| Strings of experiments: looking at the design process as a set of socio-technical experiments | | BIBAK | Full-Text | 1-10 | |
| Thomas Riisgaard Hansen | |||
| In this paper I show how the classical notion of an experiment can be used
as a metaphor to describe and guide the design process. I present
socio-technical experiments as a type of experiments that emphasis both the
sociological and the technical part of a design. I argue that focusing on
socio-technical experiments can greatly benefit in addressing three core
identified challenges.
The socio-technical challenge focus on how to design with a combined technical and social view, the multidisciplinary challenge is about how to structure design processes in multidisciplinary teams and the translating challenge addresses how to design for a context that is going to change with the introduction of the new design. Further more boundary zones are presented as an extension of the term boundary objects that address how different design representation are handed over and used between different professions within the design team. Keywords: boundary zones, multidisciplinary collaboration, participatory design,
socio-technical experiments, translating socio-technical network | |||
| A participatory design agenda for ubiquitous computing and multimodal interaction: a case study of dental practice | | BIBAK | Full-Text | 11-20 | |
| Tim Cederman-Haysom; Margot Brereton | |||
| This paper reflects upon our attempts to bring a participatory design
approach to design research into interfaces that better support dental
practice. The project brought together design researchers, general and
specialist dental practitioners, the CEO of a dental software company and, to a
limited extent, dental patients. We explored the potential for deployment of
speech and gesture technologies in the challenging and authentic context of
dental practices. The paper describes the various motivations behind the
project, the negotiation of access and the development of the participant
relationships as seen from the researchers' perspectives. Conducting
participatory design sessions with busy professionals demands preparation,
improvisation, and clarity of purpose. The paper describes how we identified
what went well and when to shift tactics. The contribution of the paper is in
its description of what we learned in bringing participatory design principles
to a project that spanned technical research interests, commercial objectives
and placing demands upon the time of skilled professionals. Keywords: busy professionals, gesture recognition, interaction design, multimodal
interfaces, participatory design, speech recognition, ubiquitous computing,
user-centred design | |||
| Towards formalised end-user participation in information systems development process: bridging the gap between participatory design and ISD methodologies | | BIBAK | Full-Text | 21-30 | |
| Samuli Pekkola; Niina Kaarilahti; Pasi Pohjola | |||
| Creating requirements specifications is one of the most challenging tasks in
the systems development. For a complete specification, different kinds of
information are gathered. This includes information about the domain and
context specific technical issues, and about multifaceted cultural, political,
communicational, motivational, and personal issues. As there is no information
systems development (ISD) method that would yield such information
comprehensively, it could be achieved by user-oriented approaches, for instance
by participatory design (PD). Reciprocally, unfortunately those do not provide
detailed instructions for the systems development. In this paper, we will
present our experiences from two research projects where user participation was
emphasised in the ISD process. We argue that a multi-methodological ISD
approach that utilises prototyping and a set of different communication means
for gathering and elucidating requirements in a workplace would produce better
systems from the end-users point of view. Further, these experiences can be
used when developing a formalised user-oriented ISD method. Keywords: CSCW, ISD methods, end-users, information systems development, participatory
design | |||
| Designing an immersive environment for public use | | BIBAK | Full-Text | 31-40 | |
| Toni Robertson; Tim Mansfield; Lian Loke | |||
| Bystander is a multi-user, immersive, interactive environment intended for
public display in a museum or art gallery. It is designed to make available
heritage collections in novel and culturally responsible ways. We use its
development as a case study to examine the role played in that process by a
range of tools and techniques from participatory design traditions. We describe
how different tools were used within the design process, specifically: the ways
in which the potential audience members were both included and represented; the
prototypes that have been constructed as a way of envisioning how the final
work might be experienced; and how these tools have been brought together in
ongoing designing and evaluation. We close the paper with some reflections on
the extension of participatory commitments into still-emerging areas of
technology design that prioritise the design of spaces for human experience and
reflective interaction. Keywords: design case study, design processes, interactive art, multi-disciplinary
design teams, museum displays, personas, prototyping, scenarios, script
enactment | |||
| Embodying design: the lived relationship between artefact, user and the lived experience of design | | BIBAK | Full-Text | 41-46 | |
| Laurene Vaughan | |||
| This paper will discuss through a discussion of fashion product, what it is
to inhabit design. Drawing on a broad body of literature and the reflective
practice of making this paper proposes that the lived relationship between user
and object is an evolving participatory act that is both temporal and located.
The intimate relationship between wearer and clothing will be the focus of the
discussion, and it is hoped that colleagues from a broader range of design
fields will connect to the ideas as they relate to your fields of expertise and
design outcomes. Keywords: design, fashion, habitation, space | |||
| UbiComp in opportunity spaces: challenges for participatory design | | BIBAK | Full-Text | 47-56 | |
| Eva Hornecker; John Halloran; Geraldine Fitzpatrick; Mark Weal; David Millard; Danius Michaelides; Don Cruickshank; David De Roure | |||
| The rise of ubiquitous computing (UbiComp), where pervasive, wireless and
disappearing technologies offer hitherto unavailable means of supporting
activity, increasingly opens up 'opportunity spaces'. These are spaces where
there is no urgent problem to be solved, but much potential to augment and
enhance practice in new ways. Based on our experience of co-designing novel
user experiences for visitors to an English country estate, we discuss
challenges for PD in such an opportunity space. Key amongst these are how to
build a working relationship of value when there are no urgent requirements;
how to understand and scope the space of opportunities; and how to leave users
with new resources of value to them. Keywords: case study, participatory design, ubiquitous computing | |||
| Designing exploratory design games: a framework for participation in Participatory Design? | | BIBAK | Full-Text | 57-66 | |
| Eva Brandt | |||
| The dogma of Participatory Design is the direct involvement of people in the
shaping of future artefacts. Thus central for designers within this field are
the staging of a design process involving participation of people. Organising
collaboration between people having various competencies and interests is
challenging and therefore designers need frameworks, which can accommodate this
work. This paper discusses the use of exploratory design games to organise
participation in participatory design projects. Examples of different
exploratory design games as sources of inspiration are presented. Through a
comparison of different exploratory design games the paper sheds light on the
repertoire of possibilities for designers to be aware of when creating their
own exploratory design games. Keywords: designing exploratory design games, framework, game pieces, participation,
participatory design processes, rules | |||
| Make it so! Jean-Luc Picard, Bart Simpson and the design of e-public services | | BIBAK | Full-Text | 67-76 | |
| Andy Dearden; Angela Lauener; Frances Slack; Chris Roast; Steve Cassidy | |||
| In this paper, we report on a project applying participatory design methods
to include people who have experience of social exclusion (in one form or
another) in designing possible technologies for e-(local)-government services.
The work was part of a project for the Office of the Deputy Prime Minister in
the UK, and was concerned with 'access tokens' that can provide personal
identification for individuals accessing public services, based on technologies
such as multi-functional smartcards, flash memory sticks, mobile phone SIMs or
similar devices.
In particular we report on our experience using the 'pastiche scenarios' technique recently developed by Mark Blythe. Our findings indicate that the technique can be effective and engaging in helping people to create realistic scenarios of future technology use and highlight some possible pitfalls to consider when using this technique. Keywords: DATES project, e-government, pastiche scenarios, smartcards | |||
| The design game in participatory design and design education: chances, risks and side effects | | BIBAK | Full-Text | 77-86 | |
| Bettina Törpel | |||
| In this contribution, the design game as a method in Participatory Design is
discussed. The focus lies on the organizational design game. For using the
design game relations of power, socio-technical textures and forms of work and
organization are treated as concerns that need to be addressed carefully. Cases
from student projects are used as illustrating examples; work environments were
redesigned and design games played. It turns out that degrees of freedom are
present for the choice of (gaming) method as well as the ways of using the
selected method. These degrees of freedom should be used in a way that will be
labeled as «interested», rather than in a way labeled as
«taking for granted». It is not possible to guarantee an interested
and beneficial approach; yet the paper argues on the grounds that reflective
gaming practice can be supportive in this direction. Keywords: design game, forms of work and organization, organizational design game,
relations of power, socio-technical textures | |||
| Participatory IT-support | | BIBAK | Full-Text | 87-94 | |
| Anne Marie Kanstrup; Pernille Bertelsen | |||
| Beyond the initial phases of systems design Participatory Design has
potentiality to include operation and maintenance of IT systems in
organizations. The paper presents this argument through reports from case
studies of local IT-support, here coined 'participatory IT-support'. The paper
presents characteristics of participatory IT-support and suggests a method for
identifying qualified candidates for the support position in organizations. Keywords: IT in organizations, e-learning, electronic health record, participatory
IT-support, participatory design, snowballing | |||
| Participation, power, critique: constructing a standard for electronic patient records | | BIBAK | Full-Text | 95-104 | |
| Claus Bossen | |||
| This paper examines the scope of participatory design on the basis of the
case of a national standard for electronic patient records (EPR) in Denmark.
The relationship between participatory methods and techniques on the one hand
and critical and emancipatory aims on the other is discussed within the
framework of participatory design. Some argue that participation in itself
entails striving towards democracy; others argue that the tendency to focus
upon tools, techniques and the arena of single projects should be supplemented
by emancipatory aims such as technology assessment and a critique of dominance.
These issues are discussed through the controversies surrounding the test of a
prototype application based on BEHR in late 2004, a standard for EPRs (Basic
Structure for Electronic Health Records). I argue that participation is
valuable, but that the scope of participatory design should also include
critical conceptualizations of participation, power, methodology and knowledge.
Finally, standards can be crucial cases to examine for participatory design,
since they affect the work of many people and call for a focus on arenas beyond
the single design project. Keywords: electronic patient records, knowledge, participatory design, power,
standards | |||
| Whose participation? whose knowledge?: exploring PD in Tanzania-Zanzibar and Sweden | | BIBAK | Full-Text | 105-114 | |
| Pirjo Elovaara; Faraja Teddy Igira; Christina Mörtberg | |||
| In this paper we discuss two Participatory Design (PD) projects, one in
Tanzania-Zanzibar and the other one in Sweden. In both countries the design
process was done through the analysis of work practices involving both
designers and users. The discussion focuses on a number of factors such as
location, time and scene. We also ask how different projects can be that it is
still possible to talk about PD as an overall participation and design
approach. If PD is not a singular, definite, closed and fixed approach on the
explicit layers, so how do these projects relate to each other when focusing on
methods embracing the ambiguities of participation? The paper ends with a
discussion of differences and similarities considering participation in the
projects. Keywords: Sweden, Tanzania-Zanzibar, ambiguity, differences, methods, participation,
work practices | |||
| Oppositional and activist new media: remediation, reconfiguration, participation | | BIBAK | Full-Text | 115-124 | |
| Leah A. Lievrouw | |||
| Over the last decade, the major firms and cultural institutions that have
dominated media and information industries in the U.S. and globally have been
challenged by people adopting new technologies to intervene and participate in
mainstream media culture. In this paper key genres and features of oppositional
and activist new media are described and cases are presented, and their
implications for participatory design are briefly outlined. Keywords: access, activism, alternative media, digital arts, hacktivism, indymedia,
intellectual property, internet, new media, policy, social movements, social
networks | |||
| The South Asian web: an emerging community information system in the South Asian diaspora | | BIBAK | Full-Text | 125-133 | |
| Ramesh Srinivasan; Katie Shilton | |||
| How can principles of participatory design help generate a community
information system to serve the South Asian diasporic community of Los Angeles?
While participatory design has taken root in the development of information
systems for online communities, it has rarely been applied to systems that
explore and enhance communication within diasporic communities. We seek to
apply principles of participatory design in the creation of a digital media
system designed to augment the interaction and cultural communication of the
South Asian diaspora in Los Angeles. By integrating diverse community
contributions according to community-created ontologies, we will build 'The
South Asian Web': a living representation and an interactive means of
articulating narratives, future visions, and community goals. Keywords: communities, diaspora, ethnography, everyday practices, information system,
ontologies, social networks | |||
| Inside the belly of the beast: the challenges and successes of a reformist participatory agenda | | BIBAK | Full-Text | 134-143 | |
| Ellen Balka | |||
| Shapiro [38] recently argued that participatory design practitioners should
consider pursuing a reformist agenda through engagement with the procurement
and development of systems in the public sector. This paper considers the
challenges, contradictions and possible arenas for success in the context of a
reformist participatory design agenda [38], by reflecting on recent work
undertaken from a stance similar to that advocated by Shapiro [38] in a public
sector agency. The intention of the paper is to stimulate and extend discussion
about arenas in which the political goals that characterized participatory
design in its early days can be pursued, and extend discussions about the role
of politics in contemporary participatory design [14]. Keywords: challenges, participatory design, politics, public sector, terms of
engagement | |||