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Usability - Turning Technologies into Tools最新文献

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The Usability Challenge 可用性挑战
Pub Date : 1992-09-24 DOI: 10.1093/oso/9780195075106.003.0004
P. Adler, T. Winograd
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引用次数: 31
Designing Elfective Systems: A Tool Approach 设计有效的系统:一种工具方法
Pub Date : 1992-09-24 DOI: 10.1093/oso/9780195075106.003.0006
C. Kukla, E. Clemens, R. S. Morse, D. Cash
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引用次数: 27
Enacting Design for the Workplace 为工作场所制定设计
Pub Date : 1992-09-24 DOI: 10.1093/oso/9780195075106.003.0010
J. Brown, P. Duguid
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引用次数: 84
Skill-Based Design: Productivity, Learning, and Organization Effectiveness 基于技能的设计:生产力、学习和组织效率
Pub Date : 1992-09-24 DOI: 10.1093/oso/9780195075106.003.0007
H. Salzman
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引用次数: 7
Scandinavian Design: On Participation and Skill 斯堪的纳维亚设计:关于参与和技能
Pub Date : 1992-09-24 DOI: 10.1201/9780203744338-4
P. Ehn
specification. Floyd argues that the product-oriented view leaves the relationship between programs and the living human world entirely unexplored, providing no way to check the relevance of the specification or to accommodate learning and communication. As a remedy to these anomalies, Floyd sees a new process-oriented paradigm in software engineering with a focus on human learning and communication in both the use and development of the software. She views the products of this process as tools or working environments for people and not as pieces code or an abstract software system. Hence, the quality of the product depends on its relevance, suitability, or adequacy in practical use. Quality cannot be reduced to features of the product such as reliability and efficiency. From this perspective, prototyping can be seen as an alternative or complement to traditional, more formalized, and detached descriptions. Another important example of new tendencies in the design of computer-based systems is the development of a new philosophical foundation in the tradition of hermeneutics and phenomenology proposed by Hubert and Stuart Dreyfus (1986) and Terry Winograd and Fernando Flores (1986). This philosophical endeavor focuses on the differences between human activity and computer performance. In doing so, it departs from other traditions by focusing on what people do with computers, how in cooperation with one another they use computers, and what they might do better with computers. In this approach, the origin of design is in involved practical use and understanding, not detached reflection, and design is seen as an interaction between understanding and creation. This research aims not to create just another design method but to create a new foundation for a science of design. In the following, I will propose that this new understanding can be buttressed by an awareness of language games and the ordinary language philosophy of Ludwig Wittgenstein. My focus is on the shift in design from language as description towards language as action. Rethinking Systems Descriptions A few years ago I was struck by something I had not noticed before. While thinking about how perspectives make us select certain aspects of reality as important in a description, I realized I had completely overlooked my own presumption that descriptions in one way or another are mirror images of a given reality. My earlier reasoning had been that because there are different interests in the world, we should always question the objectivity of design choices that claimed to flow from design as a process of rational decision making. Hence, I had argued that we needed to create descriptions from different perspectives in order to form a truer picture. I did not, however, question the Cartesian epis ontology of an inner world of experiences (mind) and an outer world of objects (external reality). Nor did I question the assumption that language was our way of mirroring this outer world of real
更一般地说,我将论证设计工具,如模型、原型、模型、描述和表示,作为我们对未来基于计算机的系统及其使用的思考的提醒和范例案例。这样的设计工具是有效的,因为他们回忆起以前的经历。正是在这个意义上,我们应该把它们理解为表征。我将先谈谈实践,即“现实的图景论”的另一种选择。
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引用次数: 609
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Usability - Turning Technologies into Tools
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