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1.
ABSTRACT

The digital age of the future is ‘not out there to be discovered’, but it needs to be ‘designed’. The design challenge has to address questions about how we want to live, work, and learn (as individuals and as communities) and what we value and appreciate, e.g.: reflecting on quality of life and creating inclusive societies. An overriding design trade-off for the digital age is whether new developments will increase the digital divide or will create more inclusive societies. Sustaining inclusive societies means allowing people of all ages and all abilities to exploit information technologies for personally meaningful activities. Meta-design fosters the design of socio-technical environments that end-user developers can modify and evolve at use time to improve their quality of life and favour their inclusion in the society. This paper describes three case studies in the domain of assistive technologies in which end users themselves cannot act as end-user developers, but someone else (e.g.: a caregiver or a clinician) must accept this role requiring multi-tiered architectures. The design trade-offs and requirements for meta-design identified in the context of the case studies and other researchers’ projects are described to inform the development of future socio-technical environments focused on social inclusion.  相似文献   

2.
ABSTRACT

This article discusses methodological considerations of user-centred design for non-human animals. These considerations are illustrated through a design research project that aims to apply digital technology to build games for orangutans’ enrichment. The article argues that design for other species reveals limitations of designers’ knowledge of prospected users. The article explores how to approach participants who cannot express themselves verbally and how to recognise play that may not look familiar to the designer. The article finally presents a participatory design method that allows for non-human contributions in design. This method applies play as an interspecies co-creative act and can be used as a starting point for addressing questions of difference in play and designing games that allow for ambiguous play.  相似文献   

3.
This paper first reviews current ergonomics design approaches in delivering digital solutions to achieve a unified experience from interaction and business process design perspectives. Then, it analyses the opportunities that new technologies may bring in for enhancing current ergonomics design approaches from integration and intelligence design perspectives. To address the challenges in today’s ergonomics practices in delivering digital solutions, an interaction, process, integration and intelligence (IPII) design approach is proposed. A case study is presented that implemented the IPII approach. The quantitative data gathered from the case study demonstrates that the IPII approach has achieved significant advantages in reaching the goal of a unified experience and operational benefits for delivering digital solutions. The IPII approach also demonstrates improvements compared to today’s ergonomics design approaches, such as user-centred design, for digital solutions. Finally, the paper highlights the contributions of the IPII approach for future ergonomics practices in delivering digital solutions.

Practitioner Summary: In addition to the interaction design for the UI of digital solutions, as is the case in current typical ergonomics practice, the IPII adds three additional design components: process, integration and intelligence design. The case study demonstrates the advantages of the IPII, providing an enhanced approach for designing digital solutions.

Abbreviations: IPII: interaction, process, integration and intelligence; IEA: International Ergonomics; Association; HFE: human factors/ ergonomics; HCD: human-centred design; UX: user experience; UI: user interface; ISO: International Organization for Standardization; UCD: user-centred design; ERP: enterprise resource planning; E2E experience: end-to-end experience; UXD: user experience design; AI: artificial intelligence; ML: machine learning; HCI: human-computer interaction; IaaS: infrastructure as a service; PaaS: platform as a service; SaaS: software as a service; CRM: customer relation management; SCM: supply chain management; HCM: human capability management; BI: business intelligence; BOMA: Bill of Materials Application; POC: proof of concept; TCM: transition change management; SMEs: subject matter experts; PMO: program management office; UAT: user acceptance test; iBPMS: intelligent business process management suite  相似文献   


4.
ABSTRACT

This paper presents a study about communicability of conversational interfaces (namely chatbots) under a semiotic perspective. A chatbot is a software system that allows you to simulate real conversations between devices and users by means of a conversational interface (CI). After introducing the chatbot concept, focusing on its advantages and issues, we will present two domains of use in which chatbot interfaces can be effective: healthcare and smart home. For carrying out simple tasks such as finding information or triggering operations, users need an easy-to-use and to an easy-to-learn system to communicate with. To face this, conversational interfaces represent the latest trend in the field of digital design. For studying the communicability aspects of a CI, we carried out a user test to compare traditional and chatbot interfaces. This paper aims at evaluating the benefits at the communicability level of a chatbot in comparison to traditional GUI for incrementing the effectiveness and efficacy of communication between users and the system specifically for users with poor attitude in using technologies. In details, we evaluated the communicability of two prototypes that can be used to solve simple tasks in order to favour user inclusion, including everyone with very little exposure to technologies.  相似文献   

5.
ABSTRACT

Galleries, libraries, archives and museums (GLAMs) are increasingly using digital technologies for storytelling and creating mobile applications (apps) for cultural heritage content, but how apps are used in practice to communicate information to users has not been widely studied. A team of people from a heritage organisation, a university, and mobile app development group plan to create a bespoke heritage trail app for Ireland, but to date design conventions/recommendations for this genre are lacking. This article applies a systematic approach to digital narrative content analysis to better understand how apps are being used specifically for heritage trails with the aim of identifying what the common features are, which modalities and narrative techniques are used. The selected corpus included 55 apps downloaded from the Google Play Store. The results of this content analysis—based on the App Walkthrough Method (Light, B., Burgess, J., & Duguay, S. (2018). The walkthrough method: An approach to the study of apps. New Media & Society, 20(3), 881–900)—show that there is a gap between academic research themes/trends and how digital narrative is actually being communicated in the current market, and it aims to inform the future development of heritage trail apps by including a list of design and content features common to this genre.  相似文献   

6.
ABSTRACT

In this work, we provide an overview of contemporary perspectives of design that may challenge the traditional design of IT and socio-technical systems. Our starting metaphor is that of ‘wicked problems’, where the singularity, incompleteness and intrinsic uncertainty of real world settings foregrounds how the worldview that designers offer to practitioners may be optimal in theory but useless in practice. To go beyond traditional notions of design and designer, we intercepted insights coming from minoritarian voices in both theoretic and practice-based design fields. ‘De-design’ is a term we coined to encompass this wide spectrum of approaches that make more resilient and sustainable information artifact, de-emphasize design as a theoretical construct, and reconsider practice as the leading principle of digital innovation. This paper is a narrative review of voices in an extensive array of fields: from Information Systems to Human-Computer Interaction, from End-User Development to Critical Design, from Software Design to Design Studies. Our contribution retraces the motivational roots of de-design and tries to characterise de-design by filling relational gaps between disparate approaches and by bringing them back to IT and socio-technical design, to make digital artifacts sustainable in all of the new environmental, organisational and cultural spaces near to come.  相似文献   

7.
ABSTRACT

Community currencies are used to pay for products or services within specific groups defined by geographical boundaries or specific common interests. Financial crises, social emergence in developing countries, and increased access to digital devices have stimulated a growing number of communities worldwide to develop digital currency projects. These projects use technologies ranging from traditional plastic cards to mobile phones and blockchain technologies. Following the design science research approach, this paper analyzes digital community currencies (DCCs) by developing a taxonomy based on platform architecture, governance, transactionality and virtuality. By investigating 22 DCC platforms around the world, 4 groups were distinguished: local, proprietary, commons and cyber. The identification of these four different groups of digital community currencies allows us to better discuss the potentials and limitations of each one of them. The presented taxonomy can be useful to researchers and practitioners both to explain and to design DCC platforms. Discussing each of the emerging categories from the proposed taxonomy helps us to provide insights into DCCs, offering a new theoretical frame for investigating the particular case of digital payment platforms.  相似文献   

8.
The digital revolution impacts modern workplaces through constant advances in technology. This study uses a digital start-up project experience to demonstrate how a Digital Government Transformation can be beneficial. The increase of administrative requirements, compliance, and capability readiness has prompted the development of the Digital start–up project known as the CARM Tool (Compliance, Assurance and Risk Management). CARM introduces a low risk low cost and high productivity solution, which can directly and immediately benefit stakeholders in a large complex government enterprise. It aims to elevate staff performance, customer service and provide qualification between financial statements, asset management and alignment with the Digital Government Transformation strategy. The digital start-up inspired, innovative CARM tool is an original idea developed by the author to utilise emerging technologies to modernise and consolidate the manual-based business processes and legacy systems, to improve visibility and accountability within the enterprise and to advance workforce skills throughout the organisation. In this paper, the author presents a detailed start-up project approach that draws the public sector specifically Defence into the digital transformation age through the innovative CARM tool from concept, to prototype to game-changing enterprise modernisation.  相似文献   

9.
Abstract

This paper analyses how the arrival and widespread use of digital printing affects the artist as maker in the postmodern world of instant reproduction. In response to the question of using digital printing as an artistic tool, a 21st century paintbrush, the marks and imagery of paintings and drawings of the author's own work produced over the past few years were analysed. The digitally printed fabric outcomes, large scale painterly prints, will be presented as examples of how digitisation becomes a powerfultoolto the textile artist with the creative textile maker manipulating technology and not being controlled by it. The conclusion will show how digitisation and new technologies should not be seen as creating isolation but can be integrated into the textile artist's tool box to inspire and enhance creativity.  相似文献   

10.
Abstract

This article discusses The Journey as a metaphor for design and development of the app Kunstporten (Art gate) for mobile and iPod. The goal of the project was to go beyond traditional mobile guides and support young visitors' various and contiguous experiences with art. The project involved seven Norwegian art museums over the period 2012–2013. The article focuses on the choices and challenges we as museum professionals met during the design of the app. It reports on how the dialogic concept of museum communication, integrated in the metaphor of The Journey, was shaped and adjusted in the design, planning and development of modules, multimedia content and procedural structure that may support art experience as a journey. The article describes considerations undertaken by museum practitioners in processes of creating museum communication that goes across multiple mediational platforms.  相似文献   

11.
Abstract

This study presents a Formal General Design Theory (FGDT), a mathematical theory of design. The scope and objectives of FGDT, as well as modeling design artifacts were examined in the first part of this study. Here, the entire design process (termed also idealized design process) is conceptualized by a single operator which has several properties that immanently characterize the design process. The concept of a generating set for the design solution space is also introduced, and its relation with the axiomatic model of the design process is explored. The FGDT will provide insight into design practice and guidelines for developing CAD systems.  相似文献   

12.
ABSTRACT

Aesthetic techniques are increasingly used by marketeers to create enticing digital products. In this paper, I work with the aesthetic experiences of one audience group to consider the psychological impact of living in a culture where digital devices are deliberately designed to influence behaviour. I argue that aesthetic encounters can help with understanding the impact of the interplay between visual stimulus, affect and digital culture, in ways that may support situated understandings of mental distress in a digital age. I show how audiences respond to the artist-led research project Are We All Addicts Now? arguing that they generate ideas connected to submersion and being overwhelmed as a means of reporting on their own personal experiences of living in a digital culture that seeks to influence behaviour. The findings may have value for designers, curators and artists invested in understanding the experiential impact of digital devices.  相似文献   

13.
14.
Digital technology is transforming industry, economy, and society. Under this digitalization trend, a new concept of product and service offerings, Smart PSS has been introduced. While the Smart PSS concept aiming at data-driven innovation attracts more attentions, there are two major challenges in designing Smart PSS. First, available data from digital technologies are actually limited by technical, financial, and social reasons. Second, the context of applying Smart PSS dynamically changes, which makes designed Smart PSS unfit to the target situation. To overcome these challenges, we propose an evolutionary design framework for Smart PSS. Our approach is based on the service engineering research, which has been contributing to the design and development of PSS. The proposed framework consists of three conceptual spaces and three cycles. The main features of the framework were two design cycles; in-system and ex-system design cycle. In-system design cycle is a process of creating and applying human knowledge for making the most use of data collected by digital technologies. Ex-system design cycle is to adapt to dynamic changes in contexts of the applied Smart PSS. We examine how the proposed framework works for designing a Smart PSS, with a case study about the digitalization of a restaurant business.  相似文献   

15.
ABSTRACT

This paper provides a pedagogic context for the authors’ concept of ‘Speculative Pasts,’ framed within an auto-ethnographic account of their co-taught course ‘How the Computer Became Personal.’ Blending disciplinary methodologies from historical practice and speculative and critical design, the Speculative Pasts assignment asks students to create primary documents from a hypothetical historical scenario related to an aspect of American personal computing history. This paper lays out the disciplinary contexts and development process for working across design and history disciplines, curricular organization, assignment process, and offers analysis of examples from student work. Additionally, this paper details how ‘Speculative Pasts’ offer a critique of the narrowness and problematic futurism of ‘speculative futures.’ Altogether, the authors offer this course and its primary project as a model for making history essential, rather than supplementary, to design and for leveraging practice-based production as a valued mode of historical inquiry.  相似文献   

16.
This article describes the development and use of broken probes: prompted processes of degradation that produce unique identifiers with which to associate and retrieve digitally recorded histories. We offer our design and deployment of Broken Probes as a methodology for eliciting insights into how broken objects and acts of breakage may be given new life through their integration with ubiquitous computing technologies. Based on these developments, we introduce the genre of worn media—a variety of computational material with which to frame and critically examine the manifestation of wear among digital things. We end by discussing how the genre of worn media sensitizes designers and Ubicomp researchers to issues of incompleteness, impermanence, and imperfection to help account for the ethical, material, and historical terms of endurance in a digital age.  相似文献   

17.
Abstract

As the role of museums has shifted from collection-driven institutions to experience-centred environments, researchers in museology have felt a growing need to understand how visitors experience and engage in exhibitions. Defining design museums as sites of meaning-making through diverse interactions and co-creative experiences, we examine dialogue as a means of encouraging visitors' active participation and creative engagement in design exhibitions. This article presents a theoretical framework based on Mikhail Bakhtin's concept of dialogism and carnival theory. Four kinds of dialogic engagement are identified to illustrate different ways of engagement and co-creation in design museums through the analysis of example exhibitions.  相似文献   

18.
Abstract

To evaluate ubiquitous computing technologies, which may be embedded in the environment, embedded in objects, worn, or carried by the user throughout everyday life, it is essential to use methods that accommodate the often unpredictable, real-world environments in which the technologies are used. This article discusses how we have adapted and applied traditional methods from psychology and human-computer interaction, such as Wizard of Oz and Experience Sampling, to be more amenable to the in situ evaluations of ubiquitous computing applications, particularly in the early stages of design. The way that ubiquitous computing technologies can facilitate the in situ collection of self-report data is also discussed. Although the focus is on ubiquitous computing applications and tools for their assessment, it is believed that the in situ evaluation tools that are proposed will be generally useful for field trials of other technology, applications, or formative studies that are concerned with collecting data in situ.  相似文献   

19.
Abstract

The increasing prevalence of affordable digital sensors, ubiquitous networking and computation puts us at what is only the start of a new era in terms of the volume, coverage and granularity of data that we can access about individuals and workplaces. This paper examines the consequences of harnessing this data deluge for the practice of E/HF. Focusing on what we term the ‘contextual digital footprint’, the trail of data we produce through interactions with many different digital systems over the course of even a single day, we describe three example scenarios (drawn from health care, distributed work and transportation) and examine how access to data directly drawn in considerable volume from the field will potentially change our application of design and evaluation methods. We conclude with a discussion of issues relevant to ethical and professional practice within this new environment including the increased challenges of respecting anonymity, working with n = all data-sets and the central role of ergonomists in promulgating positive uses of data while retaining a systems-based humanistic approach to work design.

Practitioner summary: The paper envisions the impact of new and emerging sources of data about people and workplaces upon future practice in E/HF. We identify practical consequences for ergonomics practice, highlight new areas of professional competence likely to be required and flag both the risks and benefits of adopting a more data-driven approach.  相似文献   

20.
《Ergonomics》2012,55(11):1777-1788
Configuring products or environments for the size of their human users requires the consideration of several characteristics of the target user population, including body dimensions (anthropometry) and preferred interaction. Users are both adaptable and imperfect observers, which often makes it difficult for them to distinguish between candidate designs. This insensitivity is described by a concept called ‘just noticeable difference’, or JND. This paper presents an implementation of JND modelling and demonstrates how its use in the sizing of products or environments for target user populations can improve expected performance. Two facets of this problem are explored: (1) how experimental measures of JND for dimensional optimisation tasks may be obtained, and (2) how measures of JND may be included in models of user–device interaction for both adjustable and discretely sized products and the assumptions required. A case study demonstrating the collection and modelling of JND for a simple univariate problem is also presented.

Practitioner Summary: Since people are adaptable and imperfect observers, there exists a ‘just noticeable difference’ that can be considered when designing products and environments. When JND is modelled for a target population, less variability in design dimensions due to physical user requirements may be necessary. This paper considers JND in quantitative simulations of population accommodation.  相似文献   

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