Departments Emner "Design"
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Reflections on Digital ‘Focal Things and Practices’ in the WildernessBødker, Mads (Frederiksberg, 2017)[Flere oplysninger][Færre oplysninger]
Resume: This position paper reflects on Borgmann’s notion of ‘focal things’ and its applicability in the discourse about interaction with technologies in nature. Using the example of a combined cooking burner and thermoelectric 5W smartphone charger (a BioLite cook stove), this position paper gives an example of how a mundance “device” turns focal once it is connected to a contextual infrastructure (the ‘wild’), and reflects on the applicability of the notion of focality. The guiding question is how the notion of ‘focal things and practices’ drawn from Borgmann might help us think about the (strained) relationship between digital technologies and the wilderness. URI: http://hdl.handle.net/10398/9563 Filer i denne post: 1
NatureHCI2017-Bodker.pdf (4.367Mb) -
Olsen, Mia; Hedman, Jonas; Vatrapu, Ravi (Frederiksberg, 2012)[Flere oplysninger][Færre oplysninger]
Resume: Ubiquitous and pervasive computing is fundamentally transforming product categories such as music, movies, and books and the associated practices of product searching, ordering, and buying. This paper contributes to theory and practice of digital payments by conducting a design science inquiry into the mobile phone wallet (m-wallet). Four different user groups, including young teenagers, young adults, mothers and businessmen, have been involved in the process of identifying, developing and evaluating functional and design properties of m-wallets. Interviews and formative usability evaluations provided data for the construction of a conceptual model in the form of sketches followed by a functional model in the form of low-fidelity mockups. During the design phases, knowledge was gained on what properties the users would like the m-wallet to embody. The identified properties have been clustered as ‘Functional properties’ and ‘Design properties’, which are theoretical contributions to the on-going research on m-wallets. One of the findings from our design science inquiry into m-wallets is that everyday life contexts require that evaluation criteria have to be expanded beyond “functionality, completeness, consistency, accuracy, performance, reliability, usability, fit with the organization, and other relevant quality attributes” [12] that are used within current design science work. URI: http://hdl.handle.net/10398/8502 Filer i denne post: 1
Olsen_Hedman_Vatrapu.pdf (417.1Kb) -
A Discussion of In-Vivo Evidence in and Beyond Existing Creativity FrameworksWiltschnig, Stefan; Onarheim, Balder; Christensen, Bo Thomas (Frederiksberg, 2010)[Flere oplysninger][Færre oplysninger]
Resume: This paper presents evidence for shared insight moments in real world design processes in the context of product development for a large international medical appliance manufacturer. The findings are discussed related to the existing literature of insight in creative processes and regarding possible explanations from analoguous fields of interest, like brainstorming and multiple discovery. URI: http://hdl.handle.net/10398/8278 Filer i denne post: 1
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Bødker, Mads; Meinhardt, Nina Dam (Frederiksberg, 2015)[Flere oplysninger][Færre oplysninger]
Resume: In this position paper, we discuss how mindful walking with people allow us to explore sensory aspects of mobile lives that are typically absent from research. We present an app that aids researchers collect impressions from a walk. URI: http://hdl.handle.net/10398/9236 Filer i denne post: 1
Boedker_Meinhardt.pdf (1.625Mb) -
Three Meditations for Experiential ComputingBødker, Mads (Atlanta, 2014)[Flere oplysninger][Færre oplysninger]
Resume: This paper uses three meditations to contemplate walking, sensing and participation as three ways with which we can extend the notion of ‘experiential computing’ proposed by Yoo (2010). By using the form of meditations, loosely associated concepts that are part introspective and part ‘causative’, i.e. aimed as some form of change in perspective within Information Systems Research, the paper weaves empirical incidents from fieldwork with theoretical concepts on movement, sensuality, and embodiment, suggesting directions for methodologies and techniques to be pursued if experiential computing is intended to also inform the design of technologies for the future. By emphasizing the senses and the body and their importance to an extended notion of sensory apprenticeship (Pink, 2009), the paper suggests alternative routes to knowing and representation in IS related fieldwork. URI: http://hdl.handle.net/10398/8964 Filer i denne post: 1
Bødker.pdf (879.4Kb)
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