Session:「Wild Methods」

Activity as the Ultimate Particular of Interaction Design

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025990

論文アブストラクト: In the turn towards practice-oriented research in interaction design, one of the most important proposals has been the emphasis on the 'ultimate particulars' produced by design, as embodiments of design knowledge. In current HCI research, those particulars are almost always taken to be 'things' artefacts or singular systems. We argue that this emphasis may have come at a cost that can be described as a loss of identity; interaction design research was never primarily concerned with the design of artefacts, but with how humans act and interact with each other with and through artefacts. We propose a complementary perspective by looking at design projects and traditions where the 'ultimate particulars' can be considered to be activities rather than things. The article is concerned with how knowledge needs to be articulated in the scholarly engagement with such design practices. We argue that engagement with activity-centric design gets design research one step closer towards understanding salient contemporary design practices and what Buchanan calls 'environmental design'.

日本語のまとめ:

インタラクションデザインの本質は活動のデザインである.そのため,いくつかの活動中心の事例を分析した結果,活動のデザインには活動に参加する方法の提供と活動を文書化することが重要であることが明らかになった.

Intuition in Design: Reflections on the Iterative Aesthetics of Form

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025534

論文アブストラクト: Curious to reflect on the factors contributing to the internal decision-making processes of intuitive design, a reflective study was established to systematically examine and document the practice of intuition while performing an iterative aesthetic task. Autoethnographic techniques were used to document the reflective practices that occurred over numerous iterations spanning several weeks of activity. Our analysis concludes with a summary of reflections on how intuition informs judgment in design cognition. We examine four dimensions of intuition in design - efficiency, inspiration, curiosity, and insight - and the reflective and sensory inputs that drive intuitive speculation and impulse.

日本語のまとめ:

デザインをする際に直感がどのくらい影響を与えるかの調査を行なった.実験参加者に創作活動をさせ,自身で振り返らせることを繰り返した結果,直感は我々のすべての認知活動に根付いているように見えた.

Understanding Public Evaluation: Quantifying Experimenter Intervention

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025598

論文アブストラクト: Public evaluations are popular because some research questions can only be answered by turning "to the wild." Different approaches place experimenters in different roles during deployment, which has implications for the kinds of data that can be collected and the potential bias introduced by the experimenter. This paper expands our understanding of how experimenter roles impact public evaluations and provides an empirical basis to consider different evaluation approaches. We completed an evaluation of a playful gesture-controlled display not to understand interaction at the display but to compare different evaluation approaches. The conditions placed the experimenter in three roles, steward observer, overt observer, and covert observer, to measure the effect of experimenter presence and analyse the strengths and weaknesses of each approach.

日本語のまとめ:

公共の場での実験の際に実験者の存在が与える影響を調査した.相互作用できるディスプレイを道路に設置した結果,実験者が被験者に見える位置で見守っていると相互作用の探索の妨げになっていた.

Challenges in Public Display Deployments: A Taxonomy of External Factors

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025798

論文アブストラクト: Public display deployments are often subjected to various surprising and unwanted effects. These effects are frequently due to external factors properties and phenomena that are unrelated to the deployment. Therefore, we conducted a literature review within the public display domain to investigate the causes behind the reported issues. This work presents a taxonomy of external factors affecting deployments, consisting of six categories: weather, events, surroundings, space, inhabitants, and vandalism. Apart from a few positive examples, we predominantly found negative effects arising from these factors. We then identified four ways of addressing the effects: ignoring, adapting, solving, and embracing. Of these, ignoring and adapting are substantially more frequent responses than solving and embracing emphasizing the need for researchers to adapt. We present real-world examples and insights on how researchers and practitioners can address the effects to better manage their deployments.

日本語のまとめ:

デジタルサイネージなどの公共の場に設置するディスプレイは外部要因からの悪影響を受ける.そこで外部要因を6種類に分類し,それぞれの要因に対して,どのような対策を行なっていけばいいかを提案した.