| The way artifacts evolve in use -- participation as a key to a new professionalism | | BIBA | xii | |
| John Habraken | |||
| To have a healthy living environment the energies of inhabitation must
animate environmental change. The 'Open Building' approach, as supported by a
network of practitioners and academics, seeks to re-introduce the powers of
inhabitation in residential construction. They see the fine-grained large
project as the future. Participation, recognizing inhabitation as the key
factor, is not a goal by itself but a means to achieve a healthy and
sustainable environment. It leads to new professional skills and knowledge:
1) Understanding environment. Knowledge of the built environment as an autonomous and complex phenomenon should justify architectural intervention, much in the way knowledge of the human body must justify medical intervention. As always, patterns of change reveal constant laws. Transformation, therefore, is the key to our knowledge of environment. The concept of 'dominance' reveals itself as one of the major constants in environmental dynamics and is discussed by way of example. 2) Design methodology Environmental change also demands distribution of design intervention. The reality of this distribution challenges Modernism's top-down centralized design ideology. Wherever design distribution takes place, coordination and interface management become important concerns. Methodology provides tools in response to them. Here again, 'dominance' is illustrative. It allows us to finally discard 'function' as the basis for design, and to achieve a more open ended way of working by looking for 'capacity'. 3) Form behavior Environmental transformation is bound to social convention as well as to physical reality. Our interventions, therefore, are not random but reflect 'form behavior' that we are innately familiar with. A new generation of CAD programs is needed to make the computer understand such 'behavior of form' as well. Once more, the concept of 'dominance' is important. It allows us to convey behavioral knowledge to the computer, making the latter a true design participant. | |||
| "May I show you my stamp collection?" -- the artist as invited guest with unpredictable outcome | | BIBA | xiii-xiv | |
| Barbara Holub | |||
| our western society is based on principles of control, evaluation,
validation or success, which implies that the individual is constantly called
upon to mirror himself/herself according to the specific rules imposed upon
him/her by his/her respective social and cultural context. this means that all
our actions are much rather guided by the notion of control and awareness of
"performance" commensurate with the image of the company than the "enactment of
the self"*. my projects aim at questioning these roles as well as the role
played by the artist in the game, and at giving space to "what doesn"t fit".
in this presentation I would like to give you an overview of some recent
projects to show my artistic interest in direct "enactment", the strategies I've been developing, and how the projects can be read as an inbetween for engaging in almost childlike play and yet at the same time expose precise structures of the environment or "set" I'm investigating. i usually try to place and/or communicate the projects both in the art context as well as in that of an enterprise or specific professional environment. questions regarding access to the situation I choose as field of artistic investigation, differ according to the given parameters. whom do I tell what? what are the expectations of the people participating -- what are my expectations? what do I make visible/communicate to the viewer, and which experience remains visible only to the participants? the art practice I've been developing is based on creating specific sets, offering an experience to the participants, which they might not have had in their everyday life. the seemingly harmless question posed by the title of this presentation itself addresses the hidden potentials of the situation it points at. the crucial question is: what happens then? the moment of seduction, of giving up control, of submerging in the situation opens up a field of unforeseen developments. | |||
| Participatory Design and the Collective Designer | | BIBAK | 1-10 | |
| Pelle Ehn; Richard Badham | |||
| Is and should there be a place for the Aristotelian virtue of phronesis in
contemporary participatory design practice and for design as an act of anxious
love? In this paper we take a critical look at participatory design and reflect
upon the virtues of the collective designer. Towards a background of the dreams
and lost utopias of some related collective designers of the past: the Bauhaus,
Nordic design and Scandinavian collective systems design, we suggest that our
attention should not be on the great espoused design ideals but on the
politics-in-practice of the collective designer. The really interesting
collective designer in practice might very well be much more of a
"Machiavellian" reflective practitioner than an objective scientist or
politically correct utopist. Keywords: Bauhaus, collaboration, design, participation, phronesis, power, Nordic
design, ethics, politics, Scandinavian collective systems design, utopia,
virtue | |||
| Representations in Establishing and Maintaining a Rhetorical Participation Structure | | BIBAK | 11-21 | |
| Jarmo Sarkkinen | |||
| Representations are considered to be means for better communication and
collaboration in determining software requirements. Uses of representations
have normally been studied in artificially created situations characterized by
a harmonic common interest. Representations then can be seen as props for
hearing the users' voice in requirements analysis. Two episodes in a 'real
world' requirements determination session are analyzed not only in a responsive
but also in a rhetoric light. A high-fidelity prototype as a representation in
concert with a free flow of control could be seen to hinder the democratic
determination of the requirements, and to enable rhetorical persuasion. Keywords: Representations, requirements, participation, interaction | |||
| Design is a Game: Developing Design Competence in a Game Setting | | BIBAK | 22-28 | |
| Ole Sejer Iversen; Jacob Buur | |||
| In this article we propose design games as a way of building design
competence for design students as well as for practitioners. We report on four
experiments in which game playing, game creation and game reflection has
revealed a potential in developing design competence. We show how the use of
games can contribute to talking about collaborative design processes, modelling
design situations, exploring real life design and improving an existing design
practice. Our findings are derived from both educational and industrial
settings. Keywords: Design games, Silent Game, participatory design, design representations,
design teaching | |||
| Extreme Participation -- Moving Extreme Programming Towards Participatory Design | | BIBAK | 29-41 | |
| Markus Rittenbruch; Gregor McEwan; Nigel Ward; Tim Mansfield; Dominik Bartenstein | |||
| Extreme Programming (XP) is a lightweight software development methodology
that has risen to prominence in the last few years. XP and Participatory Design
are related in motivation and approach but complimentary in many ways. The
authors believe that integrating some Participatory Design approaches into XP
substantially improves XP and may even bring some advantages to Participatory
Design. This paper summarises XP, compares the two approaches, outlines our
experience with XP, draws out some problems with classic XP and suggests some
modifications based on Participatory Design. Keywords: Extreme Programming, User stories, Participatory Design | |||
| Probing the Probes | | BIBAK | 42-50 | |
| Terry Hemmings; Karen Clarke; Mark Rouncefield; Andy Crabtree; Tom Rodden | |||
| Ethnographic studies of technology have focused on trying to understand the
socially organised, naturally occurring uses of technological artifacts in
socio-technical systems. This paper describes the design work of two separate
research groups utilising 'cultural probes' as a mode of participatory design
for domestic settings. The first group created specially designed probes to
analyse the motivations that shape home life, to inspire future designs. The
second group used a cultural probe derivative as an adjunct to an ethnographic
study of a sensitive 'home' setting -- a sheltered housing complex -- and used
them for 'information' rather than 'inspiration'. The paper outlines an
innovative evaluation of the production, use and methods that inform the use of
probes for a participatory design and explore the ways in which cultural probes
and probes hybrids might present alternative strategies for exploring
'sensitive' settings. Keywords: Methodology, participatory design, cultural probes, domestic probes,
ethnography, art and design, design practice, home, workplace | |||
| A Pattern Language for Living Communication | | BIBAK | 51-61 | |
| Doug Schuler | |||
| This is the first report on an ambitious participatory project, currently in
work, whose goal is the construction of a "pattern language," a large
structured collection of knowledge that represents the "wisdom" of a widely
distributed, very loosely knit community of activists, researchers,
policy-makers, and technologists. This report provides an important first step
as it outlines our hopes, expectations, planned tasks, and research hypotheses.
A second report in late 2002 or early 2003 will bracket this report with a
discussion of actual activities, evaluation, and recommendations. Keywords: Pattern Language, patterns, participation, democratic communication,
collective knowledge base, constructivism | |||
| Improved Crane Operations and Competence Development in a Community of Practice | | BIBAK | 63-73 | |
| Vidar Hepsoe; Rune Botnevik | |||
| This paper describes the lessons learnt in a five year effort to improve
health, environment and safety (HES) in crane and lifting operations in the
North Sea. We focus in particular on the roles of groupware tools and a crane
simulator in skills development of a particular community of practice, and
their role in sustaining and improving crane and lifting operations. This work
shows the potential of participatory approaches to design in several respects:
the combination of action research and ethnography, stakeholder involvement,
dialogue in various arenas, development of new work practices and artefacts,
and finally, the politics involved in changing existing work practices and the
implementation of new approaches to skills development and the improved quality
of working life. We describe the context in which groupware tools and
simulation training can become integrated in the operating business in order to
improve the development of skills and the quality of working life for offshore
crane operators, banks men and supply boat crew. Keywords: Action research, e-learning, groupware, (HES) health, environment and
safety, knowledge management, LOTUS DOMINO, simulation training, virtual
communities, quality of working life | |||
| A cognitive analysis of collective decision making in the participatory design process | | BIBAK | 74-83 | |
| Françoise Darses | |||
| In this paper, we examine, from a cognitive standpoint, the issue of
collective decision-making in participatory design groups. These
multi-occupational group (manufacturing operators, foremen, maintenance
mechanics, the method agent, the shop foreman, draftsmen, etc.) are asked to
redesign the equipment of a production line in a factory manufacturing steel
tubes.
Our analysis is focused on the cognitive side of the
redesign activity, and especially on the collective evaluation processes. From
the transcripts of the meetings, we have examined how the co-designers come to
an agreement about the redesigned equipment. We show that the criteria
spontaneously used for the evaluation of the solutions are far wider
(quantitatively and qualitatively) than the list of functional criteria
prescribed to the co-designers for the decision-making process. This study has
led to the development of an evaluation method, named CRITERIA, which is
briefly described. Keywords: collective design process, cooperation, collective decision-making,
evaluation, criterion | |||
| Designing for an Ecological Agricultural Association -- A PD case study | | BIBAK | 84-92 | |
| Edla Maria Faust Ramos; Sandro da Silva Santos; Antônio Carlos Mariani; Jorge Alberto Timmerman; A Denise; A Cord; Maria Margareth Lins; Rafael Ulguim de Oliveira | |||
| In this paper, we describe a case study of the participatory design process
of an information system for an "ecological" farmers association. It describes
how the techniques of PD were applied and adapted to analyze its viability in
the design of information and communication systems for complex democratic
organizations. Keywords: action research, participatory design, requirements analysis, democratic
organizations | |||
| Contextualizing Power in a Collaborative Design | | BIBAK | 93-103 | |
| Sampsa Hyysalo; Janne Lehenkari | |||
| Power relations are a major concern in participatory design (PD). We explore
how power relations are played out in a commercial collaborative design project
that has not been influenced by PD techniques or interests. The case reconfirms
many of the underlying principles of PD in handling power. At the same time,
our Foucault-inspired analysis of the contextual dynamics and hidden power
structures in user practices suggests certain extensions and improvements to
the analysis of power relationships in PD projects. Keywords: Collaborative design, Participatory design, Context, Power, Foucault | |||
| Using Pattern Languages in Participatory Design | | BIBA | 104-113 | |
| Andy Dearden; Janet Finlay; Elizabeth Allgar; Barbara McManus | |||
| In this paper, we examine the contribution that pattern languages could make to user participation in the design of interactive systems, and we report on our experiences of using pattern languages in this way. In recent years, there has been a growing interest in the use of patterns and pattern languages in the design of interactive systems. Pattern languages were originally developed by the architect, Christopher Alexander, both as a way of understanding the nature of building designs that promote a 'humane' or living built environment; and as a practical tool to aid in participatory design of buildings. Our experience suggests that pattern languages do have considerable potential to support participatory design in HCI, but that many pragmatic issues remain to be resolved. | |||
| Enabling factors for participatory design of socio-technical systems with diagrams | | BIBAK | 114-123 | |
| Kai-Uwe Loser; Thomas Herrmann | |||
| Several authors report failures when using diagrams with a defined notation
for participatory design processes. Our experience in various projects was
different: diagrams with graphical notations are artefacts which can be used
participatively to design socio-technical systems. In this paper we describe
our experience from two projects where models of socio-technical systems are
designed participatively. The used methods are based on a special view on
socio-technical systems. Both theory and case studies provide the basis to
derive relevant factors for the process and the notation to enable
participation in projects where modelling methods are used. Keywords: Participatory Design, Socio-technical Systems, Diagrams, Modelling | |||
| PD in the Wild; Evolving Practices of Design in Use | | BIBAK | 124-134 | |
| Yvonne Dittrich; Sara Eriksén; Christina Hansson | |||
| The when and where of participatory design has traditionally been set,
primarily, by the software design project. However, modern IT networks with a
variety of applications from different software providers, new web-design
tools, and the integration of customization processes with ongoing version
management, are just a few of the developments that are moving participation
around IT design issues beyond the traditional software project. Using examples
from a research project focusing on existing work practices and IT in use in
public service administration, we explore various understandings of design,
which challenge some of the assumptions underlying the basic framework of
participatory design.
If design is seen as continually on-going, and intricately
interwoven with use, this raises several important issues for participatory
design. It highlights design for change. It points towards the need for
reconsidering software design processes. It brings into focus issues of
coordination between use, design in use and adaptation and development.
Crucially, it raises issues about shop floor IT management, that is,
organizational and technical support for local adapting, and continual design
and development in use, of IT, and the need for models and methods for
sustainable, distributed co-constructive design processes. Keywords: Design in use, evolutionary design, shop floor IT management, public
services, one-stop shops | |||
| Seeding, Evolutionary Growth, and Reseeding: Enriching Participatory Design with Informed Participation | | BIBAK | 135-143 | |
| Gerhard Fischer; Jonathan Ostwald | |||
| Historically, participatory design (PD) has focused on system development at
design time by bringing developers and users together to envision contexts of
use. But despite the best efforts at design time, systems need to evolve at use
time to fit new needs, account for changing tasks, and incorporate new
technologies. In this paper, we argue that systems should be designed as seeds
that are able to evolve.
The evolutionary growth of the seed is driven by informed
participation, in which active users explore complex design problems and, in
the process, create new information. When evolutionary growth can no longer
proceed efficiently, a reseeding phase is required to organize, formalize, and
generalize information so that it may support a new period of evolutionary
growth.
Informed participation requires social changes as well as
new interactive systems that provide the opportunity and resources for social
debate and discussion rather than merely delivering predigested information to
users. This paper presents key issues for designing new media in support of
informed participation. These issues have been explored through several
applications of the DynaSites system in contexts including collaborative design
and courses-as-seeds. Keywords: informed participation; seeding, evolutionary growth, reseeding;
collaborative design practices; meta-design; open systems; evolving information
repositories; courses-as-seeds; consumer and designer mindsets | |||
| Personas, Participatory Design and Product Development: An Infrastructure for Engagement | | BIBAK | 144-152 | |
| Jonathan Grudin; John Pruitt | |||
| The design of commercial products that are intended to serve millions of
people has been a challenge for collaborative approaches. The creation and use
of fictional users, concrete representations commonly referred to as
'personas', is a relatively new interaction design technique. It is not without
problems and can be used inappropriately, but based on experience and analysis
it has extraordinary potential. Not only can it be a powerful tool for true
participation in design, it also forces designers to consider social and
political aspects of design that otherwise often go unexamined. Keywords: Persona, design method, scenario, user-centered design Note: This paper repeats on pages 153-161 | |||
| Partner Engaged Design: New Challenges For Workplace Design | | BIBAK | 162-172 | |
| Martin Johansson; Peter Fröst; Eva Brandt; Thomas Binder; Jörn Messeter | |||
| The spatial organization of the workplace affects the work going on there.
The technology used, changes the work practice. This paper describes a design
process where different aspects of workplace design for project-based office
work have been combined into one multi-stakeholder project, integrating the
spatial aspects, the furniture, the information technology, and the IT-services
that are connected to work. To have several different partners with different
interests and competencies collaborating in a future oriented design process
puts certain demands on the setup of the process and the tools being used.
Taking a starting point in existing work practice, we have driven this project
with techniques most often used for user-involvement. Scenario building played
a crucial role in tying the process together. The concrete result is a
completed concept proposal for an actual "office of the future" layout, which
integrates advanced information technology and service solutions. The case
shows that it is possible to reach innovative consensus-anchored results with
the described design method. Keywords: Workplace design, Work practice based design, Collaborative inquiry and
design, Architectural design | |||
| Centering Diversity; An ethnographic dissection of hemophilia care | | BIBAK | 173-182 | |
| Teun Zuiderent | |||
| In this paper, I describe my entry as a 'change agent' in the dynamic site
of a hemophilia care center (HCC) in a Dutch university hospital. I discuss the
importance of using participant observation to create insight into the
interpretative flexibility of the site, by showing the presence of diverse
interpretations by various actors on different moments of 'what the HCC is' and
what it means to 'make it work'. This reality contributed to a variety of roles
that were ascribed to the researcher -- a process which I took as a valuable
source of information on the site. I conclude that, for interventionist
research in a complex setting, it is of utmost importance to use a methodology
that sensitizes the researcher for the different and changing views that exist
on that setting. This allows one to become aware of the various roles that one
is asked to play, and the solutions one is expected to come up with. With this
sensitivity, a researcher can choose to intervene by giving voice to a certain
interpretation, or at least avoid suggesting solutions that are bound to fail
because they are contradictory to interpretations of strong actors on the
nature of the setting. Keywords: Ethnography, interpretative flexibility, ethnographically informed IT
design, hemophilia care centers | |||
| Promises, Premises and Risks: Sharing Responsibilities, Working Up Trust and Sustaining Commitment in Participatory Design Projects | | BIBAK | 183-192 | |
| Monika Büscher; Dan Shapiro; Mark Hartswood; Rob Procter; Roger Slack; Alex Voß; Preben Mogensen | |||
| While participatory design crosses the boundaries between technology
production and use, it does not erase them. In accounts of participatory
projects, the work of negotiating and changing these boundaries often recedes
into the background, yet it is crucial in shaping the very nature and scope of
what is achievable. In this paper, we report on our various experiences of
'boundary crossing' in four very different participatory design contexts. We
argue that in each setting a key task consists of enlisting the effort,
imagination, trust and commitment of users, and the sharing of risks and
responsibilities. We compare and discuss the different strategies, methods we
have devised to achieve this within the local politics of each setting. Keywords: Participatory design, co-realisation, risk, trust, commitment, system
biographies | |||
| Human-Centered Public Transportation Systems for Persons with Cognitive Disabilities -- Challenges and Insights for Participatory Design | | BIBAK | 194-198 | |
| Gerhard Fischer; James F., Jr. Sullivan | |||
| In this paper, we present a participatory process for designing new
socio-technical architectures to afford persons with cognitive disabilities the
opportunity to use mainstream public transportation systems. This project faces
two unique challenges: (1) there are no true "experts" who understand all
facets of public transportation system design, operation, and maintenance; and
(2) each person with cognitive disabilities represents a "universe of one,"
preventing the technology designer from thinking in terms of typical "user
classes." Participatory "in-the-world" design is therefore a necessary and
critical facet of this research, and the design process must include members
from diverse communities. Our design team participants include assistive care
specialists and family support organizations, urban transportation planners and
managers, hardware and information technology designers, and university
researchers. Designing for a diverse user population or a complex system acts
as a "forcing function" for using a participatory approach, and it is simply
impossible to create a good design without it. This paper will highlight
insights from this process that have illuminated our research efforts. Keywords: participatory design, transportation systems, technologies for persons with
cognitive disabilities, caregivers, "universe-of-one," personalization,
universal design | |||
| Improving the language of electronic dialogue in participatory projects | | BIBAK | 199-203 | |
| Michael Mullins; Steen Holmgren | |||
| Residents affected by urban interventions and development projects have in
South Africa's recent history, frequently challenged the legitimacy of
development decisions. In a South African context, the process of intervention
is itself often a primary factor in rediscovering social, cultural and spatial
identity. A subsequent polarization between the professionals' and publics'
roles is detrimental to the participatory process. Formative communication
between participants, for example architects, residents and planning
authorities, contributes to consensual decision-making, empowerment of
residents, and a sustainable improvement of living environments. The objective
of relating architectural design to context therefore invites a closer inquiry
into the nature of the residents' everyday experience of their environment,
that is to say the identity of place, and consequently into the nature of
emerging information and communication tools used in that inquiry. This paper
looks at examples of participatory projects where digital information and
communication tools have been used and indicates areas of current and future
research to improve the dialogue between 'experts' and 'users'. Keywords: Community Participation, Dialogue Methods, Virtual Representation | |||
| Mediation, Non-Participation, and Technology in Care Giving Work | | BIBAK | 204-214 | |
| Eevi Beck | |||
| Demographic changes are placing increasing emphasis in Nordic and other
countries on the provision of care for elderly and other people in their homes.
In this paper, the possibilities for a group of home helpers to act as
mediators for the needs of assistees is discussed within a context of the
changing information technological regimes of the local government. Keywords: E-governance, IT, democracy, political mediation, public services Note: (Introductory full paper) | |||
| Digital tools for community building -- towards community driven-design | | BIBAK | 215-220 | |
| Andrea Botero Cabrera; Iina Oilinki; Kari-Hans Kommonen; Mariana Salgado | |||
| This paper describes our participatory design approach with two communities
of interest. We discuss the tools and context of conversation and design we
have been experimenting with within our research project. The paper presents a
working idea of application patterns, as a useful concept for pursuing holistic
interpretations of people's needs. We believe that participatory design
processes driven by communities, that are developing new ways of solving their
needs, might result in the emergence of new and creative applications of future
digital technologies. Keywords: Communities, design partnerships, digital exchanges, interactive scenarios,
application patterns, digitalization, digital media participatory design | |||
| Readymade design at an Intensive Care Unit | | BIBAK | 221-225 | |
| Per-Anders Hillgren; Erling Bjarki Bjorgvinsson | |||
| Marcel Duchamp invented the idea of using existing artifacts as art objects
by recreating their meaning. These artifacts he called readymades. This article
uses his ideas about readymades and applies them on a design project at an
intensive care unit. Through negotiation with the staff and among the staff
themselves the meaning of already existing artifacts was co-constructed,
transforming them into educational tools in their daily work. Self-produced
videos accessible through barcodes out in the context and viewed on handheld
computers support their ongoing oral learning culture and function as a common
point of reference where their work practice is negotiated. Keywords: Healthcare, work place learning, self-produced contextual video, handheld
computers, readymade design | |||
| Aligning Design and Technology Infrastructures for a Collaborative Workplace: Considerations in Architecture and Design Practice | | BIBAK | 226-230 | |
| Luke Yeung; Singh Intrachooto; Lora Kim | |||
| How may design address the conditions of change and creativity in today's
workplace environment, particularly in large (200+) organizations?
Based on investigations of workplace designs for high
technology companies, this research project supports the notion that in order
to develop effective workplaces, architecture and related design professions
not only need to respond to the physical requirements at hand but also need to
expand on the role of individual users, supporting technologies and factor in
the changing nature of the work space itself.
The paper reports on findings of two case studies that
represent conventional design workflows in workplace design. Based on these
findings, the paper proposes key criteria for the development of an alternative
design model where users could increase their level of participation in the
design process and shape their environments within parameters of a negotiated
framework. The paper describes opportunities where this multidisciplinary
approach could be taken to facilitate for direct and meaningful exchange of
creative ideas, knowledge, and physical resources between all project
participants and also illustrates an emerging model of workplace design that
can leverage technology investments for design benefit and user collaboration
in today's increasingly networked office. Keywords: Design Process, Architecture, Design Collaboration, Workplace Design, Space
Planning | |||
| Trial-and-Error based Innovation: Physical Iteration Games as Collaborative Strategy in Product Design | | BIBAK | 231-237 | |
| Jan Capjon | |||
| Phenomenology opens for seeing mind and body as inseparable in design
action. Scandinavian researchers have shown that such an anti-dualistic
approach to design is facilitated by employment of physicality as a
communication tool. This participatory action research project is arranged to
explore the potentials of using Rapid Prototyping (RP)-produced physicality as
a tool for the facilitation of creative collaboration between dissimilar
stakeholders of design teams. It is found that product design procedures can be
supported by RP technology in iterative patterns, which seem to catalyse
'mind/body experiences' and understanding of individual and integrated
contributions to the totality. Such 'physical iteration games' are integrated
in the 'language games' we play in design, in procedures where 'sense-based'
and 'word-based' languages of the actors seem to merge. Two concrete design
research projects will be described and the findings elaborated. Keywords: Collaborative design, Rapid Prototyping, Iteration | |||
| Dialogue in the early stages of the design task -- Worlds and pictures as tool for exploration and communication of concepts | | BIBAK | 238-242 | |
| Saddek Rehal | |||
| The problem with the design process when carried out collectively is, on the
one hand, the linguistic barriers that make interdisciplinary dialogue
difficult, and on the other hand, the diffuse conception of the future artefact
on the part of the actors during the early stages of the process. From this
perspective, the process of designing is regarded as a transition from a
diffuse sphere of concepts towards a sphere of concepts of more concrete
character. An abrupt transition from the verbal formulations of those
commissioning to the architect's graphic representations may hinder, or be the
reason why, the participants are not able to develop their own comprehensible
images and visions. One means of eliminating this unsatisfactory state of
affairs is to construct a dialogue able to be carried out between the actors
involved, before the architect comes into the process. This article deals with
the development of a method that uses images or pictures for discussing aspects
or phenomena considered to be important for the situation in question. The
objective is to provide a richer content for the commission, and a good point
of departure for a stimulating dialogue with the architect. Keywords: Design, participation, dialogue, diffuse concept | |||
| In MY situation I would dislike THAAAT! -- Role Play as Assessment Method for Tools Supporting Participatory Planning | | BIBAK | 243-247 | |
| Eva Hornecker; Hal Eden; Eric Scharff | |||
| The transitory nature of some participatory planning settings means that
traditional PD methods are not feasible during early stages of technology
development. Role-play represents a promising technique for addressing this
situation. We present our experiences in using role play as a participatory
assessment method on two variants of a system for participatory planning. We
summarize system-related assessment results and discuss limitations and
potential improvements of this method. Keywords: role play, assessment methods, PD, system design, urban planning, group
support, graspable interfaces | |||
| Transforming Narratives for the Improvement of Infrastructures | | BIBA | 248-253 | |
| Bettina Törpel; Meik Poschen | |||
| In this contribution we are introducing the method of Narrative Transformation by first outlining the contexts for which Narrative Transformation is useful, then describing how to proceed and, finally, reporting from practical experiences with Narrative Transformation. | |||
| The performativity of design participatory design of new practices | | BIBAK | 254-259 | |
| Dagny Stuedahl | |||
| This paper will discuss consequences of different theoretical approaches to
practical design work. A special concern is to understand group- and teamwork
from the perspective of language and speech-act analysis -- in contrast to the
perspective of behavior and performance. Does focus on language give us the
understandings we need for building up a good co-operation in design teams? The
paper questions if focus on language can give us understanding of hidden and
underlying phenomena that have relevance to design work. How can we capture
nonverbal resistance and power games in design groups? The notion of
performativity used in anthropology, sociology and cultural history is
discussed as a tool to capture the situational adjustment, resistance, display
and evaluation that normally have influence on collective co-operation. Keywords: Philosophical foundation of design, language-games, performativity | |||
| CAD Models as a Co-Design Tool For Older Users: A Pilot Study | | BIBAK | 260-265 | |
| Rebecca Cain; Diane Gyi; Ian Campbell | |||
| The UK population is ageing, and currently, the design needs of older adults
are not being met. Increased older user participation is required in design. It
is proposed that CAD (Computer Aided Design) and Rapid Prototyping (RP) models
can be used as a tool to facilitate user involvement early in the design
process. This paper explores the potential for a computer-aided
participatory-design process for older adults. It questions older users'
understanding of CAD models of products in terms of 'physical product
properties' such as perceived size, weight, colour, surface properties and
'subjective attributes' such as perceived quality. It aims to establish how far
older adults are able to understand CAD models shown on a computer screen. This
work-in-progress paper discusses the current literature in relation to ageing
and CAD, and goes on to describe the methodology for a pilot study, which forms
part of the first stage of PhD research. Keywords: Ageing, Computer Aided Design (CAD), Ergonomics, Design, Rapid Prototyping | |||
| Empathy Probes | | BIBAK | 266-271 | |
| Tuuli Mattelmäki; Katja Battarbee | |||
| Design empathy is needed when going from rational and practical issues to
personal experiences and private contexts. Probes are specifically designed
material packages given to the potential users to document their private lives,
contexts and experiences. This paper describes a case study of experimenting
with the probes approach, combining it with interviews and a projective tasks.
The study was done in collaboration with Polar Electro Oy. The aim was to gain
a holistic and empathic understanding of the people who exercise for wellbeing.
This paper describes the study and the gained experiences on building and
sharing design empathy. Keywords: User centered design, user study, probes, collages, self-photography, design
empathy | |||
| How Young Can Our Technology Design Partners Be? | | BIBAK | 272-277 | |
| Allison Farber; Allison Druin; Gene Chipman; Dawn Juilan; Sheila Somashekhar | |||
| For this work-in-progress presentation, we report on our experiences working
with young children as technology design partners. Our team from the
Human-Computer Interaction Lab has extensive participatory design experience in
working with 7-11 year old children. Here we describe our first year working
with 4-6 year old children and the ways that we altered our methodologies to
meet the unique needs of our younger design partners. Keywords: Children, Participatory Design, Educational Applications | |||
| PD in Ponty: Designing-by-Doing in Adult Basic Education | | BIBAK | 278-283 | |
| Steven Robert Harris | |||
| This work-in-progress report gives a short account of the participatory
design of ICT supported Adult Basic Education (ABE) courses in the South Wales
Valleys region of the UK, a post-industrial area with low levels of educational
attainment, widespread illiteracy and innumeracy in the adult population, and a
growing digital divide. In the 1990s ABE provision in the region was expanded
through the establishment of community-based Open Learning Centres (OLCs)
dedicated to teaching adults basic literacy, communication and numeracy skills.
The introduction of a network of personal computers with broadband Internet
connectivity to one such center in 1997 led to the design and development of a
number of innovative courses built around the use of new media technologies.
Established practices in ABE supported the increasing participation of
learners, tutors, and volunteers in this design process resulting in changes to
the structure and content of ABE provision at the centre. Keywords: Participatory design, adult basic education | |||
| Projeto Crisálida (Chrysalis Project): participatory interdisciplinary educational proposal for intervention in the female prison system of southern Brazil | | BIBAK | 284-287 | |
| Elaine Maria Luz Barth; Hamilcar Boing | |||
| This article describes an interdisciplinary research project for
intervention in the rehabilitation of women inmates in Brazil. The study
proposes an educational program in the use of digital technologies as a pathway
for women inmates to find meaningful work and rejoin society. The use of
technology is seen as a factor that minimizes social exclusion through the
development of an educational program of technological teaching and of
preparation for work. The program generates a proposal inspired by Activity
Theory and Participatory Design. The project includes the construction of a
software specific for the prison clientele, according to a methodology based on
a participatory approach and gender focus. Keywords: Education, technological literacy, interdisciplinary, software, gender,
activity, participatory design | |||
| Increasing the Participation of Indigenous Australians in the Information Technology Industries | | BIBAK | 288-294 | |
| Toni Robertson | |||
| Indigenous Australian people continue to experience chronic disadvantage
relative to the living standards and well-being of non-Indigenous Australians.
Despite the increased availability of education to Aboriginal Australians,
their participation in Information Technology programmes is very low, as is
their awareness of the options available in the Information and Communications
industries. In this paper we report our findings and recommendations from a
project designed to investigate how to increase the participation of Indigenous
Australians in Information Technology courses. We sought out existing examples
of successful Indigenous education initiatives and considered how appropriately
situated variations could be developed within an Information Technology
Faculty. We have learned that successful initiatives to improve the lives of
Indigenous Australians depend on the active participation of Indigenous people.
The insights from Participatory Design practices, including the tools and
techniques for involving participants in the design process, whatever is being
designed, will continue to inform the evolution of this project. Keywords: Access and equity issues, Indigenous participation, Education and training,
ethics and social justice | |||
| Consulting the citizens. Relationship-based interaction in e-government | | BIBAK | 295-299 | |
| Annelie Ekelin | |||
| This work-in-progress report explores the multi-layered discourse on
interaction within the field of e-government, heavily influenced by marketing-,
and democracy-related values. The discourse hold out the prospect of an
on-going transformation towards what could be labeled "relationship-based
interaction", aiming at involving citizens actively in development of public
information and services on regular basis. Municipalities and official
authorities are taking various initiatives to reconfigure their relations with
the citizens on local and regional as well as on a national level in Sweden, of
which some local examples are presented in this paper. This article also
reflects upon possible ways to promote public involvement in development of
government, by the use of participatory design influenced methods and tools. Keywords: 24x7 service, relationship-based interaction, service design, e-government,
public administration, discourse analysis | |||
| Framing Participatory Design Through e-Prototyping | | BIBAK | 300-305 | |
| Wolf-Gideon Bleek; Martti Jeenicke; Ralf Klischewski | |||
| The paper discusses how a new way of prototyping can serve as a method to
support a participatory and evolutionary design approach within Web projects.
"e-prototyping" is meant to frame participation of Web users and other
stakeholders in the design process through providing and maintaining a variety
of communication channels for (user) feedback on frequently released software
versions as well as establishing a steering board which takes into account the
users voice in sorting out the feedback and setting priorities for the
following design effort. From the software process perspective, e-prototyping
supplies the development arena with the information needed (i.e. requirements),
thus embedding the design activities in a loop of continuous communication and
learning. Keywords: Participatory design, e-prototyping, Web projects, software development | |||
| Negotiating Information Technology: Politics and Practices of a Web Site | | BIBAK | 306-310 | |
| Pirjo Elovaara | |||
| In this paper I do a preliminary investigation of the web production in one
Swedish municipality. I implement Gärtner & Wagners suggestion of
thinking through three arenas when studying design processes: Arena A for
individual projects, Arena B for the organisational layer and Arena C for the
national arena. The arena C, the National politics draws up the ideological
scene available for the information technology translations at the local level.
The Arena B is a municipal political IT-vision document. The arena A is the
analysis of an interview with a municipal web developer. I implement the
analytical tools of the actor-network theory (ANT). I suggest that the web
design process is a network of negotiations, where political documents, web
producers, private companies, software, and time meet. Keywords: Politics, public sector, web production, Sweden | |||
| A participatory design approach for the development of support environments in e-Government services to citizens | | BIBAK | 311-316 | |
| Maurizio Marchese; Gianni Jacucci; Mike Martin; Bridgette Wessels; Yvonne Dittrich; Sara Erikseé | |||
| The introduction of eGovernment services and applications leads to major
changes in the structure and operation of public administrations. In this paper
we describe the work in progress in an Italian project called "SPO.T." aimed at
the analysis, development, deployment and evaluation of tools and environments
to support the people who plan, deliver, use and evaluate user-centred
provision of One-Stop-Shop services to citizens. The "SPO.T." project has
focused on two requirements: 1. the support tools and environments must
facilitate the active involvement of all stakeholders in the definition and
evolution of eGovernment applications and services, and it is argued that
through participatory design changes of structure, process and culture can be
delivered effectively; 2. they must embody a set of architecturally coherent
resources which reflect the new roles and relationships of public
administration and which are sufficiently generic to be relevant to a wide
range of local contexts across the community. Keywords: eGovernment services, Support tools and environments, Design in use | |||
| Dynamic Interactive Scenario Creation: a method for extending Participatory Design to large system development projects | | BIBAK | 317-322 | |
| Magnus Irestig; Toomas Timpka | |||
| Basing our findings on experience from a participatory system development
process in the Swedish project Distance Supported Learning for Local Knowledge
Needs (DLK) we present and discuss the DISC-method for participatory scenario
creation. We argue that, in large and distributed Participatory Design
projects, the method can be suitable to aid participant selection and create a
shared understanding of the current situation while preserving the democratic
and multi-disciplinary character of Participatory Design. Keywords: Participatory Design, Scenarios, Methods, Organisation analysis | |||
| A User-Oriented Approach to Building a Video Community in a Distributed Workplace | | BIBAK | 323-327 | |
| Sören Lenman; Minna Räsänen; Björn Thuresson | |||
| study on the possible creation of a communication environment (Media Space)
between the three different locales of a distributed Call Centre. A spectrum of
user-oriented methods was used in the study, and the staff at the Call Centre
took part through interviews, discussions, and a workshop. The approach yielded
useful information, and the feedback from the user group was very positive.
Some pitfalls and risks were identified, such as technology focus, and to come
up with solutions rather than to reflect on needs. A useful foundation was laid
for the continuation of the project, which includes continued co-operative
design work and the establishment of a communication environments in the
workplaces. Keywords: Video-mediated communication, distributed workplace, community, media space,
design process, participatory design, video routing, fibre-link network | |||
| Designing Future Scenarios for Electronic User Manuals | | BIBAK | 328-332 | |
| Werner Sperschneider; Niels Thede Schmidt-Hansen | |||
| This paper addresses ways of applying new perspectives on the electronic
documentation of technical literature. It draws on inspirations from a research
project aiming at creating a vision for technical literature that is
electronically accessible. The goal was to investigate the potential of
electronic user manuals and database user manual production.
We will illustrate how a variety of scenarios were helpful to
add on intensive ethnographic field studies, helping developers coordinate
design action and reflection. The design and implementation of electronic user
manuals is beyond the scope of this paper. Keywords: System development, ethnographic field study, qualitative methods,
scenario-based design | |||
| Non user centered design of personal mobile technologies | | BIBAK | 333-337 | |
| Jo Herstad; Dagny Stuedahl; Do Van Thanh | |||
| During design and development of personal mo bile communication
technologies, various user centered design approaches are frequently used.
Based on results from three ethnographic studies of bike messenger operations,
bike police operation and field engineering operations, we argue that
understanding of the non-user and the relation between the user and the
non-user is important. The cellular telephone is used as an example of a
personal mobile technology throughout the paper to talk about the role of the
non-user and the relation between the user and the nonuser. Keywords: Mobility, system development, contextual inquiry | |||
| Ethnography in design: tool-kit or analytic science? | | BIBAK | 338-343 | |
| Claus Bossen | |||
| The role of ethnography in system development is discussed through the
selective application of an ethnographic easy-to-use toolkit, Contextual
Design, by a computer firm in the initial stages of the development of a health
care system. Keywords: Contextual Design, ethnography, system development | |||
| Contextual Workshops: A Case Study in the Home Environment | | BIBAK | 344-348 | |
| Johanna Hultcrantz; Aseel Ibrahim | |||
| Involving the users in the design process in order to understand their
current situation and to generate new ideas for the development of future
products and services is highly relevant to achieve a good result. There are
several Participatory Design activities available for generating new ideas and
concepts. There are also several activities available for the development of
specific concepts and ideas. However, there are few if any activities available
that address the choice of which concepts and ideas that should be further
developed when there are several alternatives.
In this paper we present an activity designed for this
purpose: Contextual Workshop. The activity uses visual presentations of ideas
and concepts as a basis for focus group meetings with presumptive users.
Furthermore the focus groups consist of members who already know each other and
the workshops are conducted in the context of use for the presented ideas and
concepts. Several advantages but also drawbacks with the activity Contextual
Workshops are possible to identify and these are also discussed in this paper. Keywords: user participation, concept evaluation, context of use, focus group,
affinity diagram | |||
| Design for Dummies -- Understanding Design Work in Virtual Workspaces | | BIBAK | 349-355 | |
| Kristian Billeskov Bøving; Lone Hoffmann Petersen | |||
| New IT artifacts and new ways of designing artifacts challenges the common
distinction between design and use. The extensive use of general packaged
software changes the conditions under which users influence the design process
of the IT artifact. We report from a longitudinal case study of the
introduction and use of a packaged web-based groupware product in a financial
services corporation. The case study is based both on interviews, a
questionnaire and http-log analysis. Our case study suggests that we need to
extend our understanding of IS-design as something that continues in what we
usually call the use situation. We propose to define this activity as end-user
design, and argue for the usefulness of the concept, drawing on Wanda
Orlikowskis notion of technology-in-practice. Keywords: Design theory, use, Virtual work | |||
| ART/WORK STRAND INTRODUCTION | | BIBA | 357 | |
| Pelle Ehn; Maureen Thomas | |||
| The Participatory Design Conference 2002 Art/Work strand (theme:
Participation and Design) includes an expo exhibiting artwork created as part
of a research process. Each exhibit is accompanied by a 3-page paper,
addressing the questions:
* To what extent can Art be participatory?
* Where is the border between Art and Design?
Practice-based research in art and design has grown increasingly with the
development of digital tools and media. Can it create artistic work whose
aesthetics and originality place it in the same league as pieces produced
primarily to demonstrate creative talent, qualifications and skill (as in
graduation or design doctorate show material), or work intended purely for
exhibition or cultural production? Should it aim to do so?
As well as interrogating the place of Art/Design in practice-based research, the Art/Work strand is designed to provoke fruitful discussion of cross-discipline endeavour and research funding structures in the art/design environment. Exhibits range from tangible interface-based interactive products through augmented space and distributed 'conversational' narrative installations -- factual, architectural and fictional -- to digital hypermovie, children's interactive play, and constructible avatars. Some of the exhibits represent participatory artwork as such, while others demonstrate the participation of art and artists in a research and design process of which the exhibit is an outcome but not necessarily the final goal. Some exhibits participatory activity to tradition in the context of the evolving practice of the 21st century, stretching the borders of the term 'participation' to include and highlight personal interactions with or through art and design, individual development, and active or collaborative 'performance' including artefacts. The Art/Work Expo is designed to run in the exhibition space for the duration of the conference, and in addition each exhibitor will give a short paper to the conference participants on their work. The exhibits will also serve as the focus for a round-table discussion: Spatiality and Conversation as Models for Design/Art, around art as process, collaborative authorship, and interactivity. | |||
| Moving Stories | | BIBAK | 358-361 | |
| Eva Brandt; Maria Hellström; Anna Brag; Isa Hardemo | |||
| Today, designing for home environments call for new design approaches, which
are able to more fully embrace the complexity of modern living. The preliminary
methodological 'thesis' of Moving Stories is that the interrogation of spaces
of experience and reflection, of lifeworlds, require design approaches and
forms of representations that are likewise experiential and reflective. In the
Moving Stories project ethnographically inspired methods were mixed with
artistic ways of working, as an alternative way of organizing and representing
the design process. The result includes a video-installation and a series of
booklets with stories based upon material gathered from five households in the
process of moving from one home to another. The participating researchers
represented the three different professional fields of engineering, art and
interaction design reflecting different perspectives on both methods and goals.
The informants were at various stages in life, and the moves made them reflect
upon different aspects of both time and space. Finally, the combinatory
installation as a form of representation, is in this case not an attempt to
make art, but an answer to the interdisciplinary field as well as to the
manifold time-space of relocating -- on the one hand an intermediary recess
between the past and the future, on the other a space in formal transition. Keywords: Design approaches, home environments, life world experiential space,
intermediary space, ethnography, art and action research, installation as
combinatory display | |||
| IS IT -- a diorama | | BIBAK | 362-365 | |
| Gunnar Sandin | |||
| The concept of place may be approached and theorized through the idea of
placing oneself at a location, in order not only to be there, but to mediate
the spatial circumstances and the self-place interaction as such. This paper
reviews findings on the thematic of place-construction and self-placing as
results of a mediating act performed in art context. As a generative part of a
practice-based research project, an installation was realized at an art
gallery, which influenced the writing of a dissertation on the thematic of
place and self-placing. Keywords: Art, research, place, self | |||
| Vala's Runecast an interactive hypermovie | | BIBAK | 366-371 | |
| Maureen Thomas | |||
| Electronically supported interactive narrativity is so young and relatively
unexplored, that experimental work like the Vala's Runecast hypermovie,
produced under Studio research conditions (without insistent commercial
pressure), is necessary to help build a bridge between traditional linear movie
origination and production, and hypermovie/other interactive narrative in the
digital environment. This paper summarises how practice-based research
identifies and formulates the functions of art, aesthetics and design in the
processes of content-creation, production and delivery, as well as in the
participative, creative enjoyment of digital interactive hypermovie. The
example of Vala's Runecast suggests that both the production and the experience
of interactors (users) constitute parts of a participatory design process for
collaborative dramatic narrativity; and that in content-led research the
highest aesthetic standards must be observed in proof of concept prototyping
for the results to be viable. Keywords: Oral tradition, hypermovie production, digital media, interactive narrative
drama, collaborative narrativity | |||
| Space Blanket | | BIBA | 372-374 | |
| Lorella Di Cintio | |||
| Space Blanket is a malleable fabric-like fragment. This element is often referred to as a 'geometric protoplasm': a simple grid system with a slippage mechanism, offering fluid properties. I have delved abstractly into the realm of surfaces and structures whilst discovering the individual's desire to mould one's own space. This work challenges conventional ideas about constructed space versus dynamic space. The intention is to question psychological experiences and memories of personal space. | |||
| The Faculty of Mimesis | | BIBAK | 375-376 | |
| Lars-Henrik Ståhl | |||
| This paper originates from a text that was developed in close relation to
one of my works of art, with the title Audience point of view. Like this work,
my text is an argument for a profound change in attitude concerning mimetic
representation, where neglected associations in every day life provide a
resource in planning of society and its design processes. This change embraces
a higher sensitivity towards small spaces and events that are going on in a
minor scale. My opinion is that the architectural model by this gets a new
meaning. It is no longer just a mockup, second to what might be called real
architecture. It is central in several types of design processes. Keywords: Mimesis, representation, architecture, art, model | |||
| "Psst"-ipatory Design: Involving artists, technologists, students and children in the design of narrative toys | | BIBAK | 377-380 | |
| Åsa Harvard; Simon Løvind | |||
| The aim of the Narrative Toys project is to develop new concepts for
toys/play environments that support children in reformulating stories, through
a combination of physical artifacts and digital media. The focus of the project
is how toys act as a storytelling medium, and in particular the exchange
between stories inscribed in toys by toy manufacturers and stories invented by
children during play. The project is also characterized by its aim to
accomplish "creative research"- using artistic means to create and convey
knowledge. This paper describes two prototypes, Psst and the AudioTheatre, and
how they relate to research aims and artistic creation. Keywords: Interactive toys, play, narrative, design | |||
| Evolving Stories | | BIBAK | 382-385 | |
| Lila Pine; Emi Kolompar | |||
| New media technologies allow us to produce works which are complex systems
rather than static objects, interactive works which require the participation
of the viewer, and collaborative works over distance through the use of the
Internet. Our research addresses these basic shifts and new opportunities in a
wide array of applications such as: emerging models of database supported
artworks, network-based interactive work, narrative as a temporal process and
interactive installations and performances. Keywords: Interactivity, non-linearity, community, participatory, broadcast,
narrow-cast, communal story, installation, women, medicine, digital, media, new
media art, network environment, cyber culture, virtual environment, interactive
database, interactive documentary, virtual presence | |||
| Building Cuthbert Hall Virtual College as a dramatically engaging environment | | BIBAK | 386-389 | |
| Michael Nitsche; Stanislav Roudavski | |||
| This paper outlines the interdisciplinary nature, collaborative work
patterns and role of aesthetics in the Cuthbert Hall Virtual College research
project at the Cambridge University Moving Image Studio (CUMIS) and the Centre
for Applied Research in Education Technology (CARET). The project identifies
key properties of dramatically engaging real-time three-dimensional virtual
environments (RT 3D VE) and how the holistic experiential phenomenon of place
is organised and mediated through spatial narrative patterns. Interdisciplinary
by nature, the project requires a collaborative approach between science,
engineering, media and architecture, and the results are revealing for all
these areas. The Cuthbert Hall project invites discussion of the importance in
the creation and use of RT 3D VE's -- under single and multi-user conditions --
of articulate aesthetics (the quality of architectural, visual and audio
design; the production and incorporation of dramatic properties) and of the
conditions required for collaborative, communicative use of the environment.
The full theoretical and technical discussions as well as the evaluation
results are outside the scope of this submission. Keywords: Real-time virtual environment, computer game, place, architecture,
mediation, narrative, expressive space | |||
| *The Picnic* | | BIBA | 390-395 | |
| Caroline McCaw | |||
| In this paper, I discuss a collaborative, interactive public art project called *The Picnic* that was performed simultaneously as an event in various locations. This paper examines relationships between conceptual art and community building practices by using *The Picnic* as a model of a participatory art practice that connects people, places and ideas of urban cultural activity. | |||
| 52 Events -- A Participatory Art Work | | BIBAK | 396-400 | |
| Ken Friedman | |||
| This presentation describes a participatory art project initiated in the
1960s for publication by the international laboratory for intermedia art known
as Fluxus. The project has been realized again in the 1990s using the World
Wide Web. Keywords: Events, scores, intermedia, Fluxus, participatory art | |||
| Tangible Viewpoints: Physical navigation through interactive stories | | BIBAK | 401-405 | |
| Ali Mazalek; Glorianna Davenport; Hiroshi Ishii | |||
| Over the centuries, stories have moved from the physical environment (around
campfires and on the stage), to the printed page, then to movie, television and
computer screens. Today, using wireless and tag sensing technologies,
researchers and storytellers are able to bring digital stories back into our
physical environment. The Tangible Viewpoints system explores how physical
objects and augmented surfaces can be used as tangible embodiments of different
character perspectives in an interactive tale. These graspable surrogates
provide a direct mode of navigation to the story world, a means of bridging the
gap between cyberspace and our physical environment as we engage with digital
stories. Keywords: Tangible interface, interactive narrative, collaborative storytelling,
physical interaction, multiple point-of-view | |||
| How to win and loose beyond classifications | | BIBAK | 406-407 | |
| Riikka Pelo; Andrea Botero Cabrera; Ellen Kotanen; Heidi Tikka | |||
| The Game of Imaginary Beings was an artistic outcome of the Cultural
Usability-research project carried out at the Media Lab, University of Art and
Design Helsinki, UIAH, during 2000 and 2001. The collaborative research focused
on the questions of how the user is constructed in design of the interactive
computer mediated environments and how the critical cross-disciplined theory
and the design practice could be brought together. In this paper I am focusing
on the question of how collaborative agency is constructed in The Game of
Imaginary Beings as a work of interactive art. How the illusion of
participation and agency, the role of the user as a designer, is created in the
process of constructing an imaginary being and what kind of meanings the
aesthetics of these interactive mirror-images suggest? Keywords: art as collaborative process, interactivity, aesthetics, agency, surrealism | |||
| GIGANT -- an interactive, social and mobile game | | BIBAK | 408-410 | |
| Fredrik Ramsten; Janna Lindsjö | |||
| The purpose of this project has been to design a mobile, interactive game
where players physically move around in order to solve different assignments.
Another essential goal was to create a game structure that didn't forced the
player to act in pre-defined way; we wanted to draw a game that made it
possible for free action choices and provide possibilities for the players to
cooperate and develop strategies and interact face-to-face with each other. Keywords: Ubiquitous gaming, play, computer-supported collaborative play, Interaction
design, artwork | |||
| "Spinning of Computers" or the Art of Conversation | | BIBAK | 411-414 | |
| Antje Eske; Tatjana Beer | |||
| As a part of the "Hamburger Datenkunstbewegung der 80er" (hamburgian data
art movement of the eighties) we experimented in a playful way with computers
and telecommunication systems to use them for human exchange. As a result we
are now "Spinning at Computers", what means, having a playful "to and fro"
between people in tangible and associative ways. This is an artistic process,
created by the involved persons, an art without spectators. "Spinnen am
Computer" (Spinning at Computers) is the name of a seminar at the Hochschule
für bildende Künste in Hamburg, in which Prof. Antje Eske has been
working for more than ten years to develop conversational Net.art.
Conversational games or parlor games are based on the games played in the
historical salons. Together with the art facilitator Tatjana Beer, she tested
these games for use in intercultural communication in two Spinning seminars of
the International Women's University, ifu. A playful "to and fro" as well as
testing forms of social contact and expression means in our case using sound,
color and short films or the possibility to express oneself by utilizing links,
graphics and word processing. The conversational interchange happens via parlor
games, IRCor swiki-chat, et al. Keywords: Art as a collaborative process, aesthetics, interactivity | |||
| The Pea Project -- Design Stimulus | | BIBAK | 415-417 | |
| Daria Loi; Peter Burrows; Michael Coburn | |||
| Can a simple green legume, an ordinary garden pea, open up the field of
design? Can the humble pea help us to escape from 'defined methods' into
another realm? Can we discover in the palm of our own hands something about
ourselves and in turn change the way we see the world around us? Keywords: Reflective practice, creative thinking, phenomenological awareness,
innovative teaching and learning practices, participative design studies | |||
| Participatory Design of Information / Communication Infrastructures | | BIBA | 418 | |
| Andrew Clement | |||
| This describes a two-part workshop on the participatory design of information/communications infrastructures. Participants are invited to share and reflect on their participatory design experiences in light of recurring issues of infrastructure development. | |||
| Creating, sharing & using collections of PD procedures | | BIBA | 419 | |
| Bettina Törpel; Steffen Budweg | |||
| The workshop is meant to serve for exchange about ideas for and experiences with collections of PD procedures. Topics include the selection of relevant procedures, possible distribution channels and the interactive use and enhancement. It is intended to use the results of the workshop as a basis for the design of a web-based interactive collection of PD procedures. We invite interested practitioners and researchers to participate in this process. | |||
| Working on sorting things in -- and out: Real-world complexity meets computer formalism | | BIBA | 420 | |
| Tone Bratteteig | |||
| Information systems development makes use of a variety of methodologies for understanding work practices. Each of the methodologies emphasizes a particular set of work characteristics and thus results in one particular representation of the work. Many of the methodologies result in representations that make design easier, emphasizing formalizations and selection of aspects relevant to information systems developers. Members of the participatory design community claim that developers need to work with users in order to develop a rich picture of their work practices, and to preserve the many interests users may have in the information system. Systems development therefore should aim to design a variety of representations of work. Handling a multitude of interests may not make design easier or more straightforward, but the resulting information system will be better and better fit the work. In this workshop we want to discuss the work that systems developers do in order to understand users' work practices. We want to discuss systems analysis as work on the relation between the rich complexity of somebody's work and the simplified, formal, machine-oriented specifications of a computer system (which results from systems development analysis). | |||
| Training the Bull In the China Shop -- or Outside? New Student Exercises for Participatory Design | | BIBA | 421-423 | |
| Ole Sejer Iversen; Jacob Buur; Ellen Christiansen; Arne Kjaer | |||
| Organising collaboration is an important part of the participatory design competence. Most university programmes that teach participatory design rely on student design projects to establish this skill. Students try out methods by studying people at work in the local community and by involving them in design activities. But isn't this trying to train the bull in the china shop? Are there ways of providing students with hands-on experience in safe environments before they go out and try out their new social skills with 'real' people? The aim of this workshop is to create an opportunity for teachers of participatory design to get peer review of design didactic issues concerning participatory design: How does one teach how to create collaborative participatory design sessions? Based on hands-on experience with selected student exercises we will seek to establish criteria for a repertoire of suitable exercises. | |||
| Interactive Spatial Design -- using Images to communicate Qualities | | BIBA | 424-425 | |
| Peter Fröst; Saddek Rehal | |||
| Intended participants are researchers and practitioners interested in the problems of how to set up multi competence collaborative design environment within the architectural domain. How can you establish a common ground for dialogue and provide tools, which can help describe the qualities that you want to achieve? How can new digital tools be facilitated in these design environments? | |||
| Symmetry of Ignorance and Informed Participation -- Analyzing the Synergy of Related, But Different Approaches to Participatory Design of three Research Centers | | BIBA | 426-428 | |
| Pelle Ehn; Yrjö Engeström; Jaakko Virkunen; Gerhard Fischer | |||
| The workshop will explore the further broadening of the concept of participatory design beyond information system and digital technology design to collaborative work and collaborative learning. This will be done by describing, discussing, and contrasting the work of three major research centers. These researchers centers * share some common basic beliefs and objectives (e.g. with regards to participation, learning, and democracy), * but they also have their own identity and focus (e.g. with regards to work, technology, and art). The workshop will explore the synergy resulting from a comparison and integration of these different research perspectives and objectives. | |||
| Visual Construction | | BIBAK | 429-431 | |
| Mads Mommsen; Jesper Thomsen; Asger Østerb&aulig;k | |||
| The idea behind Visual Construction, VC, is derived from a use of visual
material in participatory design. The use of VC is a natural development of the
qualitative user-centred design tradition. We wish to address the potential of
visual anthropology within the boundaries of participatory design. Furthermore
it is necessary with an explanation of the potential of the 'picture' -- hereby
meaning the visual material we have worked with e.g. the photograph, stills,
art and sketches. With a correct understanding and use of pictures, it can
function as a building bridge between the designer and a user. The
interpretation and use of different pictures facilitates a context-awareness
that can help to minimize the gap between the user and the designer. The goal
for VC is to extend the field of participatory design with a visual
anthropological perspective and to introduce a use of the picture, that will
extend cultural-awareness of the designer. Keywords: Visual Anthropology, cultural visualization, qualitative interviewing,
visualization in design, cultural awareness | |||
| E-voting for citizenship in the Information Society: experiences, technologies, strategies | | BIBAK | 432-433 | |
| Fiorella de Cindio; Peter van den Besselaar | |||
| Recently, the interest for electronic voting has significantly increased: it
is no longer a topic of interest for researchers and technologists only, but
also media discuss, promote and criticize e-vote. In the framework of its
Information Society Technology (IST) program, the European Commission has
funded several projects which deal with electronic voting, mainly focusing on
the technical and economical aspects. The aim of the workshop is to stimulate a
multidisciplinary discussion about important sociotechnical issues related to
e-voting. Keywords: E-voting systems, citizenship, social choice | |||
| A Pattern Language for Living Community: Deepening participation | | BIBAK | 434-436 | |
| Doug Schuler | |||
| This workshop is directly tied into an ambitious, global, strongly
participatory project organized by the Public Sphere Project (PSP) of Computer
Professionals for Social Responsibility. The intent is to build a coherent and
compelling "pattern language for living communication" which reflects the
collective wisdom of a very loosely knit community of activists, researchers,
policy-makers, and technologists worldwide currently engaged in a wide range of
technological and social activities to develop a communication and information
infrastructure that supports social and environmental amelioration by civic
society. The objectives of the workshop are as follows: move pattern language
forward (refine patterns and/or language; make process more participatory), get
participatory design community involved in a long-term way on project, evaluate
and critique the project so far, surface ideas for deeper and more effective
participation in process, and add new patterns (especially related to
participatory design) and insert more participation within the patterns
themselves. Keywords: Pattern Language, participatory design, public sphere, knowledge structure | |||
| Towards IT-support for shop floor working groups | | BIBAK | 437-438 | |
| Peter H. Carstensen; Kjell Schmidt | |||
| Many manufacturing enterprises introduce various forms of flexible work
organization on the shop floor. However, existing computer-based production
planning and control systems pose severe obstacles for self-governing or
autonomous working groups and other kinds of shop floor control to become
reality. The intention of this workshop is generate discussions on how to
support responsible self-governing groups of workers in their situated
planning, management and coordination of the activities on the shop floor.
Findings from field studies of self-governing working groups in six
manufacturing companies are reported and will be used for initiating the
discussions. Keywords: Shop floor work, self-governing groups, coordination, work planning and
management, IT-support | |||
| Designing Tangible User Interfaces to Support Participation | | BIBAK | 439-441 | |
| Hal Eden; Eva Hornecker; Lone Malmborg | |||
| This workshop addresses design aspects of tangible user interfaces (TUIs).
Particular focus is put on TUIs that support collaboration, and on how a
participatory design process for such TUIs can be organized. The workshop will
demonstrate examples of collaborative, tangible user interfaces, and allow
participants for hand-on experiences with the examples. Further, participants
at the workshop will discuss possibilities and experiences of using role plays
during the design process for enhancing understanding of the system. Finally
participants will discuss questions raised by the organizers in this proposal
and by participant during the workshop or in positions statements. Keywords: Tangible user interfaces, collaborative interfaces, participatory design,
role plays | |||
| Social Formations of PD -- Living Archaeology | | BIBAK | 442-443 | |
| Sisse Finken; Katie Vann | |||
| This workshop is organized to contextualize technology development movements
like PD as contingent, sociopolitical formations, and to construct alternative
questions to be asked of such technology development efforts. Keywords: History, technology development, dominant paths, reflexivity, contingency | |||
| Introduction to Participatory Design | | BIBA | 444 | |
| Annelie Ekelin; Pirjo Elovaara; Sara Eriksén | |||
| This tutorial gives an introduction to Participatory Design (PD) for newcomers to the field. It will be held in the form of a combined seminar/workshop, offering participants a brief history of PD as well as hands-on experience of some of the methods used in PD practice. The instructors are researchers who have taught PD courses for graduate students as well as used PD methods in their own research projects for a number of years. | |||