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Sökning: WFRF:(Messeter Jörn)

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1.
  • Brandt, Eva, et al. (författare)
  • Design Lab : re-thinking what and how to design
  • 2005
  • Ingår i: Design spaces. - Helsingfors : Edita Publishing Oy. ; , s. 34-43
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Over the last decades there has been a dramatic change in the design agenda within the field of IT design. With the increase of mobile and wireless devices and the massive expansion of Internet availability the classic object of design - is about to vanish. Even if we conceive the setting where information technology is used as a 'system', this system can hardly be seen as the outcome of a system design process. Arguably, IT design is today guided by new design agendas. Ubiquitous computing and from the user side information ecologies seem to be more appropriate labels for the emerging technology. The objects of design has correspondingly been changing from systems to devices, tools or information appliances. This radical opening of the question of what to design has led to an apparent confusion on how to design. Just as the field of information systems is about to mature with a broad and widely accepted repertoire of design approaches and methods, ranging from workflow analysis to user involvement, this battery of approaches is loosing ground in favor of more techno-centric explorations, such as Tangible Computing. In our view there seem to be a growing divide between mainly North American contributions to IT design emphasizing new information technology concepts such as ubiquitous computing, tangible interaction and augmented reality, and mainly European contributions emphasizing the role of particular information technology applications in the light of in-depth studies of the potential contexts of use.
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2.
  • Brandt, Eva, et al. (författare)
  • Design Lab : re-thinking what and how to design
  • 2005
  • Ingår i: Design spaces. - Helsingfors : Edita Publishing Oy. ; , s. 34-43
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Over the last decades there has been a dramatic change in the design agenda within the field of IT design. With the increase of mobile and wireless devices and the massive expansion of Internet availability the classic object of design - is about to vanish. Even if we conceive the setting where information technology is used as a 'system', this system can hardly be seen as the outcome of a system design process. Arguably, IT design is today guided by new design agendas. Ubiquitous computing and from the user side information ecologies seem to be more appropriate labels for the emerging technology. The objects of design has correspondingly been changing from systems to devices, tools or information appliances. This radical opening of the question of what to design has led to an apparent confusion on how to design. Just as the field of information systems is about to mature with a broad and widely accepted repertoire of design approaches and methods, ranging from workflow analysis to user involvement, this battery of approaches is loosing ground in favor of more techno-centric explorations, such as Tangible Computing. In our view there seem to be a growing divide between mainly North American contributions to IT design emphasizing new information technology concepts such as ubiquitous computing, tangible interaction and augmented reality, and mainly European contributions emphasizing the role of particular information technology applications in the light of in-depth studies of the potential contexts of use.
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3.
  • Brandt, Eva, et al. (författare)
  • Formatting Design Dialogues - Games and Participation
  • 2008
  • Ingår i: CoDesign - International Journal of CoCreation in Design and the Arts. - : Taylor & Francis. - 1571-0882 .- 1745-3755. ; 4:1, s. 51-64
  • Tidskriftsartikel (refereegranskat)abstract
    • This article discusses design games as a particular genre for formatting design dialogues. In the first part of the article we review the participatory design literature for game-oriented framings of co-design. We look at what constitutes game and play, we discuss other authors’ use of games in collaborative settings and finally we examine the board game as a particularly interesting game format. In the second part of the article we present and discuss two board games: the User Game and the Landscape Game. We show how these games respond to particular challenges, and how they have interesting characteristics in being both ‘as-if’ worlds to explore and shared representations of what the players accomplish. In the last section of the article we discuss how new games may be designed and played and what makes a good design game.
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4.
  • Hoberg, Christer (författare)
  • Komplexitetsmax
  • 2006
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This study explores the development of an engineering praxis as a result of a cooperation between an engineering company and the programme KTH Advanced Programme in Reflective Practice of the research area of Skill and technology at the Royal Institute of Technology (KTH) in Stockholm. The dialogue seminar method has been used and taken as a starting point for the dialogue in groups of engineers. Using the writings of René Descartes, Ludwik Fleck, Einar Már Gudmundsson and Fridtjof Nansen the study begins to formulate an approach – Maximum Complexity – to the skill of problem-solving. The approach has been presented previously in a short form in Dialogue, Skill and Tacit Knowledege edited by Bo Göranzon, Maria Hammarén and Richard Ennals.
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5.
  • Johansson, Martin, 1976-, et al. (författare)
  • Partner engaged design : new challanges for workplace design
  • 2002
  • Ingår i: Proceedings of PDC2002.
  • Konferensbidrag (refereegranskat)abstract
    • The spatial organization of the workplace affects the work going on there. The technology used, changes the work practice. This paper describes a design process where different aspects of workplace design for project-based office work have been combined into one multi-stakeholder project, integrating the spatial aspects, the furniture, the information technology, and the IT-services that are connected to work. To have several different partners with different interests and competencies collaborating in a future oriented design process puts certain demands on the setup of the process and the tools being used. Taking a starting point in existing work practice, we have driven this project with techniques most often used for user-involvement. Scenario building played a crucial role in tying the process together. The concrete result is a completed concept proposal for an actual “office of the future” layout, which integrates advanced information technology and service solutions. The case shows that it is possible to reach innovative consensus-anchored results with the described design method.
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6.
  • johansson, michael, 1962-, et al. (författare)
  • Place-specific computing : conceptual design cases from urban contexts in four countries
  • 2008
  • Ingår i: DIS '08. - New York : Association for Computing Machinery (ACM). - 9781605580029 ; , s. 99-108
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • An increased interest in the notion of place has evolved in interaction design. Proliferation of wireless infrastructure, developments in digital media, and a 'spatial turn' in computing provides the base for place-specific computing as a suggested new genre of interaction design. In the REcult project place-specific computing is explored through design oriented research. This article reports six pilot studies where design students have designed concepts for place-specific computing in Berlin (Germany), Cape Town (South Africa), Rome (Italy) and Malmö (Sweden). Background and arguments for place-specific computing as a genre of interaction design are described. A total number of 36 design concepts designed for 16 designated zones in the four cities are presented. An analysis of the design concepts is presented indicating potentials, possibilities and problems as directions for future research.
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7.
  • Johansson, Martin, 1976-, et al. (författare)
  • Present-ing the user : constructing the persona
  • 2005
  • Ingår i: Digital Creativity. - : Routledge. - 1462-6268 .- 1744-3806. ; 16:4, s. 231-243
  • Tidskriftsartikel (refereegranskat)abstract
    • During the last few years personas has become an established design technique within the IT-design field. Using personas has proven itself as a valuable approach for designers to switch between a developer's perspective and a user's perspectivein the design process. The technique is claimed to help designers in keeping a clear focus and shaping a consistent user-interface by making ‘the user’ present in the design work. In this paper we report on a number of projects where we have elaborated on the persona approach for collaborative design. With the goalof creating ‘user presence’ in the design process, we have developed an approach building on a combination of ethnographic exploration, participatory inquiry, and collaborative design. This paper carries two interrelated points: the grounding of personasin existing practice; and the notion that ‘the user’ is created as an ongoing process throughout the design work.
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8.
  • Light, Ann, et al. (författare)
  • Writing participatory design
  • 2016
  • Ingår i: PDC '16: Proceedings of the 14th Participatory Design Conference: Short Papers, Interactive Exhibitions, Workshops - Volume 2. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450341363 ; , s. 119-120
  • Konferensbidrag (refereegranskat)abstract
    • This workshop asks participatory designers and researchers to consider how they write about their work and what role there is for novel approaches to expression, forms drawn from other disciplines, and open and playful texts. As we bring social science and humanities sensibilities to bear on designing with others; as we conduct experiments in infrastructuring and sociotechnical assemblages; as we ask what participation means in different contexts and types of futuring, can we find voice to match our innovations? How do reflexivity, positionality, autobiography and auto-ethnography fit into our reflections on designing? How far are we making our practice even as we write? Is the page a contemplative or collaborative space? Does the tyranny of the conference paper overwrite everything? Join us for this day of reading, writing and discussion about how we tell the stories that matter most to us.   
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9.
  • Messeter, Jörn, 1963-, et al. (författare)
  • Contextualizing mobile IT
  • 2004
  • Ingår i: Proceedings of Designing Interactive Systems 2004. - : ACM Press.
  • Konferensbidrag (refereegranskat)
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  • Resultat 1-10 av 15

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