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.
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.
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.
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.