Results 1 - 10
of
57
Argumentation-based design rationale: What use at what cost
- International Journal of Human-Computer Studies
, 1994
"... A design rationale (DR) is a representation of the reasoning behind the design of an artifact. In recent years, the use of semiformal notations for structuring arguments about design decisions has attracted much interest within the human-computer interaction and software engineering communities, lea ..."
Abstract
-
Cited by 99 (3 self)
- Add to MetaCart
A design rationale (DR) is a representation of the reasoning behind the design of an artifact. In recent years, the use of semiformal notations for structuring arguments about design decisions has attracted much interest within the human-computer interaction and software engineering communities, leading to a number of DR notations and support environments. This paper examines two foundational claims made by argumentation-based DR approaches: that expressing DR as argumentation is useful, and that designers can use such notations. The conceptual and empirical basis for these claims is examined, firstly by surveying relevant literature on the use of argumentation in non-design contexts (from which current DR efforts draw much inspiration), and secondly, by surveying DR work. Evidence is classified according to the research contribution it makes, the kind of data on which claims are based (anecdotal or experimental), the extent to which the claims made are substantiated, and whether or not the users of the approach were also the researchers. In the survey, a trend towards tightly integrating DR with other design representations is noted, but it is argued that taken too far, this may result in the loss of the original vision of argumentative
Transcending the Individual Human Mind—Creating Shared Understanding through Collaborative Design
- ACM Transactions on Computer Human-Interaction
, 2000
"... Complex design problems require more knowledge than any single person possesses because the knowledge relevant to a problem is usually distributed among stakeholders. Bringing different and often controversial points of view together to create a shared understanding among these stakeholders can lead ..."
Abstract
-
Cited by 93 (37 self)
- Add to MetaCart
Complex design problems require more knowledge than any single person possesses because the knowledge relevant to a problem is usually distributed among stakeholders. Bringing different and often controversial points of view together to create a shared understanding among these stakeholders can lead to new insights, new ideas, and new artifacts. New media that allow owners of problems to contribute to framing and resolving complex design problems can extend the power of the individual human mind. Based on our past work and study of other approaches, systems, and collaborative and participatory processes, this article identifies challenges we see as the limiting factors for future collaborative human-computer systems. The Envisionment and Discovery Collaboratory (EDC) is introduced as an integrated physical and computational environment addressing some of these challenges. The vision behind the EDC shifts future development away from the computer as the focal point, toward an emphasis that tries to improve our understanding of the human, social, and cultural system that creates the context for use. This work is based on new conceptual principles that include creating shared understanding among various stakeholders, contextualizing information to the task at hand, and creating objects to think with in collaborative design activities.
Beyond "Couch Potatoes": From Consumers to Designers
, 1998
"... The fundamental challenge for human-computer interaction (HCI) is to invent and design a culture in which humans can express themselves and engage in personally meaningful activities. Cultures are substantially defined by their media and tools for thinking, working, learning, and collaborating. New ..."
Abstract
-
Cited by 69 (38 self)
- Add to MetaCart
The fundamental challenge for human-computer interaction (HCI) is to invent and design a culture in which humans can express themselves and engage in personally meaningful activities. Cultures are substantially defined by their media and tools for thinking, working, learning, and collaborating. New media change (1) the structure and contents of our interests, (2) the nature of our cognitive and physical tools, and (3) the social environment in which thoughts originate and evolve, and mindsets develop. Unfortunately, a large number of new media are designed from a perspective of seeing and treating humans primarily as consumers. The possibility for humans to be and to act as designers (in cases in which they desire to do so) should be accessible not only to a small group of high-tech scribes, but rather to all interested individuals and groups. 1. Introduction Cultures are substantially defined by their media and their tools for thinking, working, learning, and collaborating. A large...
Communities of Interest: Learning through the Interaction of Multiple Knowledge Systems
- 24th Annual Information Systems Research Seminar In Scandinavia (IRIS'24), Ulvik
, 2001
"... Complex design problems often cannot be solved by individuals or by homogenous groups. Communities of interest (CoIs) (defined by their collective concern with the resolution of a problem) bring together stakeholders from different communities of practice (CoP). Reaching a common understanding betwe ..."
Abstract
-
Cited by 35 (18 self)
- Add to MetaCart
Complex design problems often cannot be solved by individuals or by homogenous groups. Communities of interest (CoIs) (defined by their collective concern with the resolution of a problem) bring together stakeholders from different communities of practice (CoP). Reaching a common understanding between these stakeholders is a major challenge due to the "symmetry of ignorance" caused by their respective cultures and their use of different knowledge systems. Our research has focused on the development of conceptual frameworks and innovative socio-technical environments to exploit the "symmetry of ignorance" as a source for social creativity among CoIs. Gerhard Fischer 2 IRIS'24, Norway 1
Seeding, Evolutionary Growth, and Reseeding: Constructing, Capturing, and Evolving Knowledge in DomainOriented Design Environments
- Malmö University, Sweden
, 1996
"... We live in a world characterized by evolution -- that is, by ongoing processes of development, formation, and growth in both natural and human-created systems. Biology tells us that complex, natural systems are not created all at once but must instead evolve over time. We are becoming increasingly a ..."
Abstract
-
Cited by 32 (8 self)
- Add to MetaCart
We live in a world characterized by evolution -- that is, by ongoing processes of development, formation, and growth in both natural and human-created systems. Biology tells us that complex, natural systems are not created all at once but must instead evolve over time. We are becoming increasingly aware that evolutionary processes are ubiquitous and critical for technological innovations as well. This is particularly true for complex software systems because these systems do not necessarily exist in a technological context alone but instead are embedded within dynamic human organizations. The Center for LifeLong Learning and Design (L 3 D) at the University of Colorado has been involved in research on software design and other design domains for more than a decade. We understand software design as an evolutionary process in which system requirements and functionality are determined through an iterative process of collaboration among multiple stakeholders, rather than being completel...
Meta-Design—Design for Designers
- 3rd International Conference on Designing Interactive Systems (DIS 2000
, 2000
"... One fundamental challenge for the design of the interactive systems of the future is to invent and design environments and cultures in which humans can express themselves and engage in personally meaningful activities. Unfortunately, a large number of new media are designed from a perspective of vie ..."
Abstract
-
Cited by 32 (5 self)
- Add to MetaCart
One fundamental challenge for the design of the interactive systems of the future is to invent and design environments and cultures in which humans can express themselves and engage in personally meaningful activities. Unfortunately, a large number of new media are designed from a perspective of viewing and treating humans primarily as consumers. The possibility for humans to be and act as designers (in cases in which they desire to do so) should be accessible not only to a small group of “high-tech scribes, ” but rather to all interested individuals and groups. Meta-design characterizes activities, processes, and objectives to create new media and environments that allow users to act as designers and be creative. In this paper we discuss problems addressed by our research on meta-design, provide a conceptual framework for metadesign, and illustrate our developments in the context of a particular system, the Envisionment and Discovery Collaboratory.
Supporting Software Designers with Integrated Domain-Oriented Design Environments
- IEEE Transactions on Software Engineering
, 1992
"... The field of knowledge-based software engineering has been undergoing a shift in emphasis from automatic programming to human augmentation. We support this shift with an approach that embeds human-computer cooperative problem-solving tools into knowledge-based design environments that work in conjun ..."
Abstract
-
Cited by 30 (4 self)
- Add to MetaCart
The field of knowledge-based software engineering has been undergoing a shift in emphasis from automatic programming to human augmentation. We support this shift with an approach that embeds human-computer cooperative problem-solving tools into knowledge-based design environments that work in conjunction with human software designers in specific application domains. Domain orientation reduces the large conceptual distance between problem-domain semantics and software artifacts. Integrated environments support the coevolution of specification and construction while allowing designers to access relevant knowledge at each stage of a software development process. The access and development of knowledge is supported in a cycle of location, comprehension, and modification. Modification includes the evolution of the knowledge base and tools. A framework for building such tools and mechanisms is described and illustrated in terms of three systems: CATALOGEXPLORER, EXPLAINER, and MODIFIER. User...
Interpretation in Design: The Problem Of Tacit And Explicit . . .
, 1993
"... This work analyzes the central role of interpretation in non-routine design. Based on this analysis, a theory of computer support for interpretation in cooperative design is constructed. The theory is grounded in studies of design and interpretation. It is illustrated by mechanisms provided by a sof ..."
Abstract
-
Cited by 27 (13 self)
- Add to MetaCart
This work analyzes the central role of interpretation in non-routine design. Based on this analysis, a theory of computer support for interpretation in cooperative design is constructed. The theory is grounded in studies of design and interpretation. It is illustrated by mechanisms provided by a software substrate for computer-based design environments, applied to a sample task of lunar habitat design. Computer support of
Learning Technologies in Support of Self-Directed Learning
- Journal of Interactive Media in Education
, 1998
"... Self-directed learning is a continuous engagement in acquiring, applying and creating knowledge and skills in the context of an individual learner’s unique problems. Effectively supporting self-directed learning is one of the critical challenges in supporting lifelong learning. Self-directed learnin ..."
Abstract
-
Cited by 20 (6 self)
- Add to MetaCart
Self-directed learning is a continuous engagement in acquiring, applying and creating knowledge and skills in the context of an individual learner’s unique problems. Effectively supporting self-directed learning is one of the critical challenges in supporting lifelong learning. Self-directed learning creates new challenging requirements for learning technologies. Domainoriented design environments address these challenges by allowing learners to engage in their own problems, by providing contextualized support, and by exploiting breakdowns as opportunities for learning. Economies of educational knowledge constitute an emerging concept in which communities contribute toward the creation of information repositories, which can be reused and evolved by all members of the community for the creation of new environments. We argue and demonstrate that domain-oriented design environments can serve as models for these economies, that a software reuse perspective provides us with insights into the challenges these developments face, and that the creation and evolution of these economies are best understood as problems in self-directed learning. Keywords: Self-directed learning; lifelong learning; domain-oriented design environments; economy of educational knowledge; reuse; seeding, evolutionary growth, reseeding Demonstrations: A demonstration of the WebNet system described in this article can be found at
Knowledge Communication . . .
, 2003
"... Design is a rich domain in which to investigate barriers and biases in computer-supported communication because it involves many different modes of communication in social-technical contexts. This chapter briefly describes different design approaches. It analyzes the biases and barriers of two dif ..."
Abstract
-
Cited by 19 (4 self)
- Add to MetaCart
Design is a rich domain in which to investigate barriers and biases in computer-supported communication because it involves many different modes of communication in social-technical contexts. This chapter briefly describes different design approaches. It analyzes the biases and barriers of two different types of design communities: communities of practice and communities of interest. To address the communication challenges between diverse design communities, boundary objects are needed to establish common ground and shared understanding in the context of complex design tasks. We explore the unique possibilities that computational media have to support our conceptual framework. Our work is based on the fundamental belief that there is no media-independent communication and interaction—that tools, materials, and social arrangements are always involved in some way in these activities. The possibilities and the practice of design are functions

