How to tame a transdisciplinary interaction design process

Author(s):  
Hanna-Liisa Pender ◽  
David Lamas
Author(s):  
Christopher R. Hale ◽  
Anna L. Rowe

This symposium addresses the challenge of translating user data to specifications suitable for interface development. Four methodologies will be presented: Decision requirements tables, ecological interface design, object-view and interaction design and procedural networks. These four methodologies will be contrasted relative to three dimensions: (1) type of data used in analysis, (2) point in the design process at which each methodology focuses its impact and (3) the formalisms each uses for translating psychological data into engineering data suitable for specification development. Our introductory remarks will elaborate on these three dimensions, and present an example design problem. The four session participants then will present their respective methodologies, how each addresses the three dimensions and how each can be used to address the example design problem.


2019 ◽  
Vol 4 (2) ◽  
pp. 410-433 ◽  
Author(s):  
Teoma Naccarato ◽  
John MacCallum

This paper is a invitation to interaction designers across disciplines to rethink the shaping of interaction “intra-actively”. Whether in human-computer interaction design or interdisciplinary and interactive performance practices, we propose to shift the emphasis from interaction between things, towards the intra-active processes of differentiation by which such things are continually made and unmade. Expanding interaction design by engaging in processes intended to bring awareness to the value systems involved in the local production of “interaction” and “things that interact” offers an opportunity to treat these values, and likewise the designers (be it engineers or choreographers or composers), as objects themselves in the design process. In the traditions of feminist, new materialist, and process philosophy we weave a narrative of appropriated perspectives in order to dismantle hegemonic accounts of correlationism and representationalism in interaction design, while investigating the concepts of boundary objects, diffraction, and critical appropriation as potential approaches to intra-active design.


Author(s):  
Patrizia Grifoni

An important issue for communication processes in general, and for multimodal interaction in particular, is the information output arrangement and organization (multimodal fission). Considering information structure, intonation, and emphasis for the output by speech, considering moreover spatio-temporal coordination of pieces of information for visual (video, graphics, images, and texts) outputs, designing outputs for each kind of modality, and synchronizing the different outputs modalities is one of the most relevant challenges of the multimodal interaction design process; it is called fission. This challenge is becoming more and more important with the use of a lot of different interaction devices from laptop to mobile and smart-phones, in different contexts. This chapter provides some basic concepts involved in the fission processes design and describes some of the most relevant approaches discussed in the literature.


2013 ◽  
Vol 411-414 ◽  
pp. 131-134
Author(s):  
Jin Sheng Lu ◽  
Jun Jun Shen ◽  
Zhong Liang Yang

The user experience iterative process in interface design cannot meet the needs of point to point cases information delivery. In this paper, the process which combined with modern semiotics design methods was re-designed. With the process, design elements were refined in semiotics and the workflows and frames were recreated. And the point to point iterative interaction design process based on user experience were proposed through the interaction design of Kashgar self-service tourism website and developed the prototype system, which verified the practical application of the availability and effectiveness of the new design process.


2006 ◽  
Vol 15 (04) ◽  
pp. 599-632 ◽  
Author(s):  
JOÃO PAULO A. ALMEIDA ◽  
REMCO DIJKMAN ◽  
LUÍS FERREIRA PIRES ◽  
DICK QUARTEL ◽  
MARTEN VAN SINDEREN

In a model-driven design process the interaction between application parts can be described at various levels of platform-independence. At the lowest level of platform-independence, interaction is realized by interaction mechanisms provided by specific middleware platforms. At higher levels of platform-independence, interaction must be described in such a way that it can be further refined and realized onto a number of different middleware platforms, each with its particular interaction mechanisms and implementation constraints. In this paper, we investigate concepts that support interaction design at various levels of middleware-platform-independence. In addition, we propose design operations for interaction refinement. The application of these operations to source designs results in target designs that take into account implementation constraints imposed by platforms, while preserving characteristics prescribed in source designs. Target designs are related to source designs by conformance. We discuss how transformation and conformance can be related, such that transformations indeed preserve the characteristics prescribed by a source design.


2020 ◽  
Vol 18 (3) ◽  
Author(s):  
Patricia Bianca Lyk ◽  
Gunver Majgaard ◽  
Lotte Vallentin-Holbech ◽  
Julie Dalgaard Guldager ◽  
Timo Dietrich ◽  
...  

This paper presents the design process of a Danish educational virtual reality (VR) application for alcohol prevention. Denmark is one on the countries in Europe with the highest alcohol consumption among adolescents. Alcohol abuse is a risk factor for a variety of diseases and contributes as a significant factor to motor vehicle accidents. The application offers first‑hand experiences with alcohol in a safe environment. This is done by simulating a party situation using 125 different 360‑degree movie sequences and displaying it in a virtual reality headset. The users create their own experience through a choose your own adventure game experience. The experience is designed to acquire skills for recognizing and handling peer pressure, which has been found to be one of the main reasons for drinking initiation. These skills are acquired though experimental learning. The application is a product of a co‑design process involving 10 students (aged 18‑28) studying film making and game design at Askov Folk High School (a special kind of Danish boarding school without exams for young adults), Denmark, their teachers, alcohol experts from social services and researchers with expertise within health promotion, social marketing, VR, interaction design and game development. Additionally, 35 students from Askov Boarding School (aged 15‑17) participated as actors and extras. This article contributes to research within development of 360‑degree video applications for experimental learning with a practical example. The iterative design process of the application, containing exploration of key concepts, concept design, prototype design, pre‑usability testing, innovation design and usability test is described, as well as our reflections on virtual experimental learning in the application.


2008 ◽  
Author(s):  
Kimberly DeFiori ◽  
David Feldpausch ◽  
LaToya Hall ◽  
Erika Rovira

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