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In this paper, we present an in-depth survey of how interaction designers use tools to capture, manage and collaborate on ideas. We observe that designers report very unique processes with various tools, and that no dominant tool is... more
In this paper, we present an in-depth survey of how interaction designers use tools to capture, manage and collaborate on ideas. We observe that designers report very unique processes with various tools, and that no dominant tool is present for idea capture and development. Our discoveries are summarized into three key insights, suggesting ways for interaction design research to support these practices.
Welcome to the historic, vibrant and beautiful city of Edinburgh. Scotland's capital is imbued with a rich tradition of creativity, design, innovation and research, making it a most fitting home for the 12th ACM SIGCHI Designing... more
Welcome to the historic, vibrant and beautiful city of Edinburgh. Scotland's capital is imbued with a rich tradition of creativity, design, innovation and research, making it a most fitting home for the 12th ACM SIGCHI Designing Interactive Systems (DIS'17) conference. Running biennially since 1995, the Designing Interactive Systems (DIS) Conference is the premier, international arena where designers, artists, psychologists, user experience researchers, systems engineers, and many more, come together to debate and shape the future of interactive systems design and practice. DIS is owned by the ACM Special Interest Group on Computer- Human Interaction (SIGCHI). In the past, DIS has been held in Ann Arbor (1995), Amsterdam (1997), New York (2000), London (2002), Boston (2004), State College (2006), Cape Town (2008), Aarhus (2010), Newcastle (2012), Vancouver (2014), Brisbane (2016) and now, in 2017, moves to a new era of annual conferences. The DIS'17 conference schedule starts with two days of pre-conference workshops and a doctoral consortium and continues with three main conference days into which we have packed 130 peer reviewed paper and pictorial presentations into 30 sessions across three parallel tracks, alongside which we have demos, provocations and works in progress, a lunchtime symposium held by Facebook and two invited keynote speakers. The social program includes a welcome reception on Sunday evening, a Demos & Posters Industry Reception on Monday night, the DIS conference dinner on Tuesday night, and a post-conference closing drinks party on Wednesday night. The theme of DIS 2017 is bridging and connecting -- across disciplines, practices, places and understandings. The most interesting things happen at edges and boundaries, and so the aim of the 2017 conference is to examine different approaches to framing knowledge about the design of interactive systems. As advancements in interactive technology continue to blur the demarcations between people and data, and between things and software, interaction designers and researchers are finding new ways to explore this evolving, interdisciplinary landscape. At DIS 2017 we shall consider the contrasts and commonalities that are central in shaping the landscape of emerging interaction paradigms. I am very proud that we have been able to curate and assemble a stellar program, including two invited keynote presentations by Salvatore Iaconesi (ISIA Design Florence) and Di Mainstone (QMU), I am sure they and the program will encourage much thought, discussion and future endeavours.
Crafts-based approaches in Human-Computer Interaction (HCI) blend analog crafts and materials with digital technologies. In addition to introducing novel ways of creating artifacts, they also present us with alternative modes of inquiry... more
Crafts-based approaches in Human-Computer Interaction (HCI) blend analog crafts and materials with digital technologies. In addition to introducing novel ways of creating artifacts, they also present us with alternative modes of inquiry and knowledge creation but we still lack frameworks for understanding the forms of knowledge created through them. We therefore introduce a sympoietic framework for articulating and analyzing knowledge generation in crafts-based research projects in HCI, which integrates concepts from craft theory with HCI. The framework extends from knowledge processes in the making of an artifact to encompass the wider research process. This includes processes that occur within the ‘lab’, e.g. research question articulation and experimentation, as well as what happens when an artifact is deployed in and enters into dialogue with the world. We exemplify the potentials of the framework with analyses of two cases, a photonic fabric and a kinetic wearable.
Interaction design is increasingly about embedding interactive technologies in our built environment; architecture is increasingly about the use of interactive technologies to reimagine and dynamically repurpose our built environment.... more
Interaction design is increasingly about embedding interactive technologies in our built environment; architecture is increasingly about the use of interactive technologies to reimagine and dynamically repurpose our built environment. This forum focuses on this intersection of interaction and architecture. --- Mikael Wiberg, Editor
Little effort has been devoted to studying the emotional experience of designers over time. Using sentiment analysis, we explore a unique corpus of designers' written reflections on 15 different design processes. We investigate how... more
Little effort has been devoted to studying the emotional experience of designers over time. Using sentiment analysis, we explore a unique corpus of designers' written reflections on 15 different design processes. We investigate how positive and negative sentiment in the reflections change over the course of a three-month design project. Our findings indicate that change in sentiment is not attributable to time alone, but rather to different phases and methods employed by the design teams. Finally, we discuss implications and future avenues for both our results and for using sentiment analysis in HCI research.
The aim of the workshop is to examine and discuss how computers can support, enrich, and transform collaborative creative processes. By exploring and combining methodological, theoretical, and design-oriented perspectives, we wish to... more
The aim of the workshop is to examine and discuss how computers can support, enrich, and transform collaborative creative processes. By exploring and combining methodological, theoretical, and design-oriented perspectives, we wish to examine the implications, potentials, and limitations of different approaches to providing digital support for collaborative creativity. Participation in the workshop requires participants to actively document and identify salient themes in one or more examples of computer-supported collaborative creativity, and the resulting material will serve as the empirical grounding for workshop discussions.
Abstract In order to advance our understanding of digital alternatives to analogue sticky notes we have developed a high-fidelity prototype system called Cards & Boards. Its design is informed by a study of the current design practice... more
Abstract In order to advance our understanding of digital alternatives to analogue sticky notes we have developed a high-fidelity prototype system called Cards & Boards. Its design is informed by a study of the current design practice at a Danish design agency. The Cards & Boards system is a real-time collaborative system that can be accessed from any device with a browser, e.g. phones, tablets, laptops, and large displays, and it allows for drawing on digital whiteboards and creating not only digital sticky notes, but also other generalized kinds of “notes” like image and hyperlink cards. We present a study of Cards & Boards in a design project spanning two weeks, and we identify challenges as well as benefits from using this particular kind of design environment. We observe how this enables to work with content that is persistent and collaboratively accessible both across time and space. We also observe how the system changes the collaborative dynamics of the design meeting.
Design thinking is increasingly being used as an approach to facilitate participatory organizational change. However, we know little about how such processes are experienced by the people who participate in them. In this paper, we... more
Design thinking is increasingly being used as an approach to facilitate participatory organizational change. However, we know little about how such processes are experienced by the people who participate in them. In this paper, we therefore present a case study of the participants' perspective in a large-scale design thinking project in a public library. The project embodies a series of issues that arise when design thinking approaches are applied to large-scale, IT-oriented design projects. The study is based on interviews and observations conducted before, during and after the project, and the findings from the study focus on how results from design thinking projects are (or are not) implemented in organizations, what it takes to be "a good participant", how vague project objectives can create both motivation and frustration, and how the potentially stressful experiences of working in organizations that undergo constant transformations affect project participants.
Digital tools that support creative activities are ubiquitous in the design industry, yet practitioners appear to prefer pen and paper for design ideation. To better understand this exception, we conducted a comparative study between... more
Digital tools that support creative activities are ubiquitous in the design industry, yet practitioners appear to prefer pen and paper for design ideation. To better understand this exception, we conducted a comparative study between analog and digital tools and their impact on the divergent and convergent thinking patterns of groups of designers. We analysed how 24 participants solved comparable design ideation tasks in two conditions using linkographic protocol analysis – a notation method that focuses on identifying and linking small steps in the design process called moves. Our findings suggest that digital ideation tools yield more convergent thinking compared to analog tools, with no discernible impact on general productivity or divergent thinking.
ABSTRACT We present the notion of "bridging concepts" as a particular form of intermediary knowledge in HCI research, residing between theory and practice. We argue that bridging concepts address the challenge of... more
ABSTRACT We present the notion of "bridging concepts" as a particular form of intermediary knowledge in HCI research, residing between theory and practice. We argue that bridging concepts address the challenge of facilitating exchange between theory and practice in HCI, and we compare it to other intermediary forms of knowledge such as strong concepts and conceptual constructs. We propose that bridging concepts have three defining constituents: a theoretical foundation, a set of design articulations and a range of exemplars that demonstrate the scope and potential of their application. These constituents specify how bridging concepts, as a form of knowledge, are accountable to both theory and practice. We present an analysis of the concept of "peepholes" as an example of a bridging concept aimed at spurring user curiosity and engagement.
Affinity diagramming is an oft-used sense-making technique in design research and practice to analyze qualitative data, utilizing a large number of sticky notes on walls. Over the past two decades, several digital tools have been tried... more
Affinity diagramming is an oft-used sense-making technique in design research and practice to analyze qualitative data, utilizing a large number of sticky notes on walls. Over the past two decades, several digital tools have been tried and tested to augment or even replace the physical affinity diagramming process. Even so, the analog process usually prevails. We developed an online collaboration tool specifically tailored toward affinity diagramming to explore the challenges and opportunities of such a system in the particular case where the distributed teams do not have access to co-located settings. Here, we present a user experience study of five groups (dyads) of students based on a one-hour diagramming task under remote observation, followed by semi-structured interviews. Our study contributes three distinct insights to inform future work, namely that digital affinity diagrams 1) reduce the awareness of co-participants’ actions, 2) provide fewer cues about ownership and use than physical diagrams, and 3) save time, improve manipulation, and overview. We end with a discussion of the challenges and opportunities for the design of digital tools for distributed teams involved in sense-making tasks.
ABSTRACT Understanding users is central to design and Human-Computer Interaction, both for researchers and for practitioners, who often conduct user research and communicate its value to stakeholders and clients. Despite its praised... more
ABSTRACT Understanding users is central to design and Human-Computer Interaction, both for researchers and for practitioners, who often conduct user research and communicate its value to stakeholders and clients. Despite its praised relevance, we know little about how user research affects design creativity. Our objective is to establish a foundation for answering this question. We first review empirical findings from related domains and examine how the value of user research is linked to design creativity. We then present a pilot study for a large-scale experimental setup to determine how different levels of user research influence design creativity. Finally, we discern preliminary insights on the relationship and provides recommendations for how future studies may investigate the critical and complex relationship between user research and design creativity.
BackgroundPostoperative acute kidney injury (AKI) is a common complication of major gastrointestinal surgery with an impact on short- and long-term survival. No validated system for risk stratification exists for this patient group. This... more
BackgroundPostoperative acute kidney injury (AKI) is a common complication of major gastrointestinal surgery with an impact on short- and long-term survival. No validated system for risk stratification exists for this patient group. This study aimed to validate externally a prognostic model for AKI after major gastrointestinal surgery in two multicentre cohort studies.MethodsThe Outcomes After Kidney injury in Surgery (OAKS) prognostic model was developed to predict risk of AKI in the 7 days after surgery using six routine datapoints (age, sex, ASA grade, preoperative estimated glomerular filtration rate, planned open surgery and preoperative use of either an angiotensin-converting enzyme inhibitor or an angiotensin receptor blocker). Validation was performed within two independent cohorts: a prospective multicentre, international study (‘IMAGINE’) of patients undergoing elective colorectal surgery (2018); and a retrospective regional cohort study (‘Tayside’) in major abdominal surg...
The aims of the workshop are to examine and discuss the current state of research in designing interactive systems to support and augment creative work, and to outline a roadmap for future research initiatives. The workshop will explore... more
The aims of the workshop are to examine and discuss the current state of research in designing interactive systems to support and augment creative work, and to outline a roadmap for future research initiatives. The workshop will explore methodological issues and approaches, overarching trends and developments, exemplary cases, and future initiatives to study and design systems and tools to augment creative practices. Participation in the workshop requires participants to contribute with a position paper on one of the above topics, and to read and comment on co-participants contributions before the workshop.
Despite the claimed relevance of user research for design, we know little about how it impacts creativity specifically. Our objective is to establish a foundation for answering this question. We review empirical findings from related... more
Despite the claimed relevance of user research for design, we know little about how it impacts creativity specifically. Our objective is to establish a foundation for answering this question. We review empirical findings from related domains to examine how the value of user research is linked to design creativity.
A brief review is given of the pharmacological data of verapamil, which chemically shows a certain similarity to papaverine. The effect of the drug (80 mg) 3 times daily, on angina pectoris, as compared with placebo, was evaluated in a... more
A brief review is given of the pharmacological data of verapamil, which chemically shows a certain similarity to papaverine. The effect of the drug (80 mg) 3 times daily, on angina pectoris, as compared with placebo, was evaluated in a double-blind cross-over therapeutic trial with 4-wk periods in 47 patients. The incidence of attacks and the nitroglycerine consumption decreased in the second fortnight of the verapamil period by approximately 25% compared with the placebo period. An ergometer test showed a prolongation of the exerice time of 20%. The mean blood pressure and the heart rate fell under verapamil treatment if the patients had values which were relatively high in the placebo period. The increase in heart rate during exercise from two different resting levels showed a tendency to become more pronounced under treatment with verapamil than under placebo. The length of the P-Q intervals were not affected by verapamil. The mechanism of action in angina pectoris is discussed, ...

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