Critical design in interaction design and children

Author(s):  
Netta Iivari ◽  
Kari Kuutti
2015 ◽  
Vol 1 (1) ◽  
pp. 4 ◽  
Author(s):  
Martin Murer ◽  
Verena Fuchsberger ◽  
Manfred Tscheligi

<div class="page" title="Page 1"><div class="layoutArea"><div class="column"><p><span>In this paper, we propose </span><span>deconstructivist interaction design </span><span>in order to facilitate the differentiation of an expressional vo- cabulary in interaction design. Based on examples that illus- trate how interaction design critically explores (i.e., decon- structs) its own expressional repertoire, we argue that there are commonalities with deconstructivist phases in related de- sign disciplines to learn from. Therefore, we draw on the role and characteristics of deconstructivism in the history of archi- tecture, graphic design, and fashion. Afterwards, we reflect on how interaction design is already a means of deconstruc- tion (e.g., in critical design). Finally, we discuss the potential of deconstructivism for form-giving practices, resulting in a proposal to extend interaction design’s expressional vocabu- lary of giving form to computational material by substantiat- ing a deconstructivist perspective. </span></p></div></div></div>


2015 ◽  
Vol 1 (1) ◽  
pp. 12 ◽  
Author(s):  
Ron Wakkary ◽  
William Odom ◽  
Sabrina Hauser ◽  
Garnet Hertz ◽  
Henry Lin

<div class="page" title="Page 1"><div class="layoutArea"><div class="column"><p><span>Speculative and fictional approaches have long been implemented in human-computer interaction and design techniques through scenarios, prototypes, forecasting, and envisionments. Recently, speculative and critical design approaches have reflectively explored and questioned possible, and preferable futures in HCI research. We propose a complementary concept – material speculation – that utilizes actual and situated design artifacts in the everyday as a site of critical inquiry. We see the literary theory of possible worlds and the related concept of the counterfactual as informative to this work. We present five examples of interaction design artifacts that can be viewed as material speculations. We conclude with a discussion of characteristics of material speculations and their implications for future design-oriented research.</span></p></div></div></div>


Author(s):  
D.S. Patrick ◽  
L.C. Wagner ◽  
P.T. Nguyen

Abstract Failure isolation and debug of CMOS integrated circuits over the past several years has become increasingly difficult to perform on standard failure analysis functional testers. Due to the increase in pin counts, clock speeds, increased complexity and the large number of power supply pins on current ICS, smaller and less equipped testers are often unable to test these newer devices. To reduce the time of analysis and improve the failure isolation capabilities for failing ICS, failure isolation is now performed using the same production testers used in product development, multiprobe and final test. With these production testers, the test hardware, program and pattern sets are already available and ready for use. By using a special interface that docks the production test head to failure isolation equipment such as the emission microscope, liquid crystal station and E-Beam prober, the analyst can quickly and easily isolate the faillure on an IC. This also enables engineers in design, product engineering and the waferfab yield enhancement groups to utilize this equipment to quickly solve critical design and yield issues. Significant cycle time savings have been achieved with the migration to this method of electrical stimulation for failure isolation.


2020 ◽  
Author(s):  
Jessica Rochat ◽  
Frédéric Ehrler ◽  
Arnaud Ricci ◽  
Victor Garretas Ruiz ◽  
Christian Lovis

BACKGROUND Patient experience at pediatric emergency department (PED) remain suboptimal. As an attempt to support the patients and their families before, during and after visit at PED, we have developed InfoKids, a mobile application guided by the patient centered care principle. OBJECTIVE The objective of this study is to assess the usability of the Infokids mobile application. METHODS The app was assessed through an in lab evaluation were participants had to execute 7 tasks of a scenario leading them from the installation of the app till the reception of a diagnostic sheet linked to the care episode. All interactions were recorded and usability flaws were analyzed in regards with usability criteria. A system usability scale questionnaire was also filled by the participant to compare our system with other. RESULTS A total of 17 parents, 15 women and 2 men (ages 26-53) participated in the study. Overall, they were mostly satisfied with the navigation, layout and interaction design of the app. Most of the problems encountered were related with navigation, especially difficulties for some participants to find the location of the action to perform. CONCLUSIONS empowering patient through mobile application supporting care processes has the potential to improve both care efficiency and to release pressure on healthcare system. The success of these applications is however linked to an optimal user experience that can be improved through usability testing.


Author(s):  
Xiaojun Bi ◽  
Andrew Howes ◽  
Per Ola Kristensson ◽  
Antti Oulasvirta ◽  
John Williamson

This chapter introduces the field of computational interaction, and explains its long tradition of research on human interaction with technology that applies to human factors engineering, cognitive modelling, artificial intelligence and machine learning, design optimization, formal methods, and control theory. It discusses how the book as a whole is part of an argument that, embedded in an iterative design process, computational interaction design has the potential to complement human strengths and provide a means to generate inspiring and elegant designs without refuting the part played by the complicated, and uncertain behaviour of humans. The chapters in this book manifest intellectual progress in the study of computational principles of interaction, demonstrated in diverse and challenging applications areas such as input methods, interaction techniques, graphical user interfaces, information retrieval, information visualization, and graphic design.


Author(s):  
Benjamin Bach ◽  
Maxime Cordeil ◽  
Ulrich Engelke ◽  
Barrett Ens ◽  
Marcos Serrano ◽  
...  
Keyword(s):  

2019 ◽  
Vol 6 (1) ◽  
pp. 47-63 ◽  
Author(s):  
Bettina Nissen ◽  
Ella Tallyn ◽  
Kate Symons

Abstract New digital technologies such as Blockchain and smart contracting are rapidly changing the face of value exchange, and present new opportunities and challenges for designers. Designers and data specialists are at the forefront of exploring new ways of exchanging value, using Blockchain, cryptocurrencies, smart contracting and the direct exchanges between things made possible by the Internet of Things (Tallyn et al. 2018; Pschetz et al. 2019). For researchers and designers in areas of Human Computer Interaction (HCI) and Interaction Design to better understand and explore the implications of these emerging and future technologies as Distributed Autonomous Organisations (DAOs) we delivered a workshop at the ACM conference Designing Interactive Systems (DIS) in Edinburgh in 2017 (Nissen et al. 2017). The workshop aimed to use the lens of DAOs to introduce the principle that products and services may soon be owned and managed collectively and not by one person or authority, thus challenging traditional concepts of ownership and power. This workshop builds on established HCI research exploring the role of technology in financial interactions and designing for the rapidly changing world of technology and value exchange (Kaye et al. 2014; Malmborg et al. 2015; Millen et al. 2015; Vines et al. 2014). Beyond this, the HCI community has started to explore these technologies beyond issues of finance, money and collaborative practice, focusing on the implications of these emerging but rapidly ascending distributed systems in more applied contexts (Elsden et al. 2018a). By bringing together designers and researchers with different experiences and knowledge of distributed systems, the aim of this workshop was two-fold. First, to further understand, develop and critique these new forms of distributed power and ownership and second, to practically explore how to design interactive products and services that enable, challenge or disrupt existing and emerging models.


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