scholarly journals Exploring the Role of Artefacts to Coordinate Design Meetings

2018 ◽  
Vol 6 ◽  
pp. 23
Author(s):  
Marisela Gutierrez Lopez ◽  
Kris Luyten ◽  
Davy Vanacken ◽  
Karin Coninx

Design artefacts are vital to communicate design outcomes, both in remote and co-located settings. However, it is unclear how artefacts are used to mediate interactions between designers and stakeholders of the design process. The purpose of this paper is exploring how professional design teams use artefacts to guide and capture discussions involving multidisciplinary stakeholders while they work in a co-located setting. An earlier draft of this paper was paper published in the Proceedings of the European Conference on Cognitive Ergonomics (ECCE 2017). This work adds substantial clarification of the methodology followed, further details and photographs of the case studies, and an extended discussion about our findings and their relevance for designing interactive systems. We report the observations of six design meetings in three different projects, involving professional design teams that follow a user-centered design approach. Meetings with stakeholders are instrumental for design projects. However, design teams face the challenge of synthesizing large amounts of information, often in a limited time, and with minimal common ground between meeting attendees. We found that all the observed design meetings had a similar structure consisting of a series of particular phases, in which design activities were organized around artefacts. These artefacts were used as input to disseminate and gather feedback of previous design outcomes, or as output to collect and process a variety of perspectives. We discuss the challenges faced by design teams during design meetings, and propose three design directions for interactive systems to coordinate design meetings revolving around artefacts.

Author(s):  
Sultan Alyahya ◽  
Ohoud Almughram

Abstract The integration of user-centered design (UCD) activities into agile information systems development has become more popular recently. Despite the fact that there are many ways the merging of UCD activities into agile development can be carried out, it has been widely recognized that coordinating design activities with development activities is one of the most common problems, especially in distributed environments where designers, developers and users are spread over several sites. The main approach to coordinate UCD activities with distributed agile development is the use of informal methods (e.g. communication through using video conference tools). In addition to the temporal, geographical and socio-cultural barriers associated with this type of methods, a major limitation is a lack of awareness of how UCD activities and development activities affect each other. Furthermore, some agile project management tools are integrated with design platforms but fail to provide the necessary coordination that helps team members understand how the design and development activities affect their daily work. This research aims to support the effective management of integrating UCD activities into distributed agile development by (i) identifying the key activity dependencies between UX design teams and development teams during distributed UCD/agile development and (ii) designing a computer-based system to provide coordination support through managing these activity dependencies. In order to achieve these objectives, two case studies are carried out. Our findings revealed 10 main dependencies between UCD design teams and development teams as shown by six types of activity. In addition, the participatory design approach shows that developing a computer-based system to manage seven of these selected dependencies is achievable.


Author(s):  
Madelon Evers

In this chapter we analyse the link between multidisciplinary design and team learning, which, we argue, need to be supported in equal measure during Web design projects. We introduce a new approach to collaborative Web design, called the “Design and Learning Methodology,” as a way to support these two processes. The approach involves many stakeholders, including future website users, in design decision-making. It structures stakeholder participation through multidisciplinary design teams (MDTs). It uses professional facilitators to guide design and learning processes. Facilitation tools are drawn from a combination of action learning methods, which help MDTs reflect and act on new knowledge gained from design experiences, and human-centred design, which is an international protocol for achieving quality in interactive systems design (ISO 9000 series). Based on our research, we describe how facilitation of the process of learning from design contributes to continuous improvement in collaborative competencies needed for Web design.


Author(s):  
Justin Lai ◽  
Tomonori Honda ◽  
Maria C. Yang

AbstractUser-centered approaches to design can guide teams toward an understanding of users and aid teams in better posing design problems. This paper investigates the role of user-centered design approaches in design process and outcome within the context of design team projects. The value of interaction with users is examined at several stages throughout the design process. The influence of user-centered design on the performance of design teams is also explored. Results suggest that the quantity of interactions with users and time spent interacting with users alone is not linked with better design outcome, but that iterative evaluation of concepts by users may be of particular value to design prototypes. Suggestions are made based on the reflections from the authors after conducting this study.


Author(s):  
Jelle van Dijk ◽  
Remko van der Lugt

AbstractIn this paper we explore the influence of the physical and social environment (the design space) son the formation of shared understanding in multidisciplinary design teams. We concentrate on the creative design meeting as a microenvironment for studying processes of design communication. Our applied research context entails the design of mixed physical–digital interactive systems supporting design meetings. Informed by theories of embodiment that have recently gained interest in cognitive science, we focus on the role of interactive “traces,” representational artifacts both created and used by participants as scaffolds for creating shared understanding. Our research through design approach resulted in two prototypes that form two concrete proposals of how the environment may scaffold shared understanding in design meetings. In several user studies we observed users working with our systems in natural contexts. Our analysis reveals how an ensemble of ongoing social as well as physical interactions, scaffolded by the interactive environment, grounds the formation of shared understanding in teams. We discuss implications for designing collaborative tools and for design communication theory in general.


Author(s):  
D. S. Petkau ◽  
D. D. Mann

Student design projects in engineering courses are usually short term conceptual design problems. Upon completion of the projects it is difficult to assess which design activities had the greatest contribution to the success of the design. In the fall of 2006, students in 2nd, 3rd, and 4th year Design Trilogy courses at the University of Manitoba were asked to keep extensive design journals. Design teams consisted of multiyear students completing various industry projects. Student design activities recorded in the journals were coded. Data were compared between design teams and between students in the different years of study. This paper describes the evaluation process and reports on the preliminary findings.


2014 ◽  
Vol 31 (1) ◽  
pp. 91-124
Author(s):  
Michael Dorfman

In a series of works published over a period of twenty five years, C.W. Huntington, Jr. has developed a provocative and radical reading of Madhyamaka (particularly Early Indian Madhyamaka) inspired by ‘the insights of post- Wittgensteinian pragmatism and deconstruction’ (1993, 9). This article examines the body of Huntington’s work through the filter of his seminal 2007 publication, ‘The Nature of the M?dhyamika Trick’, a polemic aimed at a quartet of other recent commentators on Madhyamaka (Robinson, Hayes, Tillemans and Garfield) who attempt ‘to read N?g?rjuna through the lens of modern symbolic logic’ (2007, 103), a project which is the ‘end result of a long and complex scholastic enterprise … [which] can be traced backwards from contemporary academic discourse to fifteenth century Tibet, and from there into India’ (2007, 111) and which Huntington sees as distorting the Madhyamaka project which was not aimed at ‘command[ing] assent to a set of rationally grounded doctrines, tenets, or true conclusions’ (2007, 129). This article begins by explicating some disparate strands found in Huntington’s work, which I connect under a radicalized notion of ‘context’. These strands consist of a contextualist/pragmatic theory of truth (as opposed to a correspondence theory of truth), a contextualist epistemology (as opposed to one relying on foundationalist epistemic warrants), and a contextualist ontology where entities are viewed as necessarily relational (as opposed to possessing a context-independent essence.) I then use these linked theories to find fault with Huntington’s own readings of Candrak?rti and N?g?rjuna, arguing that Huntington misreads the semantic context of certain key terms (tarka, d???i, pak?a and pratijñ?) and fails to follow the implications of N?g?rjuna and Candrak?rti’s reliance on the role of the pram??as in constituting conventional reality. Thus, I find that Huntington’s imputation of a rejection of logic and rational argumentation to N?g?rjuna and Candrak?rti is unwarranted. Finally, I offer alternate readings of the four contemporary commentators selected by Huntington, using the conceptual apparatus developed earlier to dismiss Robinson’s and Hayes’s view of N?g?rjuna as a charlatan relying on logical fallacies, and to find common ground between Huntington’s project and the view of N?g?rjuna developed by Tillemans and Garfield as a thinker committed using reason to reach, through rational analysis, ‘the limits of thought.’


Author(s):  
Mitchell Green

We first correct some errors in Lepore and Stone’s discussion of speaker meaning and its relation to linguistic meaning. With a proper understanding of those notions and their relation, we may then motivate a liberalization of speaker meaning that includes overtly showing one’s psychological state. I then distinguish this notion from that of expression, which, although communicative, is less cognitively demanding than speaker meaning since it need not be overt. This perspective in turn enables us to address Lepore and Stone’s broadly Davidsonian view of figurative language, which rightly emphasizes the role of imagination and perspective-taking associated with such language, but mistakenly suggests it is sui generis relative to other types of pragmatic process, and beyond the realm of communication. Figurative utterances may influence conversational common ground, and may be assessed for their aptness; they also have a characteristically expressive role that a Davidsonian view lacks the resources to explain.


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.


Author(s):  
Michael D Harrison ◽  
Paolo Masci ◽  
José Creissac Campos

Abstract This paper explores the role of formal methods as part of the user-centred design of interactive systems. An iterative process is described, developing prototypes incrementally, proving user-centred requirements while at the same time evaluating the prototypes that are executable forms of the developed models using ‘traditional’ techniques for user evaluation. A formal analysis complements user evaluations. This approach enriches user-centred design that typically focuses understanding on context and producing sketch designs. These sketches are often non-functional (e.g. paper) prototypes. They provide a means of exploring candidate design possibilities using techniques such as cooperative evaluation. This paper describes a further step in the process using formal analysis techniques. The use of formal methods provides a systematic approach to checking plausibility and consistency during early design stages, while at the same time enabling the generation of executable prototypes. The technique is illustrated through an example based on a pill dispenser.


2010 ◽  
Vol 9 (2) ◽  
pp. 243-256 ◽  
Author(s):  
Lynne M. Getz

New Mexicans pride themselves on their ability to bridge multicultural divides. Part of what we are urged to understand as “enchanting” about the Land of Enchantment is its diverse cultural background. Native American, Hispano, and Anglo have existed side by side, at times with remarkable harmony and good will, for nearly two centuries. The Land of Enchantment is not altogether a fantasy. Many New Mexicans have shown an uncanny ability to bridge ethnic divides and find common ground in the interstices between cultures. The soil of New Mexico seems to be fertile ground indeed for producing cultural brokers. Margaret Connell Szasz admits that living in New Mexico makes her particularly attuned to the role of the cultural broker.


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