Friday, June 6, 2003

Equator on design

Via the awesome EQUATOR project, "a series of research challenges explore new classes of device that link the physical and the digital, research into adaptive software architectures and new design and evaluation methods that draw together approaches from social science, cognitive science and art and design."

Ambiguity as a Resource for Design (pdf) by William Gaver, Jake Beaver & Steve Benford

Ambiguity is usually considered anathema in Human Computer Interaction. We argue, in contrast, that it is a resource for design that can be used to encourage close personal engagement with systems. We illustrate this with examples from contemporary arts and design practice, and distinguish three broad classes of ambiguity according to where they are located in the interpretative relationship linking person and artefact. Ambiguity of information finds its source in the artefact itself, ambiguity of context in the sociocultural discourses that are used to interpret it, and ambiguity of relationship in the interpretative and evaluative stance of the individual. For each of these categories, we describe tactics for emphasising ambiguity that may help designers and other practitioners understand and craft its use.

Deconstructing Experience - pulling crackers apart (pdf) by Alan Dix

This chapter explores deconstruction and reconstruction as a technique for understanding interactive experience and then applying it to the redesign and recreation of experience on new media. It begins by looking at literary analysis where it is normal to dissect texts to understand the techniques they use to achieve aesthetic technique. This is re-enforced by considering an example of graphic design before approaching a more extensive deconstruction of the experience of real Christmas crackers and the reconstruction of that in a web version virtual crackers. Understanding the facets of deep experience allows a recreation in a new medium.

From Snark to Park: An overview of the design, practical and technological issues when developing novel learning and playing experiences for indoors and outdoors (pdf) by Eric Harris, Ted Phelps, Yvonne Rogers, and Sara Price.

Technology is increasingly being developed and used outdoors in different and innovative ways. However, designing user experiences for outdoors, presents many different and unforeseen challenges compared with indoors. Two environments, one indoors and one outdoors, were created to explore the use of ubiquitous computing and tangible technologies for extending current forms of interaction, play and learning for children. In so doing the technologies had to be designed and adapted for the different settings. Using these environments as illustration, this paper presents a contrasting analysis between indoor and outdoor pervasive environments, by identifying particular dimensions that change according to the location.

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