| Participative design and the challenges of large-scale systems: extending the iterative PD approach | | BIBAK | Full-Text | 1-10 | |
| Jesper Simonsen; Morten Hertzum | |||
| With its 10th biannual anniversary conference, Participatory Design (PD) is
leaving its teens and must now be considered ready to join the adult world. In
this article we encourage the PD community to think big: PD should engage in
large-scale information-systems development and opt for a PD approach applied
throughout design and organizational implementation. To pursue this aim we
extend the iterative PD prototyping approach by (1) emphasizing PD experiments
as transcending traditional prototyping by evaluating fully integrated systems
exposed to real work practices; (2) incorporating improvisational change
management including anticipated, emergent, and opportunity-based change; and
(3) extending initial design and development into a sustained and ongoing
stepwise implementation that constitutes an overall technology-driven
organizational change. The extended approach is exemplified through a
large-scale PD experiment in the Danish healthcare sector. We reflect on our
experiences from this experiment and discuss four challenges PD must address in
dealing with large-scale systems development. Keywords: EPR, challenges, improvisational change management, large-scale information
systems, participatory design, prototyping, technochange | |||
| Lightweight methods in heavyweight organizations | | BIBAK | Full-Text | 11-20 | |
| Liv Karen Johannessen; Gunnar Ellingsen | |||
| The aim of this paper is to contribute to an understanding of how PD plays
out in emerging large-scale IS projects. We argue that even if many of these
projects start out on a well-founded small-step methodological basis, such as
agile methods, XP, etc. organizational politics and maneuvering will inevitably
be part of the process, especially as the scope and size of the system
increases. More specifically, we discuss this implicated organizational
complexity; the increasingly unclear user roles, as well as critically examine
the traditional neutral vendor role which is an assumption of agile engineering
methods. Keywords: ethnography and participatory design, healthcare, politics of design, system
development methodologies | |||
| Impediments to change: the case of implementing an electronic patient record in three oncology clinics | | BIBAK | Full-Text | 21-30 | |
| Christine Reidl; Marianne Tolar; Ina Wagner | |||
| The aim of this paper is to provide a deeper understanding of the
complexities of IT implementation processes in health care by studying the
introduction of an electronic patient record (EPR) system at three oncology
clinics belonging to an association of hospitals in Austria. It examines the
larger political and organizational context, the role of different
stakeholders, the impact of arenas of influence and participation, and gives an
in-depth analysis of the case dynamics.
It argues that in order to better understand large scale IT implementation in health care a profound understanding of the complexities and interdependencies of clinical work is needed as well as the inclusion of other involved social arenas and their agendas. Careful planning and a powerful agenda in all these arenas are essential for the alignment of the different perspectives and the resulting demands. Keywords: change management, electronic patient record, implementation, organizational
issues, participation | |||
| Community driven development as participation?: involving user communities in a software design process | | BIBAK | Full-Text | 31-40 | |
| Jan Hess; Sinja Offenberg; Volkmar Pipek | |||
| In this paper we report on a case study of a participatory design process we
call Community Driven Development (CDD). Together with a German software
company we developed a socio-technical environment to motivate users of an
existing online user community to participate in the further development of a
product. For the CDD approach developers and users worked together to create a
functional description and different prototypes of a target product. By
conducting interviews and analyzing formal and informal processes we could
identify different motivations, fears, problems and benefits the participants
perceived during the process. Our study shows that an existing online community
can be a valuable basis for a PD process, but it calls for a careful design of
the organizational and technological setting and a sensible process moderation.
It also shows that existing professionalization structures in technology design
arenas may always lead to an imbalanced 'participation'. Keywords: end user development, home entertainment software, user-driven innovation,
virtual community | |||
| The Neighborhood Networks project: a case study of critical engagement and creative expression through participatory design | | BIBAK | Full-Text | 41-50 | |
| Carl DiSalvo; Illah Nourbakhsh; David Holstius; Ayça Akin; Marti Louw | |||
| In this paper we examine the Neighborhood Networks project: a
community-based participatory design project. The goal of the Neighborhood
Networks project is to facilitate and investigate the use of participatory
design to prompt critical engagements between people, technology, and the urban
environment, and to enable the production of creative expressions of local
issues by residents, using robotics and sensing technologies. We describe the
activities and outcomes of the first workshop, and discuss how participants
used the technology in a rhetorical sense, that is, to discover, invent, and
deliver arguments about how we could or should live in the world. Keywords: participatory design, participatory sensing, rhetoric, robotics, robots
sensing, urban computing | |||
| Participatory design and web 2.0: the case of PIPWatch, the collaborative privacy toolbar | | BIBAK | Full-Text | 51-60 | |
| Andrew Clement; Terry Costantino; Dan Kurtz; Mike Tissenbaum | |||
| We discuss the distinctive opportunities and challenges of adopting a PD
approach to the development of 'Web 2.0' applications. Web-based services pose
significant difficulties in interacting effectively with user groups in terms
of traditional PD methods. However there are some quite popular
'peer-production' services which have been successful in overcoming such
challenges and thereby offer useful insights into participatory approaches for
developing applications that depend on the ongoing voluntary contributions by
groups of physically dispersed individuals. These are illustrated through a
reflective account of the iterative development of PIPWatch, a Firefox
extension that enables web users to monitor the privacy policies and practices
of the websites they visit, using data contributed by previous visitors and
site privacy officers. Keywords: Firefox extension, participatory design, peer production, privacy
enhancement, social navigation, web 2.0 | |||
| Software as hypothesis: research-based design methodology | | BIBAK | Full-Text | 61-70 | |
| Teemu Leinonen; Tarmo Toikkanen; Katrina Silfvast | |||
| Recently design has been discussed in areas of research outside the
traditional fields of art and design and engineering. Meanwhile design
practitioners increasingly use methods from social sciences. Completing three
design cases dealing with educational technology we have developed a
human-centered research-based design methodology where software prototypes play
an important role. Although the methodology builds on theories and methods from
social sciences and educational research the context is design. Through
analyses of the patterns identified in the cases we conceptualized the
intentions of the methodology and created a model of an iterative
research-based design process. Research-based design emphasizes serving users
and the iterative process consists of four partly overlapping phases:
contextual inquiry, participatory design, product design, and production of
software as hypotheses. In the hermeneutic cycle all research and design
operations increase researchers' and designers' understanding of the context
and factors in all the phases. Firstly this article contributes to the
discussion of using design in educational research. Secondly it contributes to
the philosophical discussion of designing tools for complex social systems.
Thirdly it presents a model of a design process for practitioners interested in
carrying out research-based design with software prototypes. Keywords: design methodology, education, human-centered, learning, method, software | |||
| PD method and socio-political context of the development organization | | BIBAK | Full-Text | 71-80 | |
| Kari Rönkkö; Mats Hellman; Yvonne Dittrich | |||
| Little research is done on how socio-political factors intertwine with
method implementation. This paper is a follow up of a reported PD method
implementation failure four years ago. For branch related reasons, the
implementation fell short. This article tells the story of what happened then.
To our surprise, the original reason for introducing the PD method called
Personas had disappeared during our one and a half year attempt at method
implementation. Internal socio-political developments had solved the power
struggle that the PD method was aimed to mediate. We propose that it is time to
expand the method focus with studies revealing more about the socio-political
internal climate and contingencies in today's software development practices
that influence method introduction and adaptation. Keywords: industrial cooperation, interaction design, method, participatory design,
personas, research methodology, socio politics, software engineering | |||
| Participatory IT design and participatory development: a comparative review | | BIBAK | Full-Text | 81-91 | |
| Andy Dearden; Haider Rizvi | |||
| This paper examines literature in the twin domains of participatory
interactive systems design and participatory approaches to international
development. As interactive systems are increasingly promoted as a possible
means of achieving international development goals, designers generally agree
that participatory design approaches should be applied. However, review of the
literature reveals that these two different traditions have more complex
relationships, and questions must be asked about: the aims of participation,
the forms of participation that are being advocated, and the skills and
strategies required of practitioners. The findings suggest that successful
integration of participatory interactive systems design into development will
require careful reflection on the nature of development and the approaches
adopted. Keywords: IT for development, design methods, international development, participatory
design | |||
| Participation in design things | | BIBAK | Full-Text | 92-101 | |
| Pelle Ehn | |||
| This paper discusses the design of things. This is done in an attempt to
conceptually explore some of the political and practical challenges to
participatory design today. Which things, and which participants? The
perspective is strategic and conceptual. Two approaches are in focus,
participatory design (designing for use before use) and meta-design (designing
for design after design). With this framing the challenge for professional
design to participate in public controversial things is considered. Keywords: design, object, participation, public, thing, use | |||
| Participatory design: one step back or two steps forward? | | BIBAK | Full-Text | 102-111 | |
| Birgitta Bergvall-Kåreborn; Anna Ståhlbrost | |||
| Several authors are pointing to the drift in focus from participation as the
means to a political agenda to participation as a means to a smooth development
and implementation, or sometimes as an end in itself. Other authors are arguing
that participatory design (PD) should move forward to include new trends within
IS. The aim of this paper is to present a snapshot of where PD stands today, in
order to offer suggestions on where we need to be tomorrow. The concluding
remarks from the discussion is that there are a number of new trends such as
open innovation and distributed participation that have a great deal to gain
from the knowledge and experience within the participatory design community. At
the same time these new trends could constitute new research fields that would
broaden the PD environment and result in interesting findings as exiting
methods and theories are applied and tested in new contexts. Hence, the only
way to move one step back seems to be to take two steps forward. Keywords: motives for PD, new trends, participatory design, review, type and degree of
PD | |||
| Participatory problem solving through interactive environments | | BIBAK | Full-Text | 112-117 | |
| Joan Greenbaum | |||
| With the widespread availability of open source software and social
networking sites, community groups, researchers, artists and other activists
have taken political problems from their physical places and built bridges into
interactive places to continue their work. The discussion and examples in this
paper illustrate how design through practical problem-solving, actively
involving participants, extends meaning and experience between and among
environments. Keywords: interaction design, participatory, place, pragmatism, social networking
software | |||
| Design for more: an ambient perspective on diabetes | | BIBAK | Full-Text | 118-127 | |
| Anne Marie Kanstrup; Pernille Bertelsen; Marie Glasemann; Niels Boye | |||
| The purpose of the present study is to establish a foundation for
participatory design (PD) between IT professionals and people with chronic
diseases resulting in IT-supported compensation in daily life. This paper
presents results from a qualitative study working on understanding everyday
life with diabetes. The participants in the study are eight families with one
or more diabetic members. The paper reports on their lives with the condition
based on interviews and 'reflective probes' from the families. The analysis
outlines perspectives, activities, locations and information related to daily
life with diabetes. Design implications are in line with the term 'design for
more' a central prerequisite for working with IT-support for diabetes providing
an ambient perspective to technology assisted living. Keywords: ambient assisted living, diabetes, everyday living, participatory design,
personal health informatics | |||
| 'Teen-scape': designing participations for the design excluded | | BIBAK | Full-Text | 128-137 | |
| Yanki Lee; Jo-Anne Bichard | |||
| Aside from designing artefacts, designers can also design participations
with people. This paper is a reflection of an eighteen-month design experiment
by a design researcher with different designers aiming to develop a
relationship with staff members and students of a secondary school. From this
responsive experiment, four identified types or steps of design participations
were identified: 1) innovation led by designers; 2) collaboration between
designers and the 'users'; 3) emancipation focuses on how users invite
professional designers to share design thinking and finally, 4) motivation is
about projects initiated by 'users' to invite designers to co-designing. The
result of this period of engagement is 'Teen-scape', a new school playground,
designed by a design graduate, through exposure to methods for design
inclusion. The introduction of creative thinking from design studies into the
secondary school environment, through this design engaging process,
demonstrates how design can instigate a transformation of lives, whilst
highlighting the importance of people participation and the role of design
facilitators who instigate and inform the participation. The main aim is to
urge a new design discipline, entitled the Design Participations, which is a
design study area extending creative thinking to design processes that engage
people in design. Keywords: children participation, design exclusion, design participations, inclusive
design | |||
| Pursuing aesthetic inquiry in participatory design | | BIBAK | Full-Text | 138-145 | |
| Ole Sejer Iversen; Christian Dindler | |||
| We introduce aesthetic inquiry as an important perspective to pursue in
Participatory Design. Within the scope of tradition and transcendence, we
pursue aesthetic inquiry by tipping the scale towards transcendence, and by
staging offline loops for detached reflection through the use of imaginative
artefacts. Although aesthetic inquiry resides to some extent in most
Participatory Design practice, we see the need to elaborate this perspective,
and to further build Participatory Design practice, tools, and techniques that
address this issue. The Fictional Inquiry technique is presented as an
illustrative example of a design technique for pursuing aesthetic inquiry, by
using fictional narratives to temporarily bypass the existing structures of
meaning and expectations within a given practice. We illustrate how Fictional
Inquiry was utilized in a participatory design project, in which two design
concepts for the Kattegat Marine Centre were developed. Keywords: aesthetic inquiry, imaginative artefacts, offline loop, participatory
design, transcendence | |||
| The gender perspective in cultural probes | | BIBAK | Full-Text | 146-149 | |
| Katharina Bredies; Sandra Buchmüller; Gesche Joost | |||
| This paper is a reflection on the application of participatory design
methods in a gender sensitive approach. Investigating their appropriateness to
gather gender specific insights, we are particularly interested in their
potential of avoiding the recreation of gender stereotypes. In this context, we
reflect the design of our research environments, methods and tools according to
their unconscious gender assumptions which might cause stereotype answers. Our
empirical study, called 'Women's Phone', aimed both at involving female
prospective users to avoid gender clichés and to critically investigate
conventional and stereotypical design solutions for mobile phones.
We judge the suitability of the methods used in three respects: * Their value in preventing researchers from reproducing conventional gender images, * The researcher's influence on the gender image that the methods implicitly suggest, * The impact of the researchers' gender image on the research result. We consider our set of 'cultural probes' used in the project as the strongest evidence of the researchers' inherent gender assumptions. Therefore, we will explore the visibility of the 'gender point of view' in the probes and draw implications from it for future gender-sensitive design inquiries. Keywords: cultural probes, gender and design, mobile communication, participatory
design | |||
| Opening exhibitions: the visually impaired and the design of probes packages | | BIBAK | Full-Text | 150-153 | |
| Mariana Salgado; Andrea Botero | |||
| This paper explores issues of the participation and the inclusion of
visually impaired communities in the design of museum experiences. Design
probes were used for delving into the life of the visually impaired community
and, specifically, their integration into museums. The purpose of this paper is
to document and reflect on an approach involving a workshop, design probes and
interviews in order to begin to create a participatory process that engages the
community. The project aims to design inclusive solutions in exhibitions for
the visually impaired in Buenos Aires, Argentina. Keywords: design probes, exhibitions, inclusion, museums, visually impaired | |||
| Exploring the problem domain: a socio-technical ICT design for the developing world | | BIBAK | Full-Text | 154-157 | |
| Souleymane Boundaouda Camara; José Abdelnour Nooera; Lynne Dunckley | |||
| The paper is a work in progress that explores the use of socio-technical
matrices to try and design a fit for purpose ICT for two sub-Saharan Africa
farming communities. Rooted in Hansen's (2006) socio-technical experiments in
design processes and Summerville and Dewsbury's (2007) system dependability
model, the paper offers a systematic design route from initial field study
results to the development of use cases and scenarios that are in turn
evaluated in iterative socio-technical matrices. The approach offers a solution
in multi-disciplinary and geographically diverse structures of design that
explore the problem domain, concluding by highlighting the merits and
difficulties of the approach. Keywords: fitness for purpose, multi-disciplinary ICT design, participatory design,
socio-technical design and evaluation | |||
| Bootlegging: multidisciplinary brainstorming with cut-ups | | BIBAK | Full-Text | 158-161 | |
| Lars Erik Holmquist | |||
| We introduce bootlegging, a structured brainstorming technique particularly
suited to multidisciplinary settings. Participants first generate ideas in 2
rough groups, one having to do with users and usage situations and the other
pertaining to a specific technology or domain. Results are then randomly
combined to form unexpected juxtapositions. These combinations are used as the
basis for several quick application brainstorms, after which promising ideas
can be fleshed out to complete scenarios. Bootlegging stimulates participants'
creativity without abandoning the target domain, and can be run efficiently
even without a skilled facilitator. The technique has been successfully used in
several thematic workshops. Keywords: brainstorming, design methods, idea generation, multidisciplinary design | |||
| Instant card technique: how and why to apply in user-centered design | | BIBAK | Full-Text | 162-165 | |
| Elke Beck; Marianna Obrist; Regina Bernhaupt; Manfred Tscheligi | |||
| Involving users in scenario development within participatory design is
challenging as it places users at the same level with designers. In our
research we stated a need for a structured scenario development process, which
is suitable for various research areas. Following the tradition of card-based
techniques, we aimed at developing a technique, which is easy to apply and
modify. The "Instant Card Technique" (IC-Technique) presented in this paper
offers a typology of instant cards, which enables a formalized development of
scenarios together with a group of users. The technique was tested and improved
through its evaluation in three case studies. In this paper we provide a
description of this technique, including the step by step preparation and usage
process. Keywords: card technique, design method, participatory design, scenarios | |||
| Teaching participatory design | | BIBAK | Full-Text | 166-169 | |
| K. Maike Hecht; Susanne Maass | |||
| In this paper we reflect on how to teach methods used in participatory
design (PD) to graduate students. We describe a course concept that has proved
very successful both in terms of student satisfaction and course results during
the last years. Lectures introduce the concept of PD and a wide variety of
participatory methods for analysis and design; exercises prepared and
facilitated by small groups of students permit hands-on experience and further
the development of necessary group moderation skills. As there are only few
descriptions of teaching concepts in the literature, we would like to invite
the PD community to share their experiences and start a discussion about
teaching participatory design. Keywords: education, methods, participatory design, teaching | |||
| Silence' as an analytical category for PD | | BIBAK | Full-Text | 170-173 | |
| Sisse Finken; Dagny Stuedahl | |||
| Reporting from two field studies relating to design of IT, the authors show
the importance of bringing in silence as an analytical category when conducting
ethnography. With such take we aim at shedding light on the importance of
understanding how diverse encounters -- explicitly and implicitly articulated
-- make a difference when interpreting ethnographic material gathered around
design processes. Keywords: ethnography, participation, relations, silence | |||
| Stimulating empathy in ideation workshops | | BIBAK | Full-Text | 174-177 | |
| Froukje Sleeswijk Visser; Merlijn Kouprie | |||
| In participatory design users are involved in the design process, but
oftentimes in industrial practice this involvement is limited to specific
moments (e.g., a user study or a user test). Then designers have to work with
indirect results about users. This paper describes a study about promoting
empathy in conveying user insights to designers who have been partly or not
even involved in meetings with users. Arranging the communication in a way that
the designers can empathize with users is difficult, when they have not met the
users. Based on our prior experiences with this problem, and a review on design
and psychological literature, we formed a structure for how empathy can be
stimulated in ideation workshops. An important step is to stimulate designers
to recall their own experiences about the topic in order to be able to create a
deeper understanding of the users' experiences. Keywords: design approach, empathy, user experiences | |||
| Expressions of ownership: motivating users in a co-design process | | BIBAK | Full-Text | 178-181 | |
| Helma van Rijn; Pieter Jan Stappers | |||
| This paper describes how we tried to increase the user's feeling of
'psychological ownership' during the LINKX project. In this participatory
design project, a language-learning toy was designed for children with autism.
Participating 'users' were three boys with autism, their parents, and care
professionals, such as teachers and a speech therapist. The children played
with the prototype. Care professionals gave advice, and the parents even took
initiative and showed pride. These factors indicate a feeling of ownership of
the project. Ownership can serve as motivation for users to be involved in
design. Keywords: contextmapping techniques, motivation, participatory design, psychological
ownership | |||
| Of participation in industry: a hybridized possibility? | | BIBAK | Full-Text | 182-185 | |
| Daria Loi | |||
| This paper overviews how what I termed hybrid participatory tools supported
user experience definition in an industry setting. Three case studies drawn
from work by the User Experience Group (UEG) at Intel Corporation are used to
illustrate the approach. The paper is divided into six parts. The first
provides a brief background to the case studies. The second, third and fourth
part overview three major case studies: projects conducted in 2007 and 2008 by
Intel Corporation. The fifth section summarizes key learning and observed
benefits and the concluding section reflects on issues surrounding the design
and deployment of these tools within industry settings. Keywords: case study, hybrid participatory tools, user experience | |||
| Participatory innovation: a research agenda | | BIBAK | Full-Text | 186-189 | |
| Jacob Buur; Ben Matthews | |||
| In this paper we discuss the potential for Participatory Design (PD) to make
a fundamental contribution to the business-oriented field of user-driven
innovation, taking note of where we find PD can best benefit from interaction
with this other field. We examine some of the challenges that must be addressed
if PD is to contribute to innovation processes in companies. We conclude by
presenting a research agenda comprising of six promising topics to shape a new
discipline of Participatory Innovation. Keywords: business value, participatory design, user-driven innovation | |||
| Participation and representation: a discussion based upon a case study in the Danish healthcare sector | | BIBAK | Full-Text | 190-193 | |
| Keld Bødker; Maren Fich Granlien | |||
| The Participatory Design community has come a long way in terms of raising
attention to include future users in the design and development of new
technologies and in relation to making PD approaches applicable in real life
projects. Based upon a case study of a -- in many ways -- successful project in
the Danish healthcare sector we discuss issues in relation to participation and
representation in projects with diversified user groups. Keywords: diverse use groups, healthcare, participation, representation | |||
| Probes and participation | | BIBAK | Full-Text | 194-197 | |
| Connor Graham; Mark Rouncefield | |||
| This exploratory paper reflects on the relationship between methodological
techniques and forms of user participation. Specifically our concern is to
document and describe our experiences with different kinds of participation
that different sorts of 'Probes' -- 'Cultural Probes', 'Technology Probes' etc
-- elicit, encourage and provoke. Analysis of the different kinds of
participation invoked by Probes -- imaginative, investigative, emotional,
discursive, reactive, disruptive, reflective, and playful -- may prove useful
as heuristic devices guiding the selection and deployment of these
methodological and design tools. Whilst there are further opportunities for new
forms of participation through 'Probing', new concerns, challenges and risks
also emerge. Keywords: design, participation, probes | |||
| Towards Liberating Voices 2.0 | | BIBAK | Full-Text | 198-201 | |
| Douglas Schuler | |||
| At PDC 2002 in Malmo, Sweden, I presented a vision of a broad participatory
project to create a "pattern language" that would encourage and foster the
creation of new information and communication systems to empower civil society
and encourage positive social change. Although these systems can't solve
problems by themselves, it is impossible to imagine any coordinated approach to
social change without them. The project was called "Liberating Voices" for two
reasons: It describes "voices" that are being sounded that are helping to
liberate people and it raises the idea that working together towards the
liberation of all voices worldwide is important.
In 2008, the goal of positive social change is still primary -- and, indeed, has more urgency now. Since the publication of the Liberating Voices pattern language [9] represents a single milestone of a broader vision rather than the culmination, I would like to invite the participatory design community to advise and critique the ideas that the organizers are contemplating as the project moves forward. We now have an excellent opportunity to take stock of where we are, evaluate our opportunities, and make decisions about next steps. Keywords: Liberating Voices, civic intelligence, computer supported cooperative work,
participatory design, pattern language | |||
| Software development for a distributed community of practice: lessons learned from fifteen years of participatory design on a single system | | BIBAK | Full-Text | 202-205 | |
| Vincenzo D'Andrea; Arthur Baskin; Robert E. Reinke | |||
| In this paper, we describe a case study that spans fifteen years of
participatory design by an international community of software users and a
distributed software development team. We describe a participatory design
process involving annual community meetings and computer collaboration tools.
These participatory design meetings have brought together sponsors, power
users, and software developers in order to review new software versions and
chart the course for future development. In this paper, we summarize the
lessons learned from this co-evolution of a community of practice and a
software system. We have identified five general principle organized around two
complementary principles: fostering emergence/evolution of systems while
capturing common software/domain structure. Keywords: condition-based maintenance, distributed software development, participatory
design | |||
| Resources for action in the negotiation of participatory design projects | | BIBAK | Full-Text | 206-209 | |
| Brendon Clark | |||
| This paper elevates the negotiation of project resources with stakeholders
as a critical topic for analysis and site for action research experimentation.
The ability of researchers and practitioners to engage in Participatory Design
projects and introduce collaborative methods and practices is inherently linked
to their ability to negotiate project resources with multiple stakeholders and
to gain access to worthy contexts. Based on a design research case as part of a
collaboration between a university-based design research group and the local
municipality, the paper proposes that viewing stakeholder engagements through a
'performative lens' initiates an interactional view of the Participatory Design
practitioner / stakeholder relationship that paves the way for exploring
various modes of developing roles as a resource for action. Keywords: meeting format, performance, project negotiation, staging activities | |||
| Collaborative design as narrative | | BIBAK | Full-Text | 210-213 | |
| George Triantafyllakos; George Palaigeorgiou; Ioannis Tsoukalas | |||
| Narrative theory or narratology is the systematic study of narrative and
narrative structure [3]. It provides the necessary theoretical tools that can
help scrutinize the various ways in which narrative is formed and is deciphered
by an audience. In this paper, we suggest the use of narrative theory as: (a) a
means to a detailed deconstruction or engineering of a collaborative design
process, and (b) an analytical device for the in depth exploration of the
design space. Keywords: collaborative design, interactive narrative, narrative theory | |||
| "I don't want to be empowered": the challenge of involving real-world clients in instructional design experiences | | BIBAK | Full-Text | 214-216 | |
| Ana-Paula Correia; Farrah D. Yusop | |||
| This paper explores the issues of user's reluctance to be actively involved
as co-designer in the instructional design process. Keywords: empowerment, instruction design, reflective practitioner | |||
| Community Design: growing one's own information infrastructure | | BIBAK | Full-Text | 217-220 | |
| Helena Karasti; Karen S. Baker | |||
| This paper examines the phenomenon of Community Design. It is a radical
phenomenon in that community members collectively grow their own community
information infrastructures without the intervention of professionals typically
associated with such endeavors. A recently initiated comparative study draws on
ongoing, longitudinal research engagements with a small number of communities
and has identified a set of characteristics that apply across these communities
that undertake Community Design. We present the characteristics grouped into
three dimensions of community: organizational, social and technical. Finally,
we draw attention to future research topics that we see as relevant to the
expanding scopes of Participatory Design. Keywords: community design, community membership, community of practice, continuity,
in situ, information infrastructure, local, long-term | |||
| Adapting participatory and agile software methods to participatory rural development | | BIBAK | Full-Text | 221-225 | |
| Andy Dearden; Haider Rizvi | |||
| This paper presents observations from a project that combines participatory
rural development methods with participatory design techniques to support a
farmers' co-operative in Madhya Pradesh, India. Keywords: IT for development, capacity building, international development,
participatory design | |||
| Experiencing pitfalls in the participatory design of social computing services | | BIBAK | Full-Text | 226-229 | |
| Romain Zeiliger; Frederic Vermeulin; Liliane Esnault; Naima Cherchem | |||
| The PALETTE European project based on participatory design aims at designing
new Web services for Communities of Practice. In this paper we discuss three
aspects of our experience as project members, which we qualify as participation
pitfalls we had to tackle during the design process: i) user needs and the
notion of usefulness, ii) the use of boundary objects, iii) the participation
of users and the idea of emancipation. These issues are not new: the
reflections we bring in at the light of our experience in the domain of social
computing should contribute to the debate. The pitfalls showed up at an
important project stage: the design of so-called "generic scenarios". Following
a brief historical account of the project, the three pitfalls are discussed
within the framework of Actor-Network Theory. Keywords: actor-network theory, boundary objects, communities of practice,
participatory design, social networks systems | |||
| Twitterspace: a co-developed display using Twitter to enhance community awareness | | BIBAK | Full-Text | 230-233 | |
| William Ryan; William R. Hazlewood; Kevin Makice | |||
| We describe the use of an ambient display called Twitterspace for promoting
awareness of events and member activities within our community centers. Content
for the display pulls from the social networking platform Twitter. Tweets,
which are the recent posts from community members, move across large screens
placed in public rooms. Through the concept of community-at-a-glance, we use
these tweets to encourage enhanced community awareness and engagement. Although
we are only in the beginning stages of our implementation, we have already seen
changes in the way people behave with respect to their participation on
Twitter. We have seen a surge of posting activity and a rise in the general
awareness about the members of the community including remembering birthdays,
having mini-conversations, and tracking which members are going to what events.
With this participatory design project, we hope to further support general
community awareness and allow members within our community to take ownership of
the display both virtually and at their physical locations. Keywords: ambient displays, community awareness, evocative objects, informative art,
social networking | |||
| Participatory tensions in developing a community learning network | | BIBAK | Full-Text | 234-237 | |
| Susan MacDonald; Andrew Clement | |||
| This short paper reports on a study of St Christopher House (SCH), a
community and social services agency that undertook an ambitious project to
create a community learning network (CLN) based on a 'home-cooked' free/open
source software (FOSS) content management system (CMS). The primary purpose of
the CLN project was to provide adult learners with digital skills needed to
secure employment in the knowledge-based economy. SCH also wanted to streamline
administrative practices within the organization, reflecting an attempt to be
inclusive and participatory. At the outset of the project there was an enormous
investment of organizational energy, enthusiasm and participation. While this
approach matched the various stakeholder expectations, the reality of
transforming the CLN as an abstract ideal into practice produced internal
tensions and stretched organizational capacities. This study examines the
design and use of the CLN from the perspective of SCH staff in an effort to
learn about how to reconcile conflicting organizational values and structures
in the voluntary sector when undertaking ambitious participatory system
development projects. Keywords: community learning, community networks, evaluation, information and
communication technology, organizational learning, participatory design | |||
| Infrastructures from the bottom-up and the top-down: can they meet in the middle? | | BIBAK | Full-Text | 238-241 | |
| Michael B. Twidale; Ingbert Floyd | |||
| Based on a study of participatory design in the development of
cyberinfrastructure involving the rapid composition of open source software and
web services, we consider cases where researchers create their own ad hoc
infrastructures out of available software. We compare 'top-down' and
'bottom-up' cyberinfrastructure development and speculate on whether the two
approaches can be productively combined. Keywords: appropriation, cyberinfrastructure, end-user computing, open source
software, research collaboratories | |||
| Beginnings in protecting privacy by pretentious invasion | | BIBAK | Full-Text | 242-245 | |
| Lakshmi Kumar | |||
| Privacy in countries such as India is poorly protected by the legislative
and is under increasing threat from new technologies. Strong cultural elements
in Indian society multiply the issue. A democratic alternative could be to
provoke individuals to come forward and discuss their issues. This will enable
better designs of current and future systems especially in the workplace, which
collect and maintain private information. To stimulate this participatory
environment this paper develops scenarios imagining an invasive environment.
The scenarios include one in which a rest-room displays one's identity and
another in which a coffee cup keeps track of one's language. Initial reviews on
these scenarios provide insights into the approach. Keywords: India, awareness, monitoring, organization, privacy | |||
| Socialization of practice in a process world: toward participatory organizations | | BIBAK | Full-Text | 246-249 | |
| Peter H. Jones | |||
| This paper presents a model and our experience of a lateral, participatory
approach to creating and sustaining new sociotechnical practices within
organizations. Working closely with a user-centered design and project team in
a large (US) IT product company, we designed a socialization process as an
alternative to institutionalization for new product development, design, and
marketing practices. A socialization process accommodates current
organizational structures and the agents typically involved as decision makers
when introducing a new practice to be deployed as an organizational standard.
Socialization promotes practices laterally across established organizational
boundaries through a series of informal peer exchanges, which are encounters
designed to facilitate participation in the developing practice. Socialization
is inherently participatory, and follows an organic model opposing the popular
management practice of importing "best practices" from industry leading firms
and consultants. Keywords: design practice, organizational design, socialization, transformation | |||
| Bricks and clicks: participatory organizational design through microparticipation | | BIBAK | Full-Text | 250-253 | |
| Christian Briggs; Kevin Makice | |||
| In this paper, we present research being done around a novel online platform
designed to allow deep co-creation in small organizations, between their
employees and non-employees. Deep co-creation, a concept that shares similar
philosophical antecedents with participatory design [2, 3, 10], facilitates the
act of co-creation of an organization itself -- its administrative and
functional structures -- rather than merely its products or experiences. This
paper explores research, currently in-progress, in the use of mixed online and
offline modes of microparticipation to accommodate the stringent time
constraints of users participating in deep co-creation within small
retail-based organizations. This research has significant applicability to
co-creation within other types of organization as well. Keywords: deep co-creation, microparticipation, organization, participatory design,
strategy | |||
| "This is a flying shopping trolley": a case study of participatory design with children in a shopping context | | BIBAK | Full-Text | 254-257 | |
| Astrid Weiss; Daniela Wurhofer; Regina Bernhaupt; Elke Beck; Manfred Tscheligi | |||
| Participatory design methods are increasingly used to investigate design
ideas for new forms of information and communication technologies. We present a
methodological variation of a user-centered idea generation, with children
using a playful setting in the real usage context. This playful context-aware
design workshop with children is situated directly in the context for which the
device should be designed: the shopping context. To investigate the
methodological concept we have conducted a three day design workshop with
children to find out if this method can be beneficially used to provide
recommendations for the design of new forms of information and communication
technologies, especially mobile devices. We could show that this method can be
useful to stimulate the creativity of children, helping them to focus on the
usage context by a high number of shopping context related inventions. Keywords: children, context aware, method, participatory design, playful, variation | |||
| ReacTickles Global: a non-textual mobile & networked play space | | BIBAK | Full-Text | 258-261 | |
| Wendy Keay-Bright | |||
| This paper describes, ReacTickles Global, an exploratory project that will
investigate the potential of mobile and Internet technologies to encourage
creativity and social interaction for young people with Autistic Spectrum
Disorders. The paper will draw upon the experiences and outcomes of the
Reactive Colours project, which developed on the basis of a flexible and agile
design methodology that included the ideas and experiences of the target
population at all stages. The broad aim of ReacTickles Global is to explore how
the inherent connectivity of mobile and web technologies can be exploited to
encourage playfulness and self-expression, and to evaluate the impact of this
on learning that is both socially constructed and collaborative. Keywords: experiential, exploratory, mobile technologies, participatory, playful,
self-expression | |||
| Co-creative game development in a participatory Metaverse | | BIBAK | Full-Text | 262-265 | |
| Daniel Volk | |||
| In recent years a strong kind of user participation has shown up in the
domain of computer games in form of game modifications and Massively
Multiplayer Online Games. But in contrary to this intense user involvement, the
games industry yet mainly adheres to top-down development methodology. On this
note, the paper at hand discusses the approach of in-world game development in
form of a serious game. This approach tries to close the userdeveloper gap by
intertwining as well the concepts of development and play as also their
corresponding platforms. Since the mentioned trend towards a productive kind of
use and the collateral tension between conventional development and
"prod-usage" is not solely game-specific but characteristic for the current
paradigmatic change towards an upcoming Metaverse, the discussion is embedded
within this context. Keywords: MMOG, Metaverse, co-creation, game development, participatory design,
serious game, virtual world | |||
| Co-designing for new city-citizen interaction possibilities: weaving prototypes and interventions in the design and development of Urban Mediator | | BIBAK | Full-Text | 266-269 | |
| Andrea Botero; Joanna Saad-Sulonen | |||
| This paper explores issues of participation in urban life, particularly new
partnerships between city and citizens to co-design new services for their
cities. We will share experiences from working on the design and development of
a software infrastructure, Urban Mediator, and its related social practices. We
conclude by pointing out the necessity of considering the software artifacts
designed as being part of a toolkit for co-design that can enhance
conversations between cities and citizens, and enable the envisioning of new
practices related to city-citizen interactions. Keywords: citizen-driven innovations, co-design, e-government, social practices, user
innovation | |||
| Getting to the nub of neighbourhood interaction | | BIBAK | Full-Text | 270-273 | |
| Fiona Redhead; Margot Brereton | |||
| Designing technologies to support community communication in local
communities of place is a considerable challenge. This research compares and
contrasts two approaches: (i) Supporting a community organisation to develop
their own IT and (ii) Deploying of a digital noticeboard in the local built
environment with the aim of fostering broad community communication. The
challenges of appropriating the built environment for public use and soliciting
community information for public use are discussed. Keywords: community informatics, participatory design, public displays, social
networking, social software, sustainable communication, urban informatics | |||
| Exploring web-based participation methods for urban planning | | BIBAK | Full-Text | 274-277 | |
| Johanna Nuojua; Antti Juustila; Toni Räisänen; Kari Kuutti; Leena Soudunsaari | |||
| Participatory planning is a new paradigm in urban and community planning and
a part of the future of the participation is on the Web. In this paper, new
Web-based participation methods, along with their possibilities and challenges
are studied. An urban planning experiment was carried out in the autumn 2007 in
Pyhäjärvi, Finland. A Web mapping application was developed for the
experiment to help the planners to acquire local knowledge from the citizens.
In addition to the planning data provided by the application, the experiment
was investigated by monitoring the traffic on the Web site of the experiment, a
Web questionnaire and also by in situ observations. The results indicate that a
Web mapping application not only supports the traditional participation
methods, but may also change the nature of participation in the planning
process. Keywords: e-democracy, participatory design, urban planning, web mapping, web-based
participation | |||
| 'Design your home pack' co-designing tools to design homes and houses | | BIBAK | Full-Text | 278-281 | |
| Yanki Lee; Atsue Takeoka; Satoko Fukuyoshi; Shoko Sameshima | |||
| Clients commission architects to design their dream 'homes', ones that
reflect both their needs and desires. Conversely, architects aim to design
'houses' that demonstrate their excellent skills. This paper discusses an
ongoing study in Japan that aims to improve the communication between clients
and designers and develop solutions that will narrow the gap between the
spatial configurations that clients desire and those that are designed for
them. The focus of this paper is the design process involved in the planning of
two workshops for both designers and clients as part of an action research
project that aims to demonstrate good practice of participatory housing design.
The workshop was based on the 3P process: preferring, planning and processing.
Different design games of the 'Design Your Home Pack' are explained in this
paper and the results are shown with further discussion of how to improve the
designer-user relationship in order to develop desirable and designable housing
projects. Keywords: co-design workshop, design games, house design | |||
| Participatory design of sensing networks: strengths and challenges | | BIBAK | Full-Text | 282-285 | |
| K. Shilton; N. Ramanathan; S. Reddy; V. Samanta; J. Burke; D. Estrin; M. Hansen; M. Srivastava | |||
| Participatory design (PD) involves users in all phases of design to build
systems that fit user needs while simultaneously helping users understand
complex systems. We argue that traditional PD techniques can benefit
participatory sensing: community-based participatory research (CBPR) projects
in which complex technologies, such as sensing networks using mobile phones,
are the research instruments. Based on our pilot work on CycleSense, a
community-based data gathering system for bicycle commuters, we discuss the
benefits and challenges of PD in participatory sensing settings, and outline a
method to integrate PD into the research process. Keywords: community-based participatory research, sensing networks | |||
| Participatory design and road safety and design | | BIBAK | Full-Text | 286-289 | |
| Dennis de Jong | |||
| Automobiles are the cause of millions of deaths every year. Enforcement,
engineering and education have made significant impacts on accident rates, but
many countries are now having difficulties further reducing casualties. Despite
a possible wealth of knowledge, drivers are largely overlooked as a resource.
This paper investigates the use of participatory design as a method to improve
road designs, road safety, driver attitudes and driver behaviour. Keywords: driver attitudes, driver behaviour, participatory design, road design, road
safety | |||
| Distributed-PD: challenges and opportunities | | BIBAK | Full-Text | 290-291 | |
| Amir M. Naghsh; Karin Danielsson; Gerhard Fischer; Tone Bratteteig; Jeanette Blomberg; José Abdelnour Nocera | |||
| A limitation of Participatory Design (PD) is that it has primarily focused
on project stakeholders being co-located, whereas in recent years we are
starting to see software development projects involve more distributed
collaborations. This panel grows out of the issues raised from a series of
workshops on Distributed Participatory Design (http://distributedpd.com/) and
discusses the experiences and challenges of performing PD in distributed design
teams. Keywords: CSCW, distributed software development, distributed-PD, meta-design,
participatory design | |||
| What to do when you've been made an offer you can't refuse: what participatory design and FLOSS (free/libre and/or open source software) have to teach each other about the corporate embrace | | BIBA | Full-Text | 292 | |
| David Hakken; Vincenzo D'Andrea; Maurizio Teli; Brad Wheeler | |||
| In the early days (e.g., the 1970s), proponents of Scandinavian approaches to systems development, and the Participatory Design methods so central to their work, often put political and social change objectives at the core of their advocacy. In more recent years, for profit corporations have become strong proponents of PD. Advocacy rhetoric for PD has changed as PDers increasingly work with, in, and for corporations. But what about the practice of PD -- has it changed, too? | |||
| Participatory design and international development | | BIBAK | Full-Text | 293-294 | |
| Andy Dearden; Haider Rizvi; Rogerio dePaula; Cecilia Oyugi; Heike Winschiers-Theophilus | |||
| Information and communication technologies (ICT) are increasingly being
considered as ways to support international development efforts, whether in the
form of information systems for clinics and hospitals, telecentres or kiosks
providing access to internet information resources and e-government services in
remote areas, or advice services to support improved agricultural practices and
crop management. In doing this work, participatory approaches are commonly
espoused, but, as participants in PDC will realize, translating verbal
commitments into meaningful participatory realities is a complex challenge
requiring critical reflection and careful examination of our practice. This is
even more apparent in contexts where there are large cultural and
socio-economic differences between practitioners and other participants. Some
authors have questioned whether 'established' participatory design methods are
effective for this type of work. Keywords: IT for development, international development, participatory design, social
development | |||
| The challenges for participatory design in the developing world | | BIBAK | Full-Text | 295-296 | |
| Cecilia Oyugi; Jose Abdelnour Nocera; Lynne Dunckley; Susan Dray | |||
| Participatory design within the context of developing countries is an
emerging area of interest in the Participatory Design community. This workshop
will provide a unique forum for participants to exchange their experiences,
consider the different approaches needed in developing country's context,
encourage new partnerships and learn from each others past difficulties and how
these were solved. Keywords: ICT design methods, culture, international development, requirements
gathering | |||
| Exploring digital storytelling as a method for participatory design | | BIBA | Full-Text | 297-298 | |
| Annelie Ekelin; Pirjo Elovaara; Christina Mörtberg | |||
| The core of Participatory Design builds on collaborative processes of users, designers and other stakeholders. [2] In order to realize this ambition a range of methods and techniques have been developed and used. Initially it was the ethnographic methods that were regarded as the most valuable ones, especially when investigating the users' everyday practices. [3] During the last years the methods repertoire has been expanded to also include methods inspired by narrative and visualization methods (games, story boards, digital scenarios etc.) [1, 7] | |||
| Designed for co-designers | | BIBAK | Full-Text | 299-300 | |
| Katja Battarbee; Andrea Botero Cabrera; Tuuli Mattelmäki; Francesca Rizzo | |||
| How to design and manage products, services and experiences that are to be
completed and built upon by users or customers? How can we design for
co-designers? This workshop will bring together examples and studies of recent
trends in user generated content, open platforms for exchange of products,
ideas and media, end user customization and other open models for innovation
[4]. This is a full day workshop that invites case studies, methods, stories
and critical analysis on this topic to generate a deeper understanding of its
relevance to contemporary participatory design. The discussion will focus on
methods, challenges and advantages for intentionally supporting end user
innovation through design. Keywords: co-creation, co-design, end user, innovation, open source | |||
| Social informatics and participatory design: exploring ways to inform one another | | BIBA | Full-Text | 301-302 | |
| Kristin Hanks; Muzaffer Ozakca; Kevin Makice; Kathryn Clodfelter | |||
| This half-day workshop examines how Social Informatics (SI) and Participatory Design (PD) focus on similar topics. The workshop is designed to discover ways that these two research areas might better inform one another by exploring and sharing theories, experiences, methods, literature, and emerging work. Equally important is to develop relationships between emerging scholars in PD and SI for future collective academic endeavors. | |||
| Including social contexts when broadening computing education | | BIBAK | Full-Text | 303-304 | |
| Vincenzo D'Andrea; David Hakken; Erik Stolterman | |||
| The technical conception of computing education results in social knowledge
being in general marginalized. However, Participatory Design is only one of
many aspects of good computing practice that depend upon skill with things
social. This has led to several deliberate attempts to integrate the social
into computing education. Much can be learned by trying to share and evaluate
these experiences, and trying to articulate what has been learned in terms of
design principles. In this workshop, we will share experiences incorporating
social perspectives and research methods into education in computer science and
related disciplines, as part of a program to broaden these fields. We will
conclude the workshop by exploring whether further networking around these
issues would be productive. Keywords: computing education, social perspectives | |||
| Participatory prototyping proposal: performance methods for engaging in design | | BIBAK | Full-Text | 305-306 | |
| Lois Weaver; Ann Light; Patrick G. T. Healey; Gini Simpson | |||
| This prototyping workshop will use methods adapted from contemporary
performance to engage people in designing 'networks of things'. These methods
have been designed to widen participation in the design process and to help
people envision and articulate the alternative social and political worlds that
technology engenders. Keywords: design, performance, technology | |||
| Dialogic design: harnessing collective wisdom for democratic design and action | | BIBAK | Full-Text | 307-308 | |
| Peter H. Jones | |||
| The proposed tutorial presents a half-day experiential process engaging
participants in learning Structured Dialogic Design (SDD). Dialogic design is a
radically democratic design perspective and set of methods for engaging mixed
stakeholders in design and consensus action for complex sociotechnical problems
shared in common. Based on a systems thinking methodology developed from
principles of communicative action, dialogic design facilitates diverse groups
in disentangling core issues from complex, interconnected problem areas and
leads to genuine consensus for action. The SDD method deploys a mix of dialogue
types with computer-assisted information displays to generate and maintain a
shared common ground throughout dialogue. Keywords: boundary-spanning, design, dialogue, mixed-stakeholder engagement,
sociotechnical systems, wicked problems | |||
| Introduction to PD: old and new challenges, motivations, opportunities | | BIBA | Full-Text | 309 | |
| Monika Büscher; Preben Holst Mogensen | |||
| Since its beginnings, participatory design has argued that users and designers must work together if the transformative potential of new technologies is to be realised. However, since the 1970s, almost all dimensions of user-designer relations -- economical, political, technical, philosophical, and practical -- have changed, and new ones have become important. In this introduction to participatory design, we examine past, present, and future challenges, motivations and opportunities for PD. We focus on three increasingly interconnected areas of socio-technical innovation -- mobile, location sensitive, and pervasive computing -- to revive, revisit and review established PD practices and to explore and shape new ones. Topics to be discussed include: * Beyond work and the workplace: designing for work and non-work activities * Changes in political context and motivations * The move from 'systems' to ubiquitous computing * Everyday innovation: designing for unanticipated use * Methods: participatory or collaborative design? The objective of the tutorial is collaborative learning. The format reflects this by placing an emphasis on interaction around concrete examples. | |||
| Proposal for a participatory performance: a long table on design at the margins | | BIBAK | Full-Text | 310-311 | |
| Lois Weaver; Ann Light; Patrick G. T. Healey; Gini Simpson | |||
| Contemporary performance techniques have developed new forms that aim to
promote social and political engagement. The Long Table is one example of this
approach that uses a combination of metaphor, stylized physical environment and
an etiquette that encourages open dialogue on a topic. The PDC2008 Long Table
will engage participants in a discussion 'on the margins of technology'.
Building on an earlier performance as part of the Democratising Technology
project this Long Table will explore the problem of widening the franchise of
design to people who are often neither consulted nor considered in the design
process. Keywords: design, dialogue, performance, technology | |||
| addingPositivity | | BIBA | Full-Text | 312-313 | |
| Sareena Sernsukskul; Ann McDonald | |||
| For inclusion in ParticipART 2008, we propose a collaborative participatory installation which is part of a larger project framework titled addingPOSITIVITY. As artist and designers we are collaborating across cultures and time zones, creating a project that is dependant upon audience participation -- a global framework that is fueled by the dynamics of many diverse individuals with the overall intent of adding positivity to the world. | |||
| Paper boats: PDC 08, Bloomington, IN | | BIBA | Full-Text | 314 | |
| Hugh Musick | |||
| Set up tables along the shore of the pond of in Miller Park or at the Showalter Fountain with white paper. Provide instructions for making paper boats. Participants are invited to write their hopes upon the boat before launching them. During the course of the day the pond will become increasingly filled with boats. At sunset the boats will be collected and removed from the pond. | |||
| Body-technology interfaces | | BIBAK | Full-Text | 315-316 | |
| Rebecca Stern; Aisling Kelliher | |||
| Our interactions with personal electronic devices provoke a broad range of
emotional states from frustration to confusion to feverish obsession.
Increasingly, these devices mediate our everyday work activities, our social
network development and our personal communications. In this paper, we propose
a participatory installation that aims to bring critical awareness and
consideration to the complex relationship between people and their
technological artifacts. Based on participant interview data, we will create
Body-Technology Interfaces' in the form of hand-knitted custom wrappers for
personal electronic devices. Each BTI will reflect salient interaction
behaviors between the participant and their chosen device. Analyzed participant
interview data, BTI designs and overall participant response to the project
will be documented and shared online. Keywords: craft, critical design, cultural computing, participatory design, personal
narratives | |||
| Supacollager: a ParticiPART installation proposal for enabling multi-user defined web-image collages | | BIBAK | Full-Text | 317-319 | |
| Sarah Hatton; Joseph Adams; Isaac Wallis | |||
| In this proposal, we describe how an original collage generator entitled
Supacollager will be used at the 2008 Participatory Design Conference during
the ParticiPART installation series. The Supacollager system generates
web-image collages through gesture-based recognition. For the 2008 PDC, we will
devise a Flickr group for conference attendees, such as PDC 2008 Images, to
upload images and thus query from a set of images that are situated in the
event. Importantly, we describe in this proposal how presenting Supacollager at
the PDC relates to the 2008 theme of "Experiences and Challenges." We believe
that Supacollager provides users with an experience of making meaning in a type
of art that is open and accessible. Additionally, conference attendees will be
able to witness the collages change and grow over time; thus, their artwork
will be in a constant state of flux. Keywords: Flickr, ParticiPART, Python, challenge, experience, gesture recognition,
installation, participatory art and design, web-image collage | |||
| Designing wearable educational games for children | | BIBAK | Full-Text | 320-321 | |
| Uttam Kokil; Joelle Jeanne | |||
| In this paper, we describe how the prospective users (children) are involved
at every developmental stage in the creation of a garment design, and how this
can influence the design of a set of garments fitted with educational games.
This is an experimental and creative project to encourage children to
familiarize themselves with numerical, alphabets and shapes at an early age,
with the objective to enhancing a particular set of learning styles. Keywords: children's outfits, design collection, games, learning styles | |||
| Stepwise development of survivor confirmation system in Nagoya University and its analysis from participatory design | | BIBAK | Full-Text | 322-323 | |
| Shoji Kajita; Kenji Mase | |||
| This paper describes a survivor confirmation and management system developed
at Nagoya University and its analysis based on Participatory Design (PD) among
four stakeholders; top-level managers, disaster management specialists, ICT
specialists and actual users. Nagoya University determined the following five
points in performing survivor confirmation after a major disaster crisis: (1)
getting credible information by user authentication, (2) high availability even
after a major disaster crisis, (3) being provided by multiple access methods
such as PCs and mobile phones, (4) having the capabilities to input, search,
and summarize confirmation information, (5) informing our constituencies of the
start of input. To attain these functionalities, we started implementing the
system at the top of Nagoya University's institutional Web portal architecture,
and we have been step-wisely implementing it through actual disaster drills
(three times so far since October 2006) with the participation of the above
four stakeholders. Based on this experience, we discuss a PD framework for ICT
services in a large research university. Keywords: business continuity, disaster management, institutional portal, open source,
participatory design, survivor confirmation | |||
| Hello: bracelets communicating nearby presence of friends | | BIBAK | Full-Text | 324-325 | |
| Petra Ahde; Jussi Mikkonen | |||
| In this paper we will describe an initial concept of bracelets which are
communicating with each other. By these bracelets the possessors will be aware
of the nearby presence of their friends. The wearers will also communicate
about their social network when wearing the bracelets. The initial idea of the
concept of the bracelets is from an earlier study of teenager girls' jewellery. Keywords: bracelet, interactive prototype, technology probe | |||
| Wagnerpedia: a study of social cognition and wikis, linking academic courses and community partners | | BIBAK | Full-Text | 326-327 | |
| Jeffrey Gutkin; Patricia Schoknecht | |||
| Wagnerpedia was created for Wagner College to offer a place for students,
faculty, and administrators to create and edit dynamic web content. Its design
and implementation are based on participatory design theory, social cognitive
theory, and web 2.0 technology. An ongoing mixed model study of Wagnerpedia is
being conducted as part of a three-semester-long doctoral certificate program.
In this study the process in which Wagnerpedia has evolved is being examined.
The poster presented represents several milestones Wagnerpedia has undergone
since its implementation in Spring of 2008. Keywords: collaboration, community, partnership, sustainability publications, wiki | |||
| Interactive demonstration of PIPWatch: the collaborative privacy enhancing and accountability toolbar | | BIBAK | Full-Text | 328-329 | |
| Andrew Clement; Terry Costantino | |||
| We will demonstrate PIPWatch, a Firefox extension that enables web users to
monitor the privacy policies and practices of the websites they visit, using
data contributed by previous visitors and site privacy officers. Conference
attendees will be encouraged to use the toolbar themselves, provide feedback
about the toolbar but, more importantly, to offer ideas about how to proceed
participatorily with future development. Keywords: Firefox extension, participatory design, privacy enhancement, social
navigation, web 2.0 | |||