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Träfflista för sökning "hsv:(ENGINEERING AND TECHNOLOGY) hsv:(Other Engineering and Technologies) hsv:(Interaction Technologies) srt2:(2005-2009)"

Sökning: hsv:(ENGINEERING AND TECHNOLOGY) hsv:(Other Engineering and Technologies) hsv:(Interaction Technologies) > (2005-2009)

  • Resultat 1-10 av 71
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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.
  • Keitsch, Martina, et al. (författare)
  • Meaning and interpretation: An analysis of two theoretical perspectives in product design
  • 2008
  • Ingår i: 6th Conference on Design and Emotion 2008; Hong Kong; Hong Kong; 6 October 2008 through 9 October 2008. - : The Hong Kong Polytechnic University. - 9789881748928
  • Konferensbidrag (refereegranskat)abstract
    • Experiences gain increasing attention in design research, but theories are inconsistent, and the foundations of different methods are rarely discussed. Design research has sui generis no fixed epistemology, and is open to methodological eclecticism. However, as paradigms successively change from positivistic towards more comprehensive views, discussions on how underlying theoretical assumptions influence approaches are needed. This paper examines and compares axiological, epistemological and methodological aspects of two perspectives: Kansei engineering, and a postmodernist framework. Both frameworks aim to match designers' conceptions of product symbolism etc. to those of the user group, but they evolve from different theoretical starting points. Analyzing the contents of underlying theories and their influence on methods and expected results is an important part of theory development that may also support designers in making methodological choices.
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4.
  • Svensson, Henrik, et al. (författare)
  • Embodied Representation : What are the Issues
  • 2005
  • Ingår i: Proceedings of the 27th Annual Conference of the Cognitive Science Society. - Mahwah, NJ : Lawrence Erlbaum Associates. - 9780976831815 ; , s. 2116-2121
  • Konferensbidrag (refereegranskat)abstract
    • A common theme of many discussions among embodied cognition researchers is whether or not cognition is making use of epresentations. This debate has recently been called a “debate for the sake of appearance” because there is no agreed upon way of identifying what is a representation. Therefore, instead of elaborating our own position on whether embodied cognition uses representation, we structure the debate by (1) reviewing three types of mechanisms in models of embodied cognition that might be considered candidates for epresentationhood and (2) outlining criteria for what is or is not a representation in embodied cognition.
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5.
  • Wetterstrand, Martin, 1976-, et al. (författare)
  • Between estrangement and familiarization
  • 2005
  • Ingår i: Design Spaces. - Helsinki : EDITA IT Press. - 9518267928
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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6.
  • Wetterstrand, Martin, 1976- (författare)
  • Collaborative sketching – co-authoring future scenarios with bits and pieces of ethnography
  • 2006
  • Ingår i: CoDesign - International Journal of CoCreation in Design and the Arts. - 1571-0882 .- 1745-3755. ; 2:3, s. 179-189
  • Tidskriftsartikel (refereegranskat)abstract
    • Sketching is a most central activity within most design projects. But what happens if we adopt the ideas of collaborative design and invite participants that are not trained to sketch in to the design process, how can they participate in this central activity? This paper offers an introduction to how design material based on ethnography can be understood as sketching material. It suggests a process where the sketching tools are constructed within the scope of the project. Some practical details of how the design material has been co-authored will be explored. Finally, this paper shows how the design material has been used to co-author possible futures within the scope of design sessions.
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8.
  • Wetterstrand, Martin, 1976-, et al. (författare)
  • Playful collaborative exploration : new research practice in participatory design
  • 2005
  • Ingår i: Journal of Research Practice. - 1712-851X. ; 1
  • Tidskriftsartikel (refereegranskat)abstract
    • Within the Participatory Design community as well as the Computer Supported Cooperative Work tradition, a lot of effort has been put into the question of letting field studies inform design. In this paper, we describe how game-like approaches can be used as a way of exploring a practice from a design point of view. Thinking of ethnographic fieldwork as a base for sketching, rather than descriptions, creates openness that invites collaborative authoring. The concept of playful collaborative exploration suggests certain ways of interacting with material from field studies so that it becomes a design material for an open-ended design process. We have carried out field studies, transformed the field material into design material, and set up a design game for working with it together with the people we followed in the field. The design game builds on an idea about the power of narratives and the benefits of constraining rules. We believe that this framework for collaboration opens for playfulness, experimentation, and new design ideas.
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9.
  • Wetterstrand, Martin, 1976-, et al. (författare)
  • Present-ing the user : constructing the persona
  • 2005
  • Ingår i: Digital Creativity. - 1462-6268 .- 1744-3806. ; 16:4, s. 231-243(13)
  • 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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