one of the three manifestos: Ludic design, Ambiguity as a design resource, and Reflective Design
Reflective design
1. p. 49
These critiques made it possible to
question why particular aspects of human life were left out
of design, to discuss whether or not they should be, and to
begin to imagine new HCI methods that could more
adequately address important parts of human experience.
2.
Rather than focusing
on a particular assumption, we argue that critical reflection
itself, can and should be a core principle of technology
design for identifying blind spots and opening new design
spaces.
3. p. 50
Critical
reflection on the limitations of the field's methods and
metaphors can help us to see the world in a new way,
identifying and weighing new technical possibilities.
4.
We believe that, for those
concerned about the social implications of the technologies
we build, reflection itself should be a core technology
design outcome for HCI.
5.
We define 'reflection' as referring to critical reflection, or
bringing unconscious aspects of experience to conscious
awareness, thereby making them available for
conscious choice
6.
Additionally, reflection is not a
purely cognitive activity, but is folded into all our ways
of seeing and experiencing the world. Unconsciously
held assumptions are not things we rationally know; they
are part of our very identity and the ways we experience
the world.
Foundations of Reflective Design:
1. Participatory Design
2. Value-Sensitive Design
3. Critical Design
4. Ludic Design
5. Critical Technical Practice
6. Reflection-in-Action
7. p. 50
From participatory design, we draw several core principles,
most notably the reflexive recognition of the politics of
design practice and a desire to speak to the needs of
multiple constituencies in the design process.
8. p. 51
PD strategies tend to be used
to support existing practices identified collaboratively by
users and designers as a design-worthy project.
...
While
values clashes between designers and different users can be
elucidated in this collaboration, the values which users and
designers share do not necessarily go examined. For
reflective design to function as a design practice that opens
new cultural possibilities, however, we need to question
values which we may unconsciously hold in common.
9.
VSD
To do so, VSD employs three methods:
(1) conceptual investigations drawing on moral philosophy,
which identify stakeholders, fundamental values, and tradeoffs among values pertinent to the design;
(2) empirical
investigations using social-science methods to uncover
how stakeholders think about and act with respect to the
values involved in the system;
(3) and technical investigations
which explore the links between specific technical
decisions and the values and practices they aid and hinder.
10.
Inspiringly for us, VSD brings values questions into the
design practice, not just from what stakeholders want but
based on deeper questions about what values should be
thought about and what values are, consciously or
unconsciously, shaping the design. For Friedman et al., the
core values to examine and include are values related to
human justice, well-being, welfare, and rights. While these
values are important for us, we propose critical reflection in
and of itself as a core value for technology design.
11. Critical Design
A critical designer designs
objects not to do what users want and value, but to
introduce both designers and users to new ways of looking
at the world and the role that designed objects can play for
them in it.
12.
It uses the
critical design strategy of ‘value fictions:’ as opposed to
science fiction, which assumes existing values while
projecting new technology into the future, value fictions
assume existing technology but project a new set of values
that are embodied in them.
13. Ludic Design
It
recognizes that playful or ludic activities are not merely a
matter of entertainment, or a waste of time, but can be a
‘mechanism for developing new values and goals, for
learning new things and for achieving new understandings’
[23]. Ludic design promotes engagement in the exploration
and production of meaning, providing for curiosity,
exploration and reflection as key values. In other words,
ludic design focuses on reflection and engagement through
the experience of using the designed object.
14. p. 52
In the context of HCI, ludic design explores the limits of
technology design practice - what it is we may design for,
what methods we may use - by proposing a specific set of
values that contrast sharply with those currently at the
center of technical practice: functionality, efficiency,
optimality, task focus.
15. Critical Technical Practice (CTP)
Briefly, CTP consists of the following moves:
(1) identifying
the core metaphors of the field, noticing what, when
working within those metaphors, remains marginalized,
(2) inverting the dominant metaphors to bring that margin to
the center,
(3) and embodying the alternative as a new
technology. Agre sees CTP as a way to solve recurring
technical impasses by enabling reflection on, and
potentially alteration to, the core metaphors that structure a
technical field.
16.
In this work, CTP functioned to bring to
the fore and make technically meaningful aspects of human
activity that were previously marginalized from design.
17.
All designs have centers and margins, all are
based to some degree on a constitutive metaphor. The
process of exploring the limits of design need not wait until
a technical impasse requires reflection.
18. Reflection-in-Action
Schön’s metaphor of conversation with the situation shares
similarities with current experience-focused approaches in
HCI. McCarthy and Wright [33], for example, propose that
design should avoid the reification (具體化) of experience and
instead support the dialogical nature, i.e. the emergent
unfolding of experience. They illustrate the tension
between theorizing experience as a static or known
phenomenon and the practice of leaving room for change
and the unknowable.
19. p. 53.
Finally, we draw from the
observation that reflection is often triggered by an element
of surprise, where someone moves from knowing-inaction, operating within the status quo, to reflection-inaction, puzzling out what to do next or why the status quo
has been disrupted [3]. We expand on reflection-in-action
by not waiting for surprise to occur but by intervening to
create or stimulate these reflection triggers.
20.
Reflective
design integrates, but does not replace, these other rich
approaches.
21. p. 54
In designing for marginal experiences,
we wanted visitors and curators to reflect on these underdesigned for aspects.
22.
For CTP, there was no technological impasse to overcome,
handheld tour guides deliver information reasonably well.
With PD or VSD, visitors or curators would have had to
initially ask for alternate experiences with technology. Our
argument is that the marginal experiences are so implicit
that their value may not be accounted for until experienced
in alternate ways.
23.
The logbook
consisted of open-ended questions inspired by cultural
probes [20] and Likkert-scale questions about the users’
relationship, about their attitude and use of the VIO, and
about the study.
24. Anticipatory framing:
For example, we asked
users when they used their IO, what sound it would make if
it could make one, and to draw a picture of what their ideal
IO would look like.
25. p. 55
This question gave an opportunity
for users to express both their enthusiasm and their
skepticism with the intimate objects, but in an interesting
way:
26.
Finally, we included questions asking our users to reflect
on the study itself. Some were short-answer questions,
which still gave us a strong impression of how some of our
users felt: "What would you name the people conducting
this research?" gave answers as varied as "Mysterious
Watchers" and "Intimacy Dream Team".
...
One user accused us of
"Creating computer dependency and spreading and
marketing it to the general public". We found this
(hopefully good-natured) skepticism a sign that we were
successful in encouraging reflection.
27.
However, the
diaries gave us both a strong understanding of the
phenomenological or felt experience of VIO use as well as
a concrete understanding of our next steps in the project.
28. p. 57.
An interpretively flexible system, where
meaning is co-constructed by users and designers, does not
have an a priori benchmark of what works. We want to
evaluate our systems phenomenologically, i.e. allow for
new interpretations and uses, yet we still want to be able to
identify when and how a design has failed.
29. CONCLUSION
Reflective design is a set of design principles and strategies
that guide designers in rethinking dominant metaphors and
values and engaging users in this same critical practice.
2012年12月10日 星期一
2012年12月3日 星期一
week 11. Making epistemological trouble: Third-paradigm HCI as successor science
Framing design in Practice:
Making epistemological trouble: Third-paradigm HCI as successor science
Discussion
1. p 391.
As Harding (Harding, 1986) famously argues, a successor
science that takes feminist philosophy of science to its logical
conclusion will not be oriented towards establishing a new, stable
paradigm, but rather will develop a reflexive awareness of the limits
of knowledge practices as part of scientific practice itself.
2.
In considering the potential of the third paradigm to live up to
this feminist vision, we must recognize that HCI operates within a
pragmatic, industrial context that renders it more than a pure
search after knowledge.
3.
This notion of continuous reflexivity
is remarkably consonant with Harding’s call for a destabilizing
feminist successor science, but it simultaneously raises the specter (幽靈)
of an unproductive intellectual churn (攪乳器) in which margins are simply
brought to the center, codified, and then made marginal again.
4.
"Haraway’s conceptualization of situated knowledges, with its
emphasis on the articulation of mechanisms for the production
of knowledge as a foundation for engagement between varying
knowledge claims, may offer a way out. While Agre would argue
that knowledge arising from different metaphors is more or less
incommensurable (沒有同一標準), Haraway sees mutual engagement as possible
as long as we are explicit about the standpoint from which a particular knowledge claim comes and the methodology which is used
to generate it."
5.
"We note that taking this point of view seriously clouds our
description of the third paradigm. For example, we described one
of the epistemological shifts underlying the third paradigm as
moving from analytic, controlled forms of knowledge production
to hermeneutic, interpretive ones. Looked at from the vantagepoint (有利位置)
of Haraway’s situated knowledges, however, the situation is more
complex, since Haraway suggests that the problem is not the nature of the mechanism for generating knowledge but a recognition
of its fundamentally situated character. This suggests that a feminist take on third-paradigm HCI would put both analytic and hermeneutic approaches into dialogue."
6.
Rather than determining which methodology is best, this
suggests a need for continuing sensitivity to where methodologies
come from and adaptations to make them locally meaningful.
Conclusion
7.
First,
given Agre’s articulation of the need for reflexivity in technical
practice, feminist philosophy of science has provided us a lens to
become aware of how knowledge claims and forms are changing
within HCI. In particular, we argue that a new epistemological
framework is emerging across the landscape of HCI research which
takes as central the phenomenological situatedness of users,
designers, and researchers, a perspective closely tied to feminist
notions of standpoint epistemology.
8.
3rd paradigm 並不會有固定的方法論和產出, 重點是覺知
Second, feminist philosophy of science, having worked out the
implications of standpoint epistemology, suggests that, if the third
paradigm takes its own epistemological commitments seriously, it
will not lead to a stable paradigm with clearly defined methodologies and outcomes, but must remain aware of and questioning its limits as a knowledge practice.
9. p. 392
全篇大重點: 研究必須交代 , 處理 認識論
This development suggests that we
as a field need to engage in discussion of epistemological issues as
a first-order part of technical practice, i.e. as regular research
papers.
10.
Second, since the mechanisms by which
knowledge is produced are crucial for its evaluation, research
papers should not only mention what methods were used but also
articulate how and why methods are applied.
11.
Black-boxing methods – i.e. turning them into recipes that can be applied without
understanding, sometimes articulated in HCI as improving their
ease of use by practitioners in the field – is inappropriate, since
we need to know how knowledge was generated in order to be able
to weigh it. So, for example, making critical technical practice itself
a mechanically reproducible method is probably ill-conceived.
12.
對user 地位, voice 等等的持續覺知.
The theory of situated knowledges calls for
special awareness of voices which are marginalized.
...
Feminism suggests no easy
answers to this difficulty, but emphasizes continuing awareness
of its existence and systematic questioning of the ways in which
users are represented in particular projects.
3.4 Epistemological trouble-making in the third paradigm
13. p. 390
Feminist philosophers argue that standpoint epistemology
leads to substantially changed epistemological commitments.
Within HCI, we can see the difference that standpoint epistemology makes in many of the qualities of feminist HCI identified by
Bardzell (2010):
- The quality of pluralism involves a shift from universal knowledge claims to multiple, particular knowledge claims, including a shift in central object of study from the ‘typical’ user to including marginal users.
- The quality of participation involves a shift from a distant, God’s-eye view on the subjects under study to active participation with those under study in the construction of knowledge.
- The quality of advocacy challenges HCI researchers to move from positions of apparent neutrality with respect to what they study to politically informed advocacy and engagement.
- The quality of ecology moves the scene of knowledge creation from controlled, artificial situations to holistic, complex contexts.
- The quality of self-disclosure echoes Haraway’s articulation of situated knowledges by suggesting a shift from hidden to exposed mechanisms for generating conclusions about users.
2012年11月26日 星期一
week 10. framing design in the third paradigm
Framing Design in the Third Paradigm
Salu Ylirisku, Virtu Halttunen, Johanna Nuojua, and Antti Juustila, ACM CHI 2009
1. p. 1131.
ABSTRACT:
"...the new design paradigm, which considers
designing as a situated and constructive activity of meaning
making rather than as problem solving."
...how design projects proceed from the fuzzy early phases
towards the issues of central relevance to designing.
A central concept is framing,...Several aspects of framing
are explicated, exploratory, anticipatory and social framing,
and related concepts of ‘focusing’, ‘priming’, and
‘grounding’ are explained.
2.
INTRODUCTION
A new paradigm is emerging within HCI. Harrison et al.
[14] identified three waves of paradigms within HCI, the
first being “Human Factors/Engineering”, the second
“Cognitive Revolution”, and the third “Situated
Perspectives”.
Innovation projects are those that aim at creating novel
products, systems, or services. The central dilemma in such
projects is the question “what to build”....While the first two paradigms
focused predominantly on the optimization of the
performance of man-machine systems based on identified
problems, the third paradigm promotes a view towards the
situated and emergent properties of interaction [14].
Already in the 1970s Rittel and Webber [27] problematized
the idea of the design problem. They contended that design
problems are “wicked” by nature and that every attempt to
solve a design problem frames the problem anew [27].
Due to the open-endedness and the explorative character of
innovation design, it is possible that a design problem does
not exist at the outset of a project.
Instead of design problems, the third paradigm promotes
meaning making to the center of focus [14].
Understanding designing as a constructive activity of meaning making
renders the terminology of problems and solutions obsolete (過時的).
p. 1132
The early phases of innovation therefore cannot be
grounded in the idea of design problems nor tied to the
traditional ideals of optimization, but new theoretical
understanding of the design process in the third paradigm is
required.
3. SITUATED FRAMING
‘framing’...This paper builds on Schön and Rein’s
[31] use of the term to refer to a process of perceiving and
making sense of social reality. These authors contend that
there is no way of perceiving and making sense of this
reality except through a frame [31]. Blumer [3] described
the issue within sociology: the “empirical world necessarily
exists always in the form of human pictures and
conceptions of it.”
"...Harrison et al. [14], who
acknowledge that the artifact and its context are mutually
defining within the third paradigm of HCI."
People create different framing
depending on their “disciplinary backgrounds,
organizational roles, interests, political and economic
perspectives” [30].
跨領域 framing 的問題:
Collaborative designing hence features great varieties of structurally interwoven, overlapping and
transitional frames in effect simultaneously.
Framing 的角色:
This complexity is perplexing when approached at once.
However, constructive frame-mediated interpretation
provides a path through the complexity. As underlying
“structures of belief, perception, and appreciation” [31]
frames help to narrow down the number of available
features by selecting “for attention a few salient features
and relations from what would otherwise be an
overwhelmingly complex reality.”
The dilemma of relevance
In this
paper ‘relevant’ refers simply to an idea that survives until
the end of the process, i.e. is not abandoned.
...improvised acting as described by Keith
Johnstone [17]. He illustrates improvisation as walking
backwards into the future: The walker may not know what
lies behind (in the direction he is actually heading) but
knows the path from which he came [17].
Schön [30] described the dilemma as the “paradox
of learning.” He wrote that “a student cannot at first
understand what he needs to learn, can learn it only by
educating himself, and can educate himself only by
beginning to do what he does not yet understand.” [30]
Designers must therefore act upfront, and relevance
becomes apparent afterwards.
According to Schön [29] designers develop framing through
experimentation, or what he calls ‘design moves’: “what if I
did this?” Schön wrote: “When [design] moves function in
an exploratory way, the designer allows the situation to
‘talk back’ to him, causing him to see things in a new way.”
TWO CASE STUDIES: Designing ideas for wellbeing at work, Design a town vision
...
DISCUSSION
p. 1137
Exploratory Framing:
This exploratory framing (formed mainly by ICTs and the Situated Make
Tools method) functioned as scaffolding that supported
collaborative experimentation, ideation and exploration
with the materials available in the design situations.
...
In short,
exploratory framing functioned as a platform for divergent
thinking, which was grounded in empirical reality.
Anticipatory Framing:
The anticipatory framing, which was grounded in these themes and primed
by the visits to the physical environment helped designers
to focus their effort on the relevant issues.
The process with anticipatory framing appeared
very efficient, as the teachers could successfully restructure
the entire urban planning project in a matter of a half-hour
session (Situation 2.4).
The framing also helped to design the Persona descriptions, in which the
design of the final concepts was grounded.
Social Framing:
Social framing thus refers to the conceptual
designing of co-design events for the co-designers.
One aspect of social framing is the role assigned to the codesigners. They may be framed as experts, who have the capacity to judge, design, and guide the direction of a project.
p. 1138
Focusing
Focusing refers to the iterative process of developing a
comprehensive conception of a design object.
...
When these structures, which
guide perception and appreciation, become available,
designers gain the ability to tell whether something is
relevant or not. This ‘sense of relevance’ is apparent in how
designers expressed their feelings about the value of the
photographs in the Kuntis case.
This ability
is precisely what the evolving frames provide designers
with. At the same time as frames structure perception and
sense making, they constitute what Schön and Rein [31]
call the “normative leap” from fact to values, from “is” to
“ought.” This leap is fundamental in designing, when
designing is understood in the spirit of the definition by
Simon [32] as the activity to transform existing situations
into preferred ones.
The “normative leap” happens once
designers develop the sense of relevance.
(設計中的 normative leap 發生在 the sense of relevance 清楚之後)
Priming
The concept of priming draws attention to the timely
development of framing.
For example, the exploration,
ideation, and evaluation primed the reframing (Situation
2.4) of the whole project in the Kuntis case. Similarly the
whole set of consecutive design events and workshops
primed the conceptual restructuring of the mobile tool
concepts (Situation 1.8) in the Konkari project.
Sleeswijk-Visser et al. [33] called ‘sensitization’ the
increased readiness of the participants to express projectrelevant comments when they spend a period of time with a
sensitization package. Priming sensitizes, and more
precisely, develops initial and vague structures on which
sub-sequent design-cognitions can be grounded.
Grounding
Grounding ultimately refers to the connection of designing
to the structures in empirical reality in which the designs
will eventually be placed. For example, the Personas in the
Konkari project were grounded in the knowledge about the
workers.
Priming 與 Grounding 的比較:
While priming promotes the timely
relation between events, grounding draws attention to the
hierarchical nesting of framing.
Grounding thus ties closely
to thinking while priming associates more with action.
Framing Artifacts (設計過程中, 用來幫助 framing 的人造物)
The ideas, forms, artifacts, which are
needed to (re)construct a framing, sustain from one
situation to another. This phenomenon is evident in the
studied projects and is facilitated by physical artifacts, and
both case studies reveal the role that the material artifacts
played in the reproduction of a certain frame at a later stage.
....
Artifacts were also utilized to frame memories for the
service of design.
...
Zimmerman et al. [41] claim “design artifacts are the
currency of design communication.” Framing artifacts have
a similar value. Framing artifacts also feature a mnemonic
function in the reconstruction of framing as the above
examples illustrate.
Salu Ylirisku, Virtu Halttunen, Johanna Nuojua, and Antti Juustila, ACM CHI 2009
1. p. 1131.
ABSTRACT:
"...the new design paradigm, which considers
designing as a situated and constructive activity of meaning
making rather than as problem solving."
...how design projects proceed from the fuzzy early phases
towards the issues of central relevance to designing.
A central concept is framing,...Several aspects of framing
are explicated, exploratory, anticipatory and social framing,
and related concepts of ‘focusing’, ‘priming’, and
‘grounding’ are explained.
2.
INTRODUCTION
A new paradigm is emerging within HCI. Harrison et al.
[14] identified three waves of paradigms within HCI, the
first being “Human Factors/Engineering”, the second
“Cognitive Revolution”, and the third “Situated
Perspectives”.
Innovation projects are those that aim at creating novel
products, systems, or services. The central dilemma in such
projects is the question “what to build”....While the first two paradigms
focused predominantly on the optimization of the
performance of man-machine systems based on identified
problems, the third paradigm promotes a view towards the
situated and emergent properties of interaction [14].
Already in the 1970s Rittel and Webber [27] problematized
the idea of the design problem. They contended that design
problems are “wicked” by nature and that every attempt to
solve a design problem frames the problem anew [27].
Due to the open-endedness and the explorative character of
innovation design, it is possible that a design problem does
not exist at the outset of a project.
Instead of design problems, the third paradigm promotes
meaning making to the center of focus [14].
Understanding designing as a constructive activity of meaning making
renders the terminology of problems and solutions obsolete (過時的).
p. 1132
The early phases of innovation therefore cannot be
grounded in the idea of design problems nor tied to the
traditional ideals of optimization, but new theoretical
understanding of the design process in the third paradigm is
required.
3. SITUATED FRAMING
‘framing’...This paper builds on Schön and Rein’s
[31] use of the term to refer to a process of perceiving and
making sense of social reality. These authors contend that
there is no way of perceiving and making sense of this
reality except through a frame [31]. Blumer [3] described
the issue within sociology: the “empirical world necessarily
exists always in the form of human pictures and
conceptions of it.”
"...Harrison et al. [14], who
acknowledge that the artifact and its context are mutually
defining within the third paradigm of HCI."
People create different framing
depending on their “disciplinary backgrounds,
organizational roles, interests, political and economic
perspectives” [30].
跨領域 framing 的問題:
Collaborative designing hence features great varieties of structurally interwoven, overlapping and
transitional frames in effect simultaneously.
Framing 的角色:
This complexity is perplexing when approached at once.
However, constructive frame-mediated interpretation
provides a path through the complexity. As underlying
“structures of belief, perception, and appreciation” [31]
frames help to narrow down the number of available
features by selecting “for attention a few salient features
and relations from what would otherwise be an
overwhelmingly complex reality.”
The dilemma of relevance
In this
paper ‘relevant’ refers simply to an idea that survives until
the end of the process, i.e. is not abandoned.
...improvised acting as described by Keith
Johnstone [17]. He illustrates improvisation as walking
backwards into the future: The walker may not know what
lies behind (in the direction he is actually heading) but
knows the path from which he came [17].
Schön [30] described the dilemma as the “paradox
of learning.” He wrote that “a student cannot at first
understand what he needs to learn, can learn it only by
educating himself, and can educate himself only by
beginning to do what he does not yet understand.” [30]
Designers must therefore act upfront, and relevance
becomes apparent afterwards.
According to Schön [29] designers develop framing through
experimentation, or what he calls ‘design moves’: “what if I
did this?” Schön wrote: “When [design] moves function in
an exploratory way, the designer allows the situation to
‘talk back’ to him, causing him to see things in a new way.”
TWO CASE STUDIES: Designing ideas for wellbeing at work, Design a town vision
...
DISCUSSION
p. 1137
Exploratory Framing:
This exploratory framing (formed mainly by ICTs and the Situated Make
Tools method) functioned as scaffolding that supported
collaborative experimentation, ideation and exploration
with the materials available in the design situations.
...
In short,
exploratory framing functioned as a platform for divergent
thinking, which was grounded in empirical reality.
Anticipatory Framing:
The anticipatory framing, which was grounded in these themes and primed
by the visits to the physical environment helped designers
to focus their effort on the relevant issues.
The process with anticipatory framing appeared
very efficient, as the teachers could successfully restructure
the entire urban planning project in a matter of a half-hour
session (Situation 2.4).
The framing also helped to design the Persona descriptions, in which the
design of the final concepts was grounded.
Social Framing:
Social framing thus refers to the conceptual
designing of co-design events for the co-designers.
One aspect of social framing is the role assigned to the codesigners. They may be framed as experts, who have the capacity to judge, design, and guide the direction of a project.
p. 1138
Focusing
Focusing refers to the iterative process of developing a
comprehensive conception of a design object.
...
When these structures, which
guide perception and appreciation, become available,
designers gain the ability to tell whether something is
relevant or not. This ‘sense of relevance’ is apparent in how
designers expressed their feelings about the value of the
photographs in the Kuntis case.
This ability
is precisely what the evolving frames provide designers
with. At the same time as frames structure perception and
sense making, they constitute what Schön and Rein [31]
call the “normative leap” from fact to values, from “is” to
“ought.” This leap is fundamental in designing, when
designing is understood in the spirit of the definition by
Simon [32] as the activity to transform existing situations
into preferred ones.
The “normative leap” happens once
designers develop the sense of relevance.
(設計中的 normative leap 發生在 the sense of relevance 清楚之後)
Priming
The concept of priming draws attention to the timely
development of framing.
For example, the exploration,
ideation, and evaluation primed the reframing (Situation
2.4) of the whole project in the Kuntis case. Similarly the
whole set of consecutive design events and workshops
primed the conceptual restructuring of the mobile tool
concepts (Situation 1.8) in the Konkari project.
Sleeswijk-Visser et al. [33] called ‘sensitization’ the
increased readiness of the participants to express projectrelevant comments when they spend a period of time with a
sensitization package. Priming sensitizes, and more
precisely, develops initial and vague structures on which
sub-sequent design-cognitions can be grounded.
Grounding
Grounding ultimately refers to the connection of designing
to the structures in empirical reality in which the designs
will eventually be placed. For example, the Personas in the
Konkari project were grounded in the knowledge about the
workers.
Priming 與 Grounding 的比較:
While priming promotes the timely
relation between events, grounding draws attention to the
hierarchical nesting of framing.
Grounding thus ties closely
to thinking while priming associates more with action.
Framing Artifacts (設計過程中, 用來幫助 framing 的人造物)
The ideas, forms, artifacts, which are
needed to (re)construct a framing, sustain from one
situation to another. This phenomenon is evident in the
studied projects and is facilitated by physical artifacts, and
both case studies reveal the role that the material artifacts
played in the reproduction of a certain frame at a later stage.
....
Artifacts were also utilized to frame memories for the
service of design.
...
Zimmerman et al. [41] claim “design artifacts are the
currency of design communication.” Framing artifacts have
a similar value. Framing artifacts also feature a mnemonic
function in the reconstruction of framing as the above
examples illustrate.
2012年11月19日 星期一
week 9. revisiting 3 paradigms in HCI
The Three Paradigms of HCI
1. p. 10
Paradigms compared:
Metaphor of interaction:
Central goal for interaction:
Typical questions of interest:
"The primary challenge, however for the 3rd paradigm to
fully bloom is to break out of the standards which have
been set up by incompatible paradigms."
人誌學法還是被誤解為"抽取使用者需求" 的方法, 而非分析整個 HCI 基地的學門.
Dourish, for example, argues that 20 years after the
introduction of ethnography into the HCI canon it is still
systematically misunderstood as a method for extracting
user requirements rather than a discipline that
analyzes the entire site of human-computer interaction.
Thus, an ethnography, by itself, does not constitute
a legitimate CHI publication without an additional
instrumental component such as user requirements or
an evaluation of the interface using information processing
criteria. (還是回到 2nd Paradigm 的標準)
3. p. 13
Objective vs. Subjective Knowledge
The 1st and 2nd paradigms emphasize the importance of objective knowledge. The 3rd paradigm, in contrast, sees knowledge as arising from situated viewpoints in the world and often sees the dominant focus on objective knowledge as suspect in riding roughshod (馬蹄鐵上裝有防滑釘的) over the complexities of multiple perspectives at the scene of action.
...
A number of HCI researchers have taken it a step further, recognizing the subjectivity of the researcher and the relationship between the researcher and the researched; where issues of intersubjectivity (互為主體性) are common in anthropology, they are remote and difficult to address in the 2nd paradigm.
Generalized vs. Situated Knowledge
The 2nd paradigm values generalized models such as
GOMS. But because the 3rd paradigm sees knowledge
as arising and becoming meaningful in specific situations,
it has a greater appreciation for detailed, rich
descriptions of specific situations.
....we all now recognize that “externalities” are often central
figures in the understanding of interaction.
Information vs. Interpretation
The 2nd paradigm arises out of a combination of computer
science and laboratory behavioral sciences that
emphasize analytic means such as statistical analysis,
classification and corroboration (確證) in making sense of what
is going on at the site of interaction, often under controlled
conditions.
...
The epistemological stance
brought to this site is generally hermeneutic, not analytic,
and focuses on developing wholistic, reflective
understanding while staying open to the possibility of
simultaneous, conflicting interpretation.
“Clean” vs. “Messy” Formalisms
The 2nd paradigm, reacting to the a-theoretical orientation
of the 1st paradigm, values clean, principled, well-defined
forms of knowledge.
The difference between
these ways of thinking is rooted in whether researchers
place the cleanliness and certitude (確實) of formal
models at the center of their thinking or whether they
instead place an appreciation for the complexity of real-world,
messy behavior and activity at the center.
4. p. 16
We are not arguing that the 3rd paradigm is right, while
the 1st and 2nd paradigms are wrong. Rather, we argue
that paradigms highlight different kinds of questions
that are interesting and methods for answering them.
...
(不同的 knowledge 就用不同的 paradigm)
it would probably be unwise to attempt to uncover the
rich appropriations of a situated technology with an
objective laboratory test.
5. p. 14
Epistemological distinctions between the paradigms
Appropriate disciplines for interaction
Kind of methods strived for
Legitimate kinds of knowledge
How you know something is true
Values
Studio Actions:
Annotated portfolios
1. p. 10
Paradigms compared:
Metaphor of interaction:
- P1: Interaction as man-machine coupling
- P2: Interaction as information communication
- P3: Interaction as phenomenologically situated
Central goal for interaction:
- P1: Optimizing fit between man and machine
- P2: Optimizing accuracy and efficiency of information transfer
- P3: Support for situated action in the world
Typical questions of interest:
- P1: How can we fix specific problems that arise in interaction?
- P2: (1) What mismatches come up in communication between computers and people? (2) How can we accurately model what people do? (3) How can we improve the efficiency of computer use?
- P3: (1) What existing situated activities in the world should we support? (2) How do users appropriate technologies, and how can we support those appropriations? (3) How can we support interaction without constraining it too strongly by what a computer can do or understand? (4) What are the politics and values at the site of interaction, and how can we support those in design?
"The primary challenge, however for the 3rd paradigm to
fully bloom is to break out of the standards which have
been set up by incompatible paradigms."
人誌學法還是被誤解為"抽取使用者需求" 的方法, 而非分析整個 HCI 基地的學門.
Dourish, for example, argues that 20 years after the
introduction of ethnography into the HCI canon it is still
systematically misunderstood as a method for extracting
user requirements rather than a discipline that
analyzes the entire site of human-computer interaction.
Thus, an ethnography, by itself, does not constitute
a legitimate CHI publication without an additional
instrumental component such as user requirements or
an evaluation of the interface using information processing
criteria. (還是回到 2nd Paradigm 的標準)
3. p. 13
Objective vs. Subjective Knowledge
The 1st and 2nd paradigms emphasize the importance of objective knowledge. The 3rd paradigm, in contrast, sees knowledge as arising from situated viewpoints in the world and often sees the dominant focus on objective knowledge as suspect in riding roughshod (馬蹄鐵上裝有防滑釘的) over the complexities of multiple perspectives at the scene of action.
...
A number of HCI researchers have taken it a step further, recognizing the subjectivity of the researcher and the relationship between the researcher and the researched; where issues of intersubjectivity (互為主體性) are common in anthropology, they are remote and difficult to address in the 2nd paradigm.
Generalized vs. Situated Knowledge
The 2nd paradigm values generalized models such as
GOMS. But because the 3rd paradigm sees knowledge
as arising and becoming meaningful in specific situations,
it has a greater appreciation for detailed, rich
descriptions of specific situations.
....we all now recognize that “externalities” are often central
figures in the understanding of interaction.
Information vs. Interpretation
The 2nd paradigm arises out of a combination of computer
science and laboratory behavioral sciences that
emphasize analytic means such as statistical analysis,
classification and corroboration (確證) in making sense of what
is going on at the site of interaction, often under controlled
conditions.
...
The epistemological stance
brought to this site is generally hermeneutic, not analytic,
and focuses on developing wholistic, reflective
understanding while staying open to the possibility of
simultaneous, conflicting interpretation.
“Clean” vs. “Messy” Formalisms
The 2nd paradigm, reacting to the a-theoretical orientation
of the 1st paradigm, values clean, principled, well-defined
forms of knowledge.
The difference between
these ways of thinking is rooted in whether researchers
place the cleanliness and certitude (確實) of formal
models at the center of their thinking or whether they
instead place an appreciation for the complexity of real-world,
messy behavior and activity at the center.
4. p. 16
We are not arguing that the 3rd paradigm is right, while
the 1st and 2nd paradigms are wrong. Rather, we argue
that paradigms highlight different kinds of questions
that are interesting and methods for answering them.
...
(不同的 knowledge 就用不同的 paradigm)
it would probably be unwise to attempt to uncover the
rich appropriations of a situated technology with an
objective laboratory test.
5. p. 14
Epistemological distinctions between the paradigms
Appropriate disciplines for interaction
- P1: Engineering, programming, ergonomics
- P2: Laboratory and theoretical behavioral science
- P3: Ethnography, action research, practicebased research, interaction analysis
Kind of methods strived for
- P1: Cool hacks
- P2: Verified design and evaluation methods that can be applied regardless of context
- P3: A palette of situated design and evaluation strategies
Legitimate kinds of knowledge
- P1: Pragmatic, objective details
- P2: Objective statements with general applicability
- P3: Thick description, stakeholder “careabouts”
How you know something is true
- P1: You tried it out and it worked.
- P2: You refute the idea that the difference between experimental conditions is due to chance
- P3: You argue about the relationship between your data(s) and what you seek to understand.
Values
- P1: (1) reduce errors (2) ad hoc is OK (3) cool hacks desired
- P2: (1) optimization (2) generalizability wherever possible (3) principled evaluation is a priori better than ad hoc, since design can be structured to reflect paradigm (4) structured design better than unstructured (5) reduction of ambiguity (6) top-down view of knowledge
- P3: (1) Construction of meaning is intrinsic to interaction activity (2) what goes on around systems is more interesting than what’s happening at the interface (3) “zensign” – what you don’t build is as important as what you do build (4) goal is to grapple with (搏鬥) the full complexity around the system
Studio Actions:
Annotated portfolios
2012年11月14日 星期三
Short report 1 -Liaison Ceramic / 莊偉銘 D10010301
|
|
Over the last
few years, there are more and more interaction designs that have been widely
discussed in HCI community. However, most research focuses on the functionality
or usability, but fewer on construction of meaning in interaction. We manifest
a social computing design, Liaison Ceramic. Our intention is to unfold a new
form of interaction in terms of the everyday practice through a house-like lamp,
which can range from embodiment to personal meaning and social meaning.
Through placing a candle onto one roof of the lamp to achieve a perceptual
conversation, a user and his/her friends could be involved in at the same
time, and keep in touch in the different space. The main study described the
phenomenon of using our product in the life world. Besides, it’s also an
alternative form of embodied interaction to enrich everyday experience. We argue
that, moreover, our design itself is not a physical form used to light up
only, but rather a perceptual medium to warm up the communication of users
and their friends. In particular, we put emphasis on how this everyday
practice provides us a new kind of user experience. We would expect that our
design could be an exemplary of embodied interaction. Further, this research
should contribute understanding of embodied interaction to the HCI community.
Draft of Oct. 2012 by
Chung, Wei-Ming (D10010301)
|
2012年11月5日 星期一
week 8. the logic of annotated portfolios
The logic of annotated portfolios: communicating the value of 'research through design'
摘要:
1. "Limited rationality" 在 RtD 中的重要性
2. abstraction 的不可行性
3. 科學正規化設計的不可行性
1. p. 68
Cooper and Bowers: Human Computer Interaction (HCI) in terms of two conceptual and historical 'waves'.
First Wave HCI predominately used the
methods and theories of experimental cognitive psychology
to understand such scenarios. First Wave HCI tended to be
critical of perceived tendencies in ergonomics and software
engineering to not take the user seriously as an active
cognizing individual. In contrast, according to Cooper and
Bowers, Second Wave HCI was critical of the First Wave
for not capturing the social identity of the user, the social
organization of the user’s activities, and the social context
of computing technology. The growth of Computer
Supported Cooperative Work (CSCW) as a research field
was cited as emblematic of Second Wave concerns.
the Third
Wave is characterised by non-work settings and topics such
as lived-experience, intimacy, pleasure and embodiment.
notice: embodied interaction 通常不是 work settings, 所以 1st 的 experimental cognitive psychology 和 2nd 的 Computer Supported Cooperative Work (CSCW) 並不適合.
2. Manifesto Pieces in HCI
Ludic Design (Gaver)
Reflective Design (Sengers)
Ambiguity (Gaver)
3. p. 69
RtD 的源頭: (RtD 只看 artefact, 認為 thinking 會自己出現在 artefact 中)
This phrase
has its origins in Frayling [11] and denotes “research where
the end product is an artefact – where the thinking is, so to
speak, embodied in the artefact, where the goal is not
primarily communicable knowledge in the sense of verbal
communication, but in the sense of visual or iconic or
imagistic communication.”
4.
Gaver warns against
importing inappropriate standards from other disciplines,
but unlike them, he does not map design research so as to
develop anxiety-relieving ‘criteria for rigour and
relevance’. Instead, he is concerned to head off (阻止) a creeping (躡手躡腳的)
‘scientism’ he fears may lurk (潛伏) behind such anxieties or be
crudely seen as their remedy.
Gaver gives various characterisations as to
what design theory could be – “generative”, “suggestive”,
“provisional”, “aspirational”, “annotative” – which point to
a very different identity from the explanatory and testable
theories which dominate thinking about science.
Feyerabend’s Against Method is a subtle
philosophical argument against adopting universal
standards for conduct in the sciences.
...Rather, Feyerabend is urging us to be aware of
the limits of all rationalisms.
5. p.70
Textual accounts (published papers, documents,
descriptions, catalogue entries, whatever) in RtD have an
indexical character. That is, they point to features of
artefacts of interest and connect those features to matters of
further concern. They highlight features and make them
topical for discussion within a given community.
Barthes [2] made
analogous points about how photographs and text (e.g.
captions) interrelate in newspaper and magazine articles.
The text points to features of interest and establishes
‘connotations’ (言外之意) with other concerns not explicitly depicted.
Gaver [12] puts it that textual accounts of artefacts,
including any theoretical pronouncements about them, are
to be seen as annotations. He continues: “Beyond single
artefacts, however, annotated portfolios may serve an even
more valuable role as an alternative to more formalised
theory in conceptual development and practical guidance
for design. (AP 比正式理論更有價值)
If a single design occupies a point in design
space, a collection of designs by the same or associated
designers – a portfolio – establishes an area in that space.
Comparing different individual items can make clear a
domain of design, its relevant dimensions, and the
designer's opinion about the relevant places and
configurations to adopt on those dimensions.”
6. p. 71
OVERVIEW
...
- Typically a portfolio can be annotated in several different ways reflecting different purposes and interests and with different audiences in mind.
- Annotations and the designs they annotate are mutually informing. Artefacts are illuminated by annotations. Annotations are illustrated by artefacts.
...
Annotations
are a major resource for creating a portfolio. Works do not
speak for themselves. They are annotated so as to show
how they fit into a portfolio of related endeavour.
7. p. 73
Annotations can configure use, appreciation, aesthetics, and
scientific value, as well as suggesting future research and
design possibilities. An annotated portfolio is a pragmatic
thing. It is not an abstractly organised collection of work. I
have already said that how we annotate and how we select
works for inclusion in a portfolio reflects interests and
purposes. Interests and purposes are future-looking. They
shape what we can expect people to do with designs
(questions of use and usability), how they will appreciate
and value designs (questions of aesthetics), and what
knowledge we can expect to derive from all this (questions
of science, broadly construed).
8. p. 75
CONCLUSION
Having situated Research Through Design (RtD) as a
characteristic contribution to Third Wave HCI, this paper
has noted the disciplinary anxieties [8] that this research
tendency has given rise to.
p.76
Annotations were characterised as indexically
connected to artefacts, while connoting topics of broader
interest to whatever the intended audience might be.
An annotated portfolio has a self-conscious logic of limited
rationality. Any particular set of annotations is perspectival,
allowing other annotations to be made. Annotations allow
family resemblances to be reasoned about, rather than
deductions made. Annotations help us understand what has
made a body of work characterful.
Annotations have weak explanatory and predictive power
and tend to be local to a particular portfolio of work. This is
a (welcome) feature of their limited rationality.
Annotated portfolios relate to past occurrences and future possibility in a different fashion than that suggested by the notions of explanation and prediction commonly discussed regarding theory.
Annotated portfolios are descriptive (of past occurrences) and intended to be generative inspirational (of future possibility) with their primary business constituting a portfolio in close contact to the existing ‘ultimate particulars’ [12, 33] of design – the actual artefacts themselves. This dual of descriptive/generative is, perhaps, a more truthful designerly orientation to past/future than explanatory/predictive.
descriptive/generative v.s. explanatory/predictive.
9.
Annotated
portfolios insist on the indexical ties between texts about
designs and the designs themselves. Annotations and actual
artefacts are seen as mutually explicating and illuminating.
In this sense, annotations are not abstractions as they
cannot be ‘dragged away from’ the particularities of actual
artefacts (abstraction deriving from the Latin abtraho
meaning ‘I drag away’). They retain their attachment.
Gaver 對科學解釋的疑慮, 在高壓的學派政治壓力下:
Gaver [12] is suspicious of the potentially coercive (高壓的)
disciplinary politics behind attempts to normalise design
research through a more ‘scientistic’ construal of what HCI
should be about.
Ref:
http://www.mce.ndhu.edu.tw/~gimewww/epaper/9501/epaper9501.htm#explain
Short report 1 / 彭傳旋 M10010206
Ambient Communication: a case study on liaison ceramic
Until very recently, embodied interaction has been primarily concerned with one phenomenon. A growing number of studies are now available to shed some light on the human experience of social computing. Lowgren’s theory offered a sounder theoretical basis for embodied interaction, a substantial body of research documents our tendency to return to the life world. Although only a few isolated recent efforts have continued to address everyday experience and social computing.
In light of these concerns, this article has two purposes: (1) to provide a definition less intrusive way of embodied interaction research; (2) to recommend promising poetic interaction artifact of phenomenological research paradigm. To that end, the following questions were posed: What is the experience and meaning of artifacts in everyday life? To what extent is everyday experience beneficial to people embodied perception? The factors studied here may be of importance in explaining the everyday world of this phenomenon. The practicality of the proposed methodology is demonstrated through a case study.
Figure 1 Conditions of using liaison ceramic
In this work, we propose the following phenomenological method. The people who volunteered for the study were chosen on a random basic. In this experiment, we provide a desktop light as shown in Fig.1 that consists of a light and a white house in shape with an interactive system. the subject was asked to fill out a questionnaire which elicited information concerning his attitude and motivation. Following the test, subjects were interviewed for approximately half an hour about their emotion and behavior. To address this issue, phenomenological analyses were conducted.
To summarize the salient features of the analysis, several findings are of interest, but this report focuses on three themes concerning the human experience: (1) their concentration on good experience, (2) their preference to hide bad experience, and (3) their view of the influence of persistent experience can open selectively and shut down the experience.
Numerous themes emerged from the interview data. Because of space limitations, the following discussion focuses on findings that relate specifically to experience and meaning. The findings suggest that the two orientations are not necessarily mutually exclusive and lead us to believe that more experiential elements should be used in order to design the encountering artifacts and to underscore the importance of recognizing human rich experience. In addition, it is important to emphasize that methodological problems in the research design limit our interpretations. Future research is obviously required, but this is an exciting first step. I am presenting preliminary results of a pilot experiment that will be further analyzed, expanded and replicated.
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