Session:「Technology in the Workplace」

Utilizing Experience Goals in Design of Industrial Systems

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025620

論文アブストラクト: The core idea of experience-driven design is to define the intended experience before functionality and technology. This is a radical idea for companies that have built their competences around specific technologies. Although many technology companies are willing to shift their focus towards experience-driven design, reports on real-life cases about the utilization of this design approach are rare. As part of an industry-led research program, we introduced experience-driven design to metal industry companies with experience goals as the key technique. Four design cases in three companies showed that the goals are useful in keeping the focus on user experience, but several challenges are still left for future research to tackle. This exploratory research lays ground for future research by providing initial criteria for assessing experience design tools. The results shed light on utilizing experience goals in industrial design projects and help practitioners in planning and managing the product design process with user experience in mind.

日本語のまとめ:

工業製品の開発設計を行う際に1つの重要な重要な指標として、使用者の経験時の感情を取り入れた研究。開発の目的に技術的なことだけでなく、Xgoal(Experience goal)と呼ばれる作業者の気持ちを含めてツールの開発を行うことでどのように開発方法が変わるかを4つのケーススタディで調査した。

Evaluating Digital Creativity Support To Improve Health-and-Safety in a Manufacturing Plant

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025712

論文アブストラクト: This paper reports an evaluation of digital support for human creativity to improve health-and-safety in one manufacturing plant. It reports the use of this support as part of the plant's risk management process over 66 working days. Results revealed that this use led to more complete, more useful and more novel risk resolutions, compared with the original paper process, and informed how digital creativity support can be rolled out across manufacturing plants, as well as to other domains not recognized as creative.

日本語のまとめ:

工場での危険や安全のためのレポートを従来の紙ベースからデジタル化を試みた論文。工場での実際使用され、紙と比べてより詳細な(文字数の多い)解決策の提案がなされ、レポートとして有用性が高まったことが分かった。

The Design Fictions of Philanthropic IT: Stuck Between an Imperfect Present and an Impossible Future

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025650

論文アブストラクト: In this paper, we examine the stories about philanthropic IT that circulate via product websites, marketing materials, and third-party news articles. Through a series of product-centered case studies, we surface these texts' implicit and explicit visions about the (near) future of philanthropy. We detail their prescriptions about how, why, and in service of what ends nonprofit organizations could, should, and ought to leverage IT. We also examine their underlying assumptions about philanthropy: how social good is accomplished, how philanthropic organizations are - and might be more - effective, to whom organizations and beneficiaries should be accountable, and the terms of that accountability. Analyzing these visions as design fictions, we argue that they help cultivate unrealistic anticipatory relationships to the present and entail concomitantly unrealistic imperatives for the philanthropic sector. We conclude by arguing for the crucial role of HCI scholars in disrupting these impossible futures, and by highlighting areas needing further, re-imagined, research.

日本語のまとめ:

非営利事前団体のHCI分野のITシステムツール導入についての論文。5つの導入例を挙げ、現場の作業に理解した上でのシステムの設計を求めている。

Proxemic Transitions: Designing Shape-Changing Furniture for Informal Meetings

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025487

論文アブストラクト: The field of Shape-Changing Interfaces explores the qualities of physically dynamic artifacts. At furniture-scale, such artifacts have the potential of changing the ways we collaborate and engage with interiors and physical spaces. Informed by theories of proxemics, empirical studies of informal meetings and design work with shape-changing furniture, we develop the notion of proxemic transitions. We present three design aspects of proxemic transitions: transition speed, stepwise reconfiguration, and radical shifts. The design aspects focus on how to balance between physical and digital transformations in designing for proxemic transitions. Our contribution is three-fold: 1) the notion of proxemic transitions, 2) three design aspects to consider in designing for proxemic transitions, and 3) initial exploration of how these design aspects might generate designs of dynamic furniture. These contributions outline important aspects to consider when designing shape-changing furniture for informal workplace meetings.

日本語のまとめ:

ちょこっとした会議に用いる形状変化するデスク兼スクリーンの提案。設計にはProxemic(接近学)の考え方が用いられており、形状変化の遷移速度・段階的な遷移かどうか・人がミーティングに参加した祭の空間的な順応性の3つについて考慮されてプロトタイプの作成が行われた。