| Enhancing Communication, Facilitating Shared Understanding, and Creating Better Artifacts by Integrating Physical and Computational Media for Design | | BIBAK | PDF | 1-12 | |
| Ernesto Arias; Hal Eden; Gerhard Fischer | |||
| Frequently, the design of interactive systems focuses exclusively on the
capabilities provided by the dynamic nature of computational media. Yet our
have provided many examples in which physical models provide certain strengths
not found in computational models. Rather than viewing this as a dichotomy --
where one must choose between one or the other -- we are exploring the creation
of computational environments that build on the strengths of combined physical
and virtual approaches.
Over the last decade, we have developed different design environments to support stakeholders engaged in design processes by enhancing communication, facilitating shared understanding, and creating better artifacts. Until a few years ago, our work explored physical and computational media separately. In this paper we present our efforts to develop integrated design environments linking physical and computational dimensions to attain the complementary synergies that these two worlds offer. Our purpose behind this integration is the development of systems that can enhance the movement from conceptual thinking to concrete representations using face-to-face interaction to promote the negotiation of meaning, the direct interaction with artifacts, and the possibility that diverse stakeholders can participate fully in the process of design. To this end, we analyze the strengths, affordances, weaknesses, and limitations of the two media used separately and illustrate with our most recent work the value added by integrating these environments. Keywords: New design methods, Integration of different design media, Participatory
design, Symmetry of ignorance, Domain-oriented design environments, Shared
understanding | |||
| Mahler, Mondriaan, and Bauhaus: Using Artistic Ideas to Improve Application Usability | | BIBAK | PDF | 13-21 | |
| Jonathan Seth Arnowitz; Ruurd Priester; Eric Willems; Laura Faber | |||
| This paper addresses a strategy designed to handle the increasing and
broadening interactivity demands in software. This paper specifically looks
into using other interdisciplinary areas of art and music as an inspiration
material for creating new forms of user/computer communications. The projects
looked at are a project for the Dutch Social Security System, a work-flow
driven administrative application and ending with an in-depth look at the
Uniface 7 4GL interface which uses the Bauhaus as the jumping point for
creating a new image-language. Keywords: GUI, Art, Design, Iteration, Interface design, Bauhaus, Strategy, Methods | |||
| Sound Design for Brain Opera's Mind Forest: Audio for a Complex Interactive System | | BIBAK | PDF | 23-25 | |
| Maribeth J. Back | |||
| Sound design for large interactive systems poses unique challenges, many of
which are illustrated in the complex set of instruments and games that were
built for the interactive installation/performance Brain Opera. Three design
and differentiation processes for these interactive artifacts are described:
conceptual design, system design, and acoustic implementation. Keywords: Audio, Sound design, Interactive music, Interactive audio, Hyperinstruments,
Brain Opera | |||
| A Teleradiology System Design Case | | BIBAK | PDF | 27-30 | |
| Erik Boralv; Bengt Goransson | |||
| This paper describes the teleradiology application CHILI from the graphical
user interface point of view. We present the most important design decisions
taken during the construction of the system and discuss different methods and
techniques that affected the design process.
Some non-standard design principles are presented, and the reasons behind them. Several of the basic GUI constructions used in the CHILI application are somewhat similar to those seen in Sun's HotJava Views [3]; the application lacks the traditional connection to the desktop metaphor and has instead a work task oriented approach. Keywords: Design criteria, GUI, Teleradiology, Work task, Patterns | |||
| Active Design Documents | | BIBAK | PDF | 31-36 | |
| Guy A. Boy | |||
| Technical documents are created, modified and used during the life cycle of
an artifact. They can be more or less formal, ranging from normative
knowledge-based representations to natural language. They are also tools that
support dialogue between designers, manufacturers, trainers, legislators and
users. Active design documents (ADDs) are a new generation of support for
cooperative work of design teams. ADDs include interaction descriptions (Ids)
that provide the way the artifact should be used, interface objects (IOs) that
provide an interactive prototype of the artifact, and contextual links (CLs)
that enable the storage of evaluations and explanations of the distance between
IDs and IOs. Incremental ADD design and evaluation contribute to instantiate a
participatory design process and a formal trace of the design rationale as a
function of usability criteria. An application in the aeronautics domain is
presented. Keywords: Active documents, Hypertext, Participatory design, Evaluation | |||
| Designing More Deeper: Integrating Task Analysis, Process Simulation, & Object Definition | | BIBAK | PDF | 37-54 | |
| Keith A. Butler; Chris Exposito; Dan Klawitter | |||
| Our objective was to demonstrate how software methods for information
systems can function as an integral part of advanced methods for re-engineering
and continuously improving business processes.
We report the feasibility of version 0.3 of the tools for a User-Centered Development Environment with Distributed Application Services. Our approach was to derive BOC definitions from a discrete event model of the business process, and then convert the BOC definitions into Object Modeling Technique notation for requirements to drive the detailed software design, The software design included distributed execution to capitalize on relevant portions of legacy systems. The last part of the trial was to demonstrate how the BOCs could be implemented over MVS, Unix, and PC platforms, and then integrated quickly as a flexible application. Our evaluation indicates that modeling technology and techniques will soon be ready for deployment, as will visual programming. More technology development is needed for the integration of heterogeneous data. Keywords: Object modeling, Business oriented components, User-centered design, Task
modeling, Process modeling | |||
| Requirements Development: Stages of Opportunity for Collaborative Needs Discovery | | BIBAK | PDF | 55-64 | |
| John M. Carroll; Mary Beth Rosson; George Chin; Jurgen Koenemann | |||
| We consider the process of requirements development in participatory design
through discussion of a design case study. In our project, a group of teachers
and system designers initially set out to create a virtual physics laboratory.
Through the course of a series of participatory design activities, the nature
of our project requirements has evolved. We reflect upon this process this
both from the standpoint of understanding requirements development and of
managing requirement development work activity. Keywords: Participatory design, Scenario-based design, Requirements engineering,
Requirements development | |||
| Design as Interaction with Computer Based Materials | | BIBAK | PDF | 65-71 | |
| Soren Christensen; Jens Baek Jorgensen; Kim Halskov Madsen | |||
| Professional practice of designers as traditionally portrayed in academic
text books and scientific papers only remotely resembles the concrete
phenomenology of real life activities. Design is not primarily governed by
instrumental rationality, scientific theory, and techniques applied to specific
problems defined at the outset. Rather than that -- as illustrated in this
paper by a case study of protocol designers -- the professional practice of
design is a reflective interaction with computer based materials. The practice
of the protocol engineer is very similar to the practices of other
professionals, but the analysis also reveals some characteristics specific to
the particular design case. When the protocol engineer was experimenting with
a specific aspect of his design at different stages in the design process, he
was careful not to manipulate the model in a way that would violate other
aspects of the model currently not in his focus. Some moves intended to solve
one problem produced unintended effects leading to new problems to solve. The
design formalism and the design tool 1) made it ease work with different and
coherent design representations in the same computerized media, 2) provided the
opportunity to study the behavior of the model at a slower speed than in the
built world, 3) made it easy to set up a large number of experiments, 4) and to
create and explore aspects of the model which would be extremely expensive to
explore in the built world. Keywords: Design practice, Instrumental rationality, Coloured Petri Nets, Protocol
design | |||
| The Application of Process Models of Information Seeking During Conceptual Design: The Case of an Intranet Resource for the Re-Use of Multimedia Training Material in the Motor Industry | | BIBAK | PDF | 73-81 | |
| Martin Colbert; Christof Peltason; Rolf Fricke; Mariana Sanderson | |||
| Process models of information seeking are widely held in the Human-Computer
Interaction research community. This paper reports a project which applied
such models to the design of an intranet resource for the re-use of multimedia
training material in the motor industry. The models were found to help
identify inherent limitations of an initial prototype, and to support the
import of design ideas from other Web sites. However, the process models did
not help to identify the information objects that information seekers may need
to access and manipulate (documents, tables of contents, item summaries,
indexes, lists of linked items etc). To better support design, it is suggested
that process models of information seeking be expanded to include such objects.
Also, designers may wish to regard process models as usable and useful, but
incomplete. Keywords: Process models, Information seeking, Conceptual design, Multimedia,
Training, Library, World Wide Web, Motor industry | |||
| Designing the OpenDoc Human Interface | | BIBAK | PDF | 83-95 | |
| Dave Curbow; Elizabeth Dykstra-Erickson | |||
| This paper tells the story of the development of the human interface for
OpenDoc, a large-scale, complex, cross-platform commercial development project
at Apple Computer. OpenDoc was an ambitious four year design and development
effort by Apple with IBM and other partners.
The OpenDoc HI is a departure from traditional applications. This historical review highlights how we designed OpenDoc and the lessons we learned. Keywords: OpenDoc, Design process, User-centered design, Human interface
specification, Collaboration | |||
| User Involvement in Concept Creation | | BIBAK | PDF | 97-99 | |
| Peter Dixon; Ben H. M. Vaske; Paul C. Neervoort | |||
| A brief report is made on the case study of early user involvement in the
Product Creation Process (PCP) of a user interface for a consumer electronics
product at Philips. In this approach we tried to train end users to become
"expert users". The method comprised of a condensed product creation process
and combined several creative methods in a series of workshops. It was found
that although the creative value of the workshops was not high, they did
provide clear directions for further development of the user interface concept.
For example the reduction of keys on the remote control, or at least the desire
to keep the remote control simple. Keywords: User involvement, Consumer electronics, User interface, Product creation | |||
| A Comparison of Usability Techniques for Evaluating Design | | BIBAK | PDF | 101-110 | |
| Ann Doubleday; Michele Ryan; Mark Springett; Alistair Sutcliffe | |||
| We report on a series of experiments designed to compare usability testing
methods in a novel information retrieval interface. The purpose of this
ongoing work is to investigate the problems people encounter while performing
information retrieval tasks, and to assess evaluation methods by looking at the
problem focus, the quality of the results and the cost effectiveness of each
method. This first communication compares expert evaluation using heuristics
[15] with end user testing [24]. Keywords: Usability, Evaluation, Heuristic evaluation, Information retrieval, User
interface design | |||
| The Role of User Studies in the Design of OpenDoc | | BIBAK | PDF | 111-120 | |
| Elizabeth Dykstra-Erickson; Dave Curbow | |||
| This paper reviews a number of design decisions that have been made in the
development of OpenDoc, CI Lab's component software technology platform, as a
result of ten user tests conducted over the life of the project. We take as a
specific example the history of the design decisions surrounding the
activation/selection model of OpenDoc, from its conceptual beginning to its
eventual release as a component of end-user products. Keywords: OpenDoc, Component software, Objects, Object technology, Conceptual model,
Usability, Learnability, Design | |||
| Design @ Carnegie Mellon: A Web Story | | BIBAK | PDF | 121-124 | |
| Shannon Ford; Dan Boyarski | |||
| This paper describes the process of designing a web site for the Design
Department at Carnegie Mellon University. The design process considers the
client's intent, the audience's needs, and issues specific to web sites.
Iterative techniques were used to design the structure and look and feel of the
site. Issues raised include visually pleasing design for low bandwidths, tool
and resource constraints, and the web's role in an overall communications
strategy. Keywords: Design process, Web design, Communications strategy | |||
| Triangles: Design of a Physical/Digital Construction Kit | | BIBAK | PDF | 125-128 | |
| Matthew G. Gorbet; Maggie Orth | |||
| This paper describes the design process and philosophy behind Triangles, a
new physical computer interface in the form of a construction kit of identical,
flat, plastic triangles. The triangles connect together both mechanically and
electrically with magnetic, conducting connectors. When the pieces contact one
another, information about the specific connection is passed through the
conducting connectors to the computer. In this way, users can create both two
and three-dimensional objects whose exact configuration is known by the
computer. The physical connection of any two Triangles can trigger specific
events in the computer, creating a simple but powerful means for physically
interacting with digital information. This paper will describe the Triangles
system, its advantages and applications. It will also highlight the importance
of multi-disciplinarian design teams in the creation of objects that bridge
electrical engineering, industrial design, and software design -- objects like
the Triangles. Keywords: Interface design, Physical interface, Collaboration, Digital connector,
Connections | |||
| Using Organizational Learning Techniques to Develop Context-Specific Usability Guidelines | | BIBAK | PDF | 129-136 | |
| Scott Henninger; Charisse Lu; Candace Faith | |||
| Usability guidelines are becoming increasingly popular with organizations
that develop software with significant user interface components. But most
guidelines fall short of the goal to put the accumulated knowledge of
user-centered design at the fingertips of everyday developers, often becoming a
static document read only by human factors specialists. This paper describes a
process and technology designed to turn usability guidelines into a proactive
development resource that can be applied throughout the development process.
The process ensures conformance with established guidelines, but has the
flexibility to meet the diverse needs of user interface design requirements,
and use project experiences to evolve the guidelines to meet the dynamic needs
of organizations. Case-based and organizational learning technology is used to
support this process and integrates emerging interface design experiences with
established guidelines to create a context-specific body of knowledge about
usability practices. Keywords: Usability guidelines, Organizational learning, Style guides, Design, Design
context | |||
| Involving Remote Users in Continuous Design of Web Content | | BIBAK | PDF | 137-145 | |
| William C. Hill; Loren G. Terveen | |||
| PHOAKS is a system that automatically recognizes URLs recommended in Usenet
messages and continuously updates a large web site that summarizes the
recommendation data. We view the automatically generated pages as "rough
drafts" that users help to refine. We report here on the mechanisms that allow
users to do this, our rationale for these mechanisms, and the issues raised by
involving thousands of remote anonymous users in the continuous design of web
content. Keywords: Human-computer interaction, Human interface, Computer-supported cooperative
work, Organizational computing, Social filtering, Collaborative filtering,
Resource discovery, World Wide Web, Usenet, Participatory design, Remote
evaluation, End user modification | |||
| Designing with Ethnography: A Presentation Framework for Design | | BIBA | PDF | 147-158 | |
| John A. Hughes; Jon O'Brien; Tom Rodden; Mark Rouncefield; Steve Blythin | |||
| Despite the growing number of ethnographic studies of work their use in design remains a matter of some debate. Acknowledging the problems designers face in utilising ethnographies, and ethnographers face in meeting commercial demands, this paper outlines a 'framework' for the presentation of field studies organised around three main dimensions; 'distributed coordination', 'plans and procedures' and 'awareness of work'; thereby facilitating effective communication and collaboration between designers and ethnographers. | |||
| Quick But Not So Dirty Web Design: Applying Empirical Conceptual Clustering Techniques to Organise Hypertext Content | | BIBAK | PDF | 159-162 | |
| Charles M. Hymes; Gary M. Olson | |||
| When the purpose of a web site is to communicate a body of information, the
most common and significant problem for the user is understanding how content
is organised within the site. The Rapid Empirical Clustering Approach (RECAp)
was developed from cognitive science work on concept structure to help the
designer represent the "modal mental model" of the users' conception of web
site content. RECAp has been performed under tight time and resource
constraints. None the less RECAp has been observed to substantially improve
web site structure, while helping design teams maintain focus on users and
usability. Keywords: Fast, WWW design, Hypertext structure, Conceptual structure | |||
| IBIS -- Convincing Concept ... But a Lousy Instrument? | | BIBAK | PDF | 163-172 | |
| Severin Isenmann; Wolf D. Reuter | |||
| IBIS is a useful concept for dealing with problems in the field of planning
and design. However striking is that there seems to be hardly any real world
application of IBIS-like systems.
In several projects we employed HyperIBIS, a hypertext-based implementation of IBIS. We experienced several difficulties, which can be categorized into three classes. First, disagreement with the discourse model as underlying theory; second, misdirected expectations about the objectives of the method; third, problems caused by methodological requirements during operation. We show that most of these difficulties are caused by the nature of planning and design problems and cannot be addressed by further improvement of computer support. However, awareness of these difficulties can help in handling them and thus increase acceptance of IBIS-like systems. Keywords: Planning, Design, Argumentative problem solving, Computer-supported
cooperative work, IBIS, HyperIBIS, Hypertext, Applications of IBIS, Experiences
with IBIS | |||
| Designing Support for Remote Intensive-Care Telehealth Using the Locales Framework | | BIBAK | PDF | 173-184 | |
| Simon M. Kaplan; Geraldine Fitzpatrick | |||
| We put forward the locales framework as a model for the principled
understanding and analysis of systems support for cooperative work situations.
By using the locales framework to identify problems and issues with existing
practice and focus discussion on possible solutions, we can articulate
requirements for systems design. This is illustrated through a study of inter-
and intra-ICU consultation practice across three hospital intensive care units
(ICUs). By applying the framework to the analysis of existing local and remote
work practices, we evolve a family of requirements for a
telecommunications-based remote consultation facility sketch its high-level
design and discuss the current status of the project. Keywords: Systems design, CSCW, Locales framework, Social worlds Telemedicine,
Intensive care | |||
| Bridging the Analysis of Work Practice and System Redesign in Cooperative Workshops | | BIBAK | PDF | 185-195 | |
| Helena Karasti | |||
| This paper addresses the issue of bridging the analysis of work practice and
systems design. It describes a case study of organising cooperative workshops
in connection with an experimental teleradiology project. In planning for the
workshops the issues of participation and the shared object of collaborative
activities were carefully considered. Participation is reflected in terms of
the participants' situated views of work practice and their distribution
between the perspectives of practice, research and design. The idea of
grounding the cooperative activities on the analysis of work practice makes it
the shared object of interest in the workshops. Hence, it needs to be
carefully considered what kind of work practice is to be used in the analysis
and how it is to be represented in the workshops. The cooperative activities
of analysis, comparison, evaluation, envisioning and redesign that took place
in the workshops are elaborated. Further research issues are suggested. Keywords: Analysis of work practice, System design, Ethnography, Participatory design,
Workshops | |||
| Expected Usability and Product Preference | | BIBAK | PDF | 197-204 | |
| Turkka Keinonen | |||
| The design of smart products involves undesirable, yet frequent, cases when
compromises between the quality of appearance, functionality, price and
usability are required. Usability has lately been considered increasingly
important for product competitiveness, but perceiving how usable a product
might be prior to actual use is difficult. This paper considers the way people
perceive and weight usability related product attributes in a decision making
situation.
The dimensions of usability are analysed from consumer attitude formation point of view. A model of evaluation criteria related to expected usability is presented. It includes consumers' beliefs concerning product characteristics, benefits and an overall emotional response. Scales to measure the dimensions are developed. The scales are applied in a case study with 91 subjects evaluating six different heart rate monitors. The results suggest that the dimensions of usability are highly interrelated in consumers' evaluation and have only a limited potential to explain product preferences. Keywords: Usability, Attribute importance, Smart product | |||
| On the Inevitable Intertwining of Analysis and Design: Developing Systems for Complex Cooperations | | BIBAK | PDF | 205-213 | |
| Anita Krabbel; Ingrid Wetzel; Heinz Zullighoven | |||
| Developing interactive software systems requires the well known tasks of
analysis, design and construction. In the context of work settings with
complex cooperations these tasks and their relationship undergo drastic
changes. Analysis and design have to be accomplished at different levels of
complexity, the heterogeneity of users involved needs to be handled and the
presentation of anticipated changes incorporating the organizational context
goes beyond proven (object-oriented) techniques like prototyping.
The article claims that complex cooperations require a close intertwining of analysis and design. It is accomplishable by application-oriented documents usable in different stages of the development process. Based on a document-driven evolutionary approach examples of such document types -- like Cooperation Pictures and Purpose Tables -- are given. They are discussed based on experiences from projects in different application domains. Keywords: Cooperative work, Evolutionary analysis and design, Participation,
Object-oriented design | |||
| Network Design: Tasks & Tools | | BIBAK | PDF | 215-222 | |
| Kyle S. Kuczun; Mark D. Gross | |||
| Designers often draw to produce artifacts for thinking and communicating
about their designs. These artifacts (drawings) provide the designer with
various levels of abstraction to conceptually frame the design problem.
Because network designers traditionally make drawings throughout the design
process, we propose that the computational environment should facilitate and
capitalize on this activity. We describe a suite of computer based network
design tools that employ freehand drawing as an interface. Keywords: Local area networks, Domain oriented design environments, Freehand drawing
environment, Computer human interaction, Levels of abstraction | |||
| HCI, Natural Science and Design: A Framework for Triangulation Across Disciplines | | BIBAK | PDF | 223-234 | |
| Wendy E. Mackay; Anne-Laure Fayard | |||
| Human-computer interaction is multidisciplinary, drawing paradigms and
techniques from both the natural sciences and the design disciplines. HCI
cannot be considered a pure natural science because it studies the interaction
between people and artificially-created artifacts, rather than
naturally-occurring phenomena, which violates several basic assumptions of
natural science. Similarly, HCI cannot be considered a pure design discipline
because it strives to independently verify design decisions and processes, and
borrows many values from scientists.
The purpose of this paper is to provide a simple framework that describes how the research and design models underlying HCI can be integrated. We explore the relationships among these approaches in the context of a particular research site, CENA, the Centre d'Etudes de la Navigation Aerienne, and illustrate how the various disciplines can contribute to a complex design problem: improving the interface to the French air traffic control system. The framework provides one perspective for understanding the various research approaches, and, more importantly, suggests new research directions. The resulting cross-disciplinary triangulation can increase the effectiveness of the individual research and design approaches. Keywords: CSCW, Design, Theory, Augmented reality | |||
| Experiences with Adding New Input Modalities to PC Desktop Computing | | BIBAK | PDF | 235-238 | |
| Rainer Malkewitz; Bernhard Ristow | |||
| In this paper, we describe the development of a new, non-haptic user
Interface for IBM-compatible PCs. The results of development itself have been
demonstrated at a computer graphics conference [3]. The advanced user
interface consists of a combination of spoken commands and head movements. It
translates spatial and symbolic input into the traditional mouse, keyboard, and
system events. Keywords: New input devices, Speech, Gestures, User interface design | |||
| Better or Just Different? On the Benefits of Designing Interactive Systems in Terms of Critical Parameters | | BIBAK | PDF | 239-245 | |
| William M. Newman | |||
| Critical parameters are quantitative measures of performance that may be
used to determine the overall ability of a design to serve its purpose.
Although critical parameters figure in almost every field of design where there
is a demand for progressive improvement, they do not appear to figure
significantly in the design of interactive systems. As a result, systems are
designed that are recognizably different from other systems but not necessarily
better at doing the job intended. This paper discusses the role of critical
parameters in design, and illustrates their lack of use in interactive system
design by presenting a number of examples drawn from the HCI literature. It
identifies a consequent need for research to establish critical parameters for
applications and to build models of the performance of designs against these
parameters. Some ideas are presented on how critical parameters might be
established for specific applications, and the paper concludes by summarising
some of the benefits that might be gained from moving in this direction. Keywords: Design, Critical parameters, Performance measurement | |||
| Interactive Systems in Domestic Environments | | BIBAK | PDF | 247-259 | |
| Jon O'Brien; Tom Rodden | |||
| This paper considers the nature of interactive systems design for domestic
environments. As part of this work it highlights the methodological issues
faced in the design of systems for the home. The shortage of detailed
knowledge of activities in the home is highlighted. A series of studies of
domestic environments is presented alongside the design challenges they raise. Keywords: Ethnography, Methods, Requirements, Domestic environments, Interactive
systems design | |||
| The Singing Tree: Design of an Interactive Musical Interface | | BIBAK | PDF | 261-264 | |
| William Oliver; John Yu; Eric Metois | |||
| This paper describes the design of the Singing Tree, a novel interactive
musical interface which responds to vocal input with real-time aural and visual
feedback. A participant interacts with the Singing Tree by singing into a
microphone. The participant's voice is analyzed for several characteristic
parameters. These parameters are then interpreted and drive a music generation
engine and a video stream which are played back in real-time.
Several design specifications and constraints dictated the development of the Singing Tree. The Singing Tree is used both as a personal interactive experience and, at the same time, as part of a larger coordinated interactive experience called the Brain Opera. The aural and visual feedback is used actively to lead the participant to an established goal, providing a reward-oriented relationship between the sounds one makes and the synthesized music one hears. It is an interesting musical interaction experience for both amateur and professional singers. The system software is flexible, allowing new goals, new music, or new video to be incorporated easily. The Singing Tree has been a particularly successful interactive experience at exhibitions with the Brain Opera in New York, U.S.A.; Linz, Austria; Copenhagen, Denmark; Tokyo, Japan, and West Palm Beach, U.S.A. This paper will outline our thoughts on the artistic and technical design methodology of the Singing Tree. Keywords: Musical interface design, Voice analysis, Reward-oriented feedback systems,
Music synthesis, Aural/visual feedback | |||
| Interface to Architecture: Integrating Technology into the Environment in the Brain Opera | | BIBAK | PDF | 265-275 | |
| Maggie Orth | |||
| This paper concretely presents the design processes and results of Composer
Tod Machover's Brain Opera, an interactive, multi-media, traveling opera. It
will present the importance of successful collaboration between artists and
scientists at the functional intersection of their research -- design. It will
discuss the opposing design strategies necessary for integrating technology
into the physical environment at various levels of scale, from architecture to
interface. At the level of architecture flexibility in design is stressed. In
interface design, the needs for specificity and detail, new materials and
manufacturing processes are presented. The paper will demonstrate how the
aesthetic goals of the Brain Opera's visual designers, creating an organic,
humorous and unexpected technology environment, influenced audience
interaction. The conflict between artistic control and interactivity will also
be examined through the specific results of acoustic design in the project.
The influences of quickly changing technology and funding on the design of the
Brain Opera are also revealed. The prominence of the proscenium arch stage in
existing music venues and its influence on new media projects is presented.
Successful and unsuccessful models for audience participation are also
presented. Concrete interface examples are used to counter the notion of
intuitive interface design. Finally, the Brain Opera is presented as a design
model for an interactive research laboratory. Keywords: Design, Environment, Interface, Furniture, Physical interface, Theater,
Sensor, Collaboration, Architecture, Opera | |||
| Design in the POLITeam Project: Evaluating User Needs in Real Work Practice | | BIBAK | PDF | 277-287 | |
| Uta Pankoke-Babatz; Gloria Mark; Konrad Klockner | |||
| We report on a unique design approach used in the POLITeam project, which
introduces groupware into a German ministry. An existing groupware system was
adapted to user and organizational needs, with the plan to improve and expand
the system to a large-scale. We integrated new approaches of user advocacy and
direct designer-user interaction, with an evolutionary cycling process. We
focus in particular on the role of user advocacy in evaluating the users' needs
during actual system use. We explain the design process, and discuss the
system requirements that emerged as a result of using this method. We also
report the results of interviews with the users and design team and reflect on
the impact that the design process had on them. Keywords: Participatory design, User advocacy, Evolutionary cycling, Groupware, CSCW,
Shared workspace | |||
| Collaborative Design for Virtual Team Collaboration: A Case Study of Jostling on the Web | | BIBAK | PDF | 289-300 | |
| U. Patel; M. J. D'Cruz; C. Holtham | |||
| Virtual action teams are temporary goal directed work groups which never
meet face-to-face. Technology exits to support distributed teams, however
groupware is not always flexible or accessible, so there has been a wholesale
adoption of World Wide Web standards. We analyse the groupware requirements of
virtual teams and conclude that collaborative design is necessary to reflect
the balance between structure and flexibility which characterise effective team
work. A framework for asynchronous, distributed, collaborative design is
presented. This consists of activities and resources. The activities follow a
double iteration cycle and encapsulate requirements for structure, flexibility,
monitoring and role specification. Rapid development is supported by reusable
Perl CGI modules. The framework is used to develop Web software to support an
international virtual action team -- the process and product are described.
Preliminary comments on the utility of the framework and conclusions are
reported. Keywords: Collaborative design, Asynchronous distributed design, User involvement,
Virtual teams, Internet, World Wide Web, Computer supported collaborative work | |||
| Design Case: Building Community in a Design Effort in a Decentralized, Individualistic Setting | | BIBAK | PDF | 301-304 | |
| Judith Ramey; David Farkas | |||
| WebFeat is a web development effort by about 40 students, faculty, and staff
in the College of Engineering at the University of Washington. The University
is a decentralized organization with diverse goals and constituencies; the
culture emphasizes individual autonomy, individual initiative, and individual
responsibility. In this design environment, the challenges of building
community among the members of the design team are substantial. We devised a
suite of numerous tools and processes designed to foster a sense of community
and participation in the current development process, as well as to lay the
groundwork for participatory maintenance of the site in the future. Developers
in other similar organizations may find this suite useful. Keywords: World Wide Web, Participatory design, Collaborative design, Inductive data
analysis | |||
| The AVANTI Project: Prototyping and Evaluation with a Cognitive Walkthrough Based on the Norman's Model of Action | | BIBAK | PDF | 305-309 | |
| Antonio Rizzo; Enrica Marchigiani; Alessandro Andreadis | |||
| In this paper, we present a contribution to the way in which two design
issues encountered by the AVANTI project in designing a Web service supporting
the mobility of disabled people can be faced. The design issues are: the
problems deriving from distribution of the teams collaborating to the project
in several cities (sometimes different European countries); and the need to
face high-level interaction problems in the evaluation process. One important
action taken to face these issues was the development of a variation of the
Cognitive Walkthrough based on the Norman's model of action. Keywords: Cognitive walkthrough, Norman's model of action, Prototyping evaluation, Web
services | |||
| Technology Design and Mimicry | | BIBAK | PDF | 311-313 | |
| Duncan Sanderson | |||
| Mimicry is proposed as an analytical and empirical concept which can be used
in the investigation of a relatively unexplored dimension of design work. The
concept is illustrated through the presentation of observations from two case
studies, one in the field of software design, the other in mechanical
engineering. Implications of the concept are discussed in the conclusion. Keywords: Technology design, Case study, Mimicry | |||
| Designing as the World Turns | | BIBAK | PDF | 315-321 | |
| Paulo J. Santos; Esin O. Kiris; Cheryl L. Coyle | |||
| Designers of interactive systems often work in environments that are
continuously changing. External, uncontrollable change is rapidly becoming a
daily impediment in many designers' lives. In this age of rapid technological
progression and heightened competition, systems designers must be able to
prepare for, cope with, and even perform better because of inevitable change.
Because the nature of user interface design is to make complicated technology
usable, user interface designers are especially affected by design changes.
This paper is a chronicle of the adventures of three user interface designers
while working on the design of an interactive system within a changing domain.
We describe the kinds of changes that affect design, the impact of change on
the design process, how a designer can prepare for change, and finally, how to
respond to change. By sharing our experiences on a project fraught with
change, we hope to help other designers learn to work well within a changing
design environment. Keywords: User interface design, Human factors, Technology, Technology change, Process
changes, Interactive design, Design reuse | |||
| Designing User-Adapted Interfaces: The Unified Design Method for Transformable Interactions | | BIBAK | PDF | 323-334 | |
| A. Savidis; A. Paramythis; D. Akoumianakis; C. Stephanidis | |||
| In the interface design process, diverse user requirements and
characteristics lead to alternative dialogue patterns. User-adapted
interfaces, capable of self-adapting to individual end-user requirements,
should encompass alternative dialogue components into a single implementation
form. The process of designing user-adapted interactive applications
necessarily engages the manipulation of alternative design artifacts, while for
the implementation process a single design is needed, as opposed to alternative
design versions. The unified design method is targeted towards the
organization of alternative design artifacts into a single representation
structure. Relationships among alternative artifacts in user-adapted design,
such as exclusion, compatibility, augmentation and substitution, need to be
explicitly represented. Keywords: Artifact-oriented design methodologies, User-adapted interaction, User
interfaces for all, Polymorphic task hierarchies, Task-oriented design | |||
| A New Approach to Human-Computer Interaction -- Synchronous Modelling in Real and Virtual Spaces | | BIBAK | PDF | 335-344 | |
| Kai Schafer; Volker Brauer; Willi Bruns | |||
| Three-dimensional computer-aided modelling of dynamic processes supported by
virtual reality techniques like 3D-stereo vision does not reach the usability
(ease, concreteness, intuitiveness, directness) we experience in modelling with
real physical objects. We propose an interface that aims at coupling two
previously separated model worlds -- the real space of physical objects and the
virtual space of signs and images. The basic issues of this Real Reality
concept are discussed and some applications are presented. Keywords: Real reality, Data glove, Graspable user interfaces, Grasp recognition,
Modelling and simulation, Programming by demonstration | |||
| Design of a One to Many Collaborative Product | | BIBAK | PDF | 345-348 | |
| Jean C. Scholtz | |||
| This work describes the design of ProShare Presenter, a product that the
author worked on in the Personal Conferencing Division at Intel. ProShare
Presenter is an add-on to the ProShare Conferencing product and allows
broadcasting of audio, video and presentation materials from one person to many
over a LAN or WAN. This product is an interesting case study for several
reasons. First, several usability issues arose during in-house testing that
human factors engineers had not been able to anticipate during user
requirements gathering and prototyping. Secondly, product testing with large
groups of users uncovered usability problems that did not arise with small
groups of users. Finally, usability problems arose during alpha testing
because some basic user requirements were not addressed during design. We
conclude that many usability problems in large-scale collaborative projects
will not be discovered until large group testing can be conducted. Keywords: Design, Usability testing, User requirements, Personal conferencing, Video
conferencing | |||
| Comparing Interaction Design Techniques: A Method for Objective Comparison to Find the Conceptual Basis for Interaction Design | | BIBAK | PDF | 349-357 | |
| Mark van Setten; Gerrit C. van der Veer; Sjaak Brinkkemper | |||
| Part of designing the User Virtual Machine is designing the interaction
between the user(s) and the system. There already exist several techniques for
designing the interaction, but, once applied in practical situations, all have
problems. The use of a formal comparison method combined with experience in
interaction design shows that there exists a conceptual basis for interaction
design. The method to find this basis is a structured approach which describes
each technique objectively, compares the concepts, relations, purposes, and
places in the design method. Based on this comparison the conceptual basis for
interaction design can be created, which is adaptable to the design situation
at hand. Keywords: Interaction design techniques, Comparison of techniques, Method engineering,
Situational methods | |||
| The Flower Model for Multidisciplinary Teamwork on a New Product-Market Combination -- In This Case E-Mail-on-TV | | BIBAK | PDF | 359-363 | |
| Marc Steen | |||
| A multidisciplinary team at Philips Sound and Vision's TV Lab developed an
E-mail-on-TV functionality. Their objective is to offer the benefits of E-mail
to people in their living environment without having to use a PC. Developing
such a product-market combination requires working on the product-side and on
the market-side in parallel. In order to guide that process the team developed
and applied the Flower Model. This model is a framework to create synergy
between the disciplines within the team, and to integrate the findings of early
consumer research into the development process. The article describes the
successive steps of the process, and how the Flower Model helped to work as a
team and to develop and test product-market combinations. Keywords: Product-market combination, Multidisciplinary teamwork, User interface demo,
Early consumer research, E-mail, TV | |||
| How to Make Software Softer -- Designing Tailorable Applications | | BIBAK | PDF | 365-376 | |
| Oliver Stiemerling; Helge Kahler; Volker Wulf | |||
| The design of tailorable systems is an important issue for fields of
application which are characterized by differentiation and dynamics. We show
how tailorability can he combined with approaches of evolutionary and
participative software-engineering and discuss some conceptual problems arising
from this approach. Moreover, we present two case studies on how to design
tailorable functionality in a groupware development project. Keywords: Tailorability, Groupware, Participatory design, Design cases | |||
| A Case Study in Interactive Narrative Design | | BIBAK | PDF | 377-380 | |
| Carol Strohecker | |||
| This paper includes lessons learned about the design of a form for
interactive narrative. The lessons are based on an initial prototype and have
ramifications for both a next-step implementation and for broader understanding
of the form. Key lessons pertain to pacing, narrative structure, giving
feedback through the interface, and contexts for use. Keywords: Narrative structure, Multimedia, Interface design | |||
| A Designer's Nightmare: Designing a Reusable Information Retrieval Class Library in a Multinational Consortium | | BIBAK | PDF | 381-383 | |
| Alistair Sutcliffe | |||
| In this design case we describe the experience of designing a resuable class
library for information retrieval user interfaces. The design process is
described with reflections on how the process was organised and the impact of
the design problem on the process. Keywords: Information retrieval, Reuse, Multinational design teams, Design process | |||
| Simple, But Cumbersome | | BIBAK | PDF | 385-394 | |
| Kari Thoresen | |||
| What does it mean that a system is simple, but cumbersome? Through an
empirical study of users' opinions of a system for material administration in a
large telecommunications company, two elements of design, -- navigation and
flexibility, are identified as particularly relevant in order to explain what
cumbersome means. Using grounded theory, a conceptual framework is developed
to clarify the various properties of navigation and flexibility. Users differ
in their opinions regarding the qualities of the systems, and ways of
categorizing users are explored in order to explain these differences.
Conventional categories of user classification were inadequate for this
purpose. However, the combination of job trajectory and work organization
provided some explanatory power, and also helped in clarifying what "simple,
but cumbersome" may mean. Keywords: Use, Work practice, Navigation, Flexibility, Grounded theory | |||
| Searching Requirements for a System to Support Cooperative Concept Design in Product Development | | BIBAK | PDF | 395-403 | |
| Tuomo Tuikka | |||
| This paper addresses a systems design problem of what kind of support for
cooperative concept design could be incorporated into a virtual reality
prototyping system. We have studied and analysed how cooperative concept
design is conducted in a series of multidisciplinary design meetings. This
paper collects the analysis of that material and three interviews conducted
simultaneously in industrial setting. The efforts of multidisciplinary
designers in search toward a common understanding of the product concept during
design process are reported. Thus, work done on the product concept and on
coupling different interdisciplinary perspectives are studied. It is shown,
e.g., that the concept can deviate very much in the early stages of concurrent
engineering process. A lot of work is also required to manage the complexity
of design and differing opinions of the goal. An understanding of how
cooperation in these meetings was organized is presented with implications to
further research with requirements of virtual reality prototyping systems. Keywords: Computer supported cooperative work, Concept design, Product development,
Virtual prototyping | |||
| Capturing What is Needed in Multi-User System Design: Observations from the Design of Three Healthcare Systems | | BIBAK | PDF | 405-415 | |
| Catherine G. Wolf; John Karat | |||
| The design of large-scale collaborative multi-user systems requires both a
detailed understanding of the work of many individuals and an understanding of
how the individual pieces fit together in the larger organizational context.
In order to manage the complexity of the design task, designers develop and use
various representations of work practices which selectively include some
details, but omit others. This paper presents some heuristics based on our
experience in the design of three healthcare systems that can help designers in
determining what information needs to be included in representations for the
design of multi-user systems. We present eight questions which can be used to
capture important work practice information. We include a retrospective
analysis of several design examples and suggest how the use of these questions
can be integrated into design practice. Keywords: System design, Collaboration, Representations, Design rationale, Healthcare | |||
| A Framework for Assessing Group Memory Approaches for Software Design Projects | | BIBAK | PDF | 417-426 | |
| Beatrix Zimmermann; Albert M. Selvin | |||
| While the need for group memory systems in a software development project
has been argued by various researchers and practitioners, a comprehensive
evaluation methodology for these systems has not been defined. The deployment
of group memory systems into various software development projects at NYNEX
Science & Technology has highlighted the need for a framework which can be used
by software development groups to determine which system(s) would be most
useful for their specific project.
In this paper we describe a framework for assessing group memory systems. This framework examines the costs and benefits of these systems in the context of the assumptions and requirements of the project. It does not attempt to denounce one system as less useful than another devoid of the context of a software development project. We also define a group profile which is used to define features of a group, which can then be compared with the assumptions and requirements of the group memory system. Keywords: Group memory, Design rationale, Organizational memory, Corporate memory | |||