiction films and television offer lessons to interaction designers and other developers of real world interfaces that are humorous, prophetic, inspiring, and practical.Science fiction interfaces are more than fun. They reflect current interface understandings on the part of developers and expectations on the part of users. Production designers are allowed to develop "blue-sky" examples that, while lacking rigorous development with users, coalesce influential examples for practicing designers. Interaction designers can learn from these examples. This presentation will describe some of the insights found from a 5 year mission to all corners of science fiction.
TL;DR: An analysis on a fascinating piece of machinery often referred to as one of the predecessors of the modern day computer, the Jacquard loom is conducted, looking at qualities in design and interaction from some different perspectives: how historical tools, crafts, and practices can inform interaction design.
Abstract: In the recent developments of human computer interaction, one central challenge has been to find and to explore alternatives to the legacy of the desktop computer paradigm for interaction design. To investigate this issue further we have conducted an analysis on a fascinating piece of machinery often referred to as one of the predecessors of the modern day computer, the Jacquard loom. In analysing the Jacquard loom we look at qualities in design and interaction from some different perspectives: how historical tools, crafts, and practices can inform interaction design, the role of physicality, materiality, and full-body interaction in order to rethink some current conceptions of interaction and design of computational devices.
TL;DR: The linkages between exertion, affect, and recall are reviewed and analyzed for their potential to support embodied learning activities, and literature concerning human perceptions of effort is reviewed to help designers understand how to incorporate effort more directly and intentionally in embodied interaction designs.
Abstract: This paper describes a frequently-overlooked aspect of embodied interaction design: physical effort. Although exertion is the direct goal of many embodied activities (e.g., exergames), and is used indirectly to discourage certain user interactions (as with affordances), exertion has not been used to support direct expressive interaction with an embodied system. Situating exertion in both psychological and physiological literature, this paper suggests guidelines for employing exertion as more than just an incidental component of proprioception in embodied interaction designs. Specifically, the linkages between exertion, affect, and recall are reviewed and analyzed for their potential to support embodied learning activities, and literature concerning human perceptions of effort is reviewed to help designers understand how to incorporate effort more directly and intentionally in embodied interaction designs. Also presented is an illustration of how these guidelines affected the design of an educational embodied interaction experience for an informal learning setting.
TL;DR: In this article, the authors present an analysis of design work informed by conversation analysis and argue that CA can provide an empirical respecification of central conceptual and theoretical topics in design research.
TL;DR: This work can inform the design of future systems for students using pen and sketch input for math or other topics by motivating the use of context and pragmatics to decrease the impact of recognition errors and put user focus on the task at hand.
Abstract: This paper presents the interaction design of, and demonstration of technical feasibility for, intelligent tutoring systems that can accept handwriting input from students. Handwriting and pen input offer several affordances for students that traditional typing-based interactions do not. To illustrate these affordances, we present evidence, from tutoring mathematics, that the ability to enter problem solutions via pen input enables students to record algebraic equations more quickly, more smoothly (fewer errors), and with increased transfer to non-computer-based tasks. Furthermore our evidence shows that students tend to like pen input for these types of problems more than typing. However, a clear downside to introducing handwriting input into intelligent tutors is that the recognition of such input is not reliable. In our work, we have found that handwriting input is more likely to be useful and reliable when context is considered, for example, the context of the problem being solved. We present an intelligent tutoring system for algebra equation solving via pen-based input that is able to use context to decrease recognition errors by 18% and to reduce recognition error recovery interactions to occur on one out of every four problems. We applied user-centered design principles to reduce the negative impact of recognition errors in the following ways: (1) though students handwrite their problem-solving process, they type their final answer to reduce ambiguity for tutoring purposes, and (2) in the small number of cases in which the system must involve the student in recognition error recovery, the interaction focuses on identifying the student's problem-solving error to keep the emphasis on tutoring. Many potential recognition errors can thus be ignored and distracting interactions are avoided. This work can inform the design of future systems for students using pen and sketch input for math or other topics by motivating the use of context and pragmatics to decrease the impact of recognition errors and put user focus on the task at hand.
TL;DR: What experience beyond positive looks like, how it is not always "uncomfortable" and how it can be classed as entertainment, and how the focus for design of interaction and serious games should be an appropriate rhythm between positive and serious experience.
Abstract: This paper discusses the conceptual, practical and ethical considerations towards the development of a framework of experience to inform design and assessment of serious games. Towards this, we review the literature on experience in interaction design, HCI, and games, and identify that the dominant focus for design has been, and still remains, on positive and fun experience. In contrast, anything other than positive experience is often loosely and sometimes inappropriately lumped together under the broad label "negative experience" which can imply bad experience and something to be avoided, while at the same time suggesting it's not useful to design. While work in HCI and the games literature begins to address experience beyond positive, it just scratches the surface. By turning to drama, performance, literature, music, art and film that has shaped experiences and emotion beyond the positive and fun for many years, we describe what experience beyond positive looks like, show how it is not always "uncomfortable" and how it can be classed as entertainment, and argue for the more appropriate term "serious experience". We propose that the focus for design of interaction and serious games should be an appropriate rhythm between positive and serious experience. Finally, we discuss the importance of the take-away message and positive and serious experience in serious games to linger or resonate post-encounter for players in order to encourage reflection and fulfill purpose, and describe associated ethical concerns and make recommendations for designers, evaluators and practitioners in order to safeguard players/users.
TL;DR: A survey of the design methods used in technologies for families from all nine years of Interaction Design and Children community and then papers from the past 16 years of the larger Human Factors in Computing Systems community are presented.
Abstract: As members of the HCI community we strive to design technologies that will benefit its intended users whether they are children, young adults, or older adults. The focus of this paper is to survey research related to technologies for families. In so doing we selected papers relating to technologies for families from all nine years of Interaction Design and Children (IDC) community (2003-2011) and then papers from the past 16 years of the larger Human Factors in Computing Systems (CHI) community (1996-2011). We present a survey of the design methods used in these papers. We identify trends in the technologies and identify the need for further exploration in the realm of participatory design for families.
TL;DR: A framework of five factors that determine the intuition of multi-touch interactions, including direct manipulation, physics, feedback, previous knowledge, and physical motion is constructed.
Abstract: Intuition is an important yet ill-defined factor when designing effective multi-touch interactions. Throughout the research community, there is a lack of consensus regarding both the nature of intuition and, more importantly, how to systematically incorporate it into the design of multi-touch gestural interactions. To strengthen our understanding of intuition, we surveyed various domains to determine the level of consensus among researchers, commercial developers, and the general public regarding which multi-touch gestures are intuitive, and which of these gestures intuitively lead to which interaction outcomes. We reviewed more than one hundred papers regarding multi-touch interaction, approximately thirty of which contained key findings we report herein. Based on these findings, we have constructed a framework of five factors that determine the intuition of multi-touch interactions, including direct manipulation, physics, feedback, previous knowledge, and physical motion. We further provide both design recommendations for multi-touch developers and an evaluation of research problems which remain due to the limitations of present research regarding these factors. We expect our survey and discussion of intuition will raise awareness of its importance, and lead to the active pursuit of intuitive multi-touch interaction design.
TL;DR: Preliminary results of a six week deployment of FireFlies in four classrooms, reveal that teachers used FireFl flies to perform secondary tasks and saw it as a valuable addition to the classroom.
Abstract: Primary school teachers usually perform several tasks simultaneously. Many secondary tasks, such as giving turns or encouraging children to work silently, could be supported by interactive systems, which may lighten the teacher's busy everyday routine. Such systems however, should afford being interacted with while performing another primary task. We call this type of design peripheral interaction design. In this paper we present FireFlies, an open-ended peripheral interaction design developed for primary schools. Preliminary results of a six week deployment of FireFlies in four classrooms, reveal that teachers used FireFlies to perform secondary tasks and saw it as a valuable addition to the classroom. Though different interactions with FireFlies required different levels of effort, teachers could successfully interact with FireFlies during or in between other tasks.
TL;DR: This paper offers a theoretical foundation for understanding material artefacts in design, based on pragmatist philosophy, and analyses a case in which a range of physical design materials was employed to envision and explore a projected building, the "Urban Media Space" a new library in Aarhus, Denmark.
Abstract: Physical design artefacts are employed in a wide range of participatory design events, yet there are few comprehensive discussions of the properties and qualities of them in the literature of the field. In this paper, we examine the productive role of material design artefacts in participatory design events. First, we offer a theoretical foundation for understanding material artefacts in design, based on pragmatist philosophy. Then, we employ this theoretical perspective to analyse a case in which a range of physical design materials was employed to envision and explore a projected building, the "Urban Media Space" a new library in Aarhus, Denmark. Drawing on examples from this case, we define a series of design considerations for employing material design artefacts in collaborative design events. Our contribution is valuable both in advancing the theoretical standpoint of interaction design in general, and in allowing participatory design practitioners to reflect on their use of material design artefacts when involving users.
TL;DR: The goal is to transfer the development of government-to-citizen services from professional software developers to administrative employees, without forcing employees to acquire any programming skills.
Abstract: This paper describes a meta-design approach to the development of online services for citizens of a government agency. The goal is to transfer the development of government-to-citizen services from professional software developers to administrative employees, without forcing employees to acquire any programming skills. The approach encompasses two main phases. The first phase analyzes the different perspectives of the stakeholders involved in service creation and usage - employees, citizens, software developers and human-computer interaction specialists - in order to derive a meta-model of e-government services. The latter applies the meta-model to design and develop an end-user development environment that properly supports employees in creating an instance of the service meta-model, which is then automatically interpreted to generate the service pages for citizens. A pilot application of the proposed approach is illustrated with reference to a specific class of e-government services offered by the Brescia Municipality, even though the approach is general enough to be applied to different kinds of e-government services and application domains. The results of the evaluation with a group of municipality employees provide initial feedback from the government field and show how to proceed along this research direction.