Centering on the unfolding development of Facebook Japan case, this work-in-progress research poster seeks to engage the audience in a conversation on critical sensibility the cross-cultural design community should develop in postcolonial conditions.
{"title":"The case of facebook Japan: cross-cultural design in postcolonial conditions","authors":"Huatong Sun","doi":"10.1145/2379057.2379130","DOIUrl":"https://doi.org/10.1145/2379057.2379130","url":null,"abstract":"Centering on the unfolding development of Facebook Japan case, this work-in-progress research poster seeks to engage the audience in a conversation on critical sensibility the cross-cultural design community should develop in postcolonial conditions.","PeriodicalId":447848,"journal":{"name":"ACM International Conference on Design of Communication","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116592224","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Think aloud is a commonly used usability method with roots in psychology. Although current think aloud practice was adapted from a standard method defined by Ericsson and Simon, there is no evidence of the use of a standard method by usability practitioners. We present the results of a study exploring usability practitioners' awareness of the effects of think aloud and whether validity as defined by Ericsson and Simon is relevant to usability practice. Results indicate that practitioners are aware of some of the effects of think aloud. However, it is not clear whether practitioners are aware of or concerned with the reactive effects of think aloud.
{"title":"Think aloud: effects and validity","authors":"A. M. Gill, B. Nonnecke","doi":"10.1145/2379057.2379065","DOIUrl":"https://doi.org/10.1145/2379057.2379065","url":null,"abstract":"Think aloud is a commonly used usability method with roots in psychology. Although current think aloud practice was adapted from a standard method defined by Ericsson and Simon, there is no evidence of the use of a standard method by usability practitioners. We present the results of a study exploring usability practitioners' awareness of the effects of think aloud and whether validity as defined by Ericsson and Simon is relevant to usability practice. Results indicate that practitioners are aware of some of the effects of think aloud. However, it is not clear whether practitioners are aware of or concerned with the reactive effects of think aloud.","PeriodicalId":447848,"journal":{"name":"ACM International Conference on Design of Communication","volume":"243 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115075676","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper describes the creation, development, and introduction of two new visual analytic tools documenting a process improvement project within a hospital-based medical system. After situating the project within "Visual Analytics" and the Design of Communication, we show hospital performance in these two activities before and after the introduction and dissemination of the visual tool. The paper argues that visual analytics are rhetorical practices merging data with strategic argumentation. As such, visual analytics used in process improvement activities must be supported with system accountability. The project encourages researchers and practitioners to see value in visual analytics as new forms and rhetorical applications of data mining. At the same time we offer that the relationship between analytics, designing communication, and organizational performance is complicated and nuanced with significant issues beyond information and knowledge transfer.
{"title":"Designing hospital metrics: visual analytics and process improvement","authors":"Brenton D. Faber, Adhish Rajkarnikar","doi":"10.1145/2379057.2379100","DOIUrl":"https://doi.org/10.1145/2379057.2379100","url":null,"abstract":"This paper describes the creation, development, and introduction of two new visual analytic tools documenting a process improvement project within a hospital-based medical system. After situating the project within \"Visual Analytics\" and the Design of Communication, we show hospital performance in these two activities before and after the introduction and dissemination of the visual tool. The paper argues that visual analytics are rhetorical practices merging data with strategic argumentation. As such, visual analytics used in process improvement activities must be supported with system accountability. The project encourages researchers and practitioners to see value in visual analytics as new forms and rhetorical applications of data mining. At the same time we offer that the relationship between analytics, designing communication, and organizational performance is complicated and nuanced with significant issues beyond information and knowledge transfer.","PeriodicalId":447848,"journal":{"name":"ACM International Conference on Design of Communication","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130903567","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Digital applications and web-based user experiences increasingly incorporate social web technologies that enable the user to become a participant, or someone who actively co-constructs content, context, and meaning in digital ecosystems. This paper explores the user experience of participation by establishing a working definition of the concept and discussing why it is important to researching and designing digital communication tools. The case study presented in this paper explores the ways that user-generated content produced with the game LittleBigPlanet and the community that this content supports are intricately linked to local inventions embedded within cultural practices that improve support people's efforts to learn how to participate within the social web ecosystem. I demonstrate that participation relies on one's ability to coordinate with other participants via social web ecosystems in order to explore digital tools and perform knowledge work. Thus, the user experience of participation can be traced to these local inventions and the culturally situated practices of participants that leverage digital applications to develop, document, and share knowledge with each other. The conclusion to this paper offers preliminary concepts necessary to defining the user experience of participation and to theorizing participation as a critical component of researching and designing social web ecosystems.
{"title":"Tracing the user experience of participation","authors":"Dave Jones","doi":"10.1145/2379057.2379104","DOIUrl":"https://doi.org/10.1145/2379057.2379104","url":null,"abstract":"Digital applications and web-based user experiences increasingly incorporate social web technologies that enable the user to become a participant, or someone who actively co-constructs content, context, and meaning in digital ecosystems. This paper explores the user experience of participation by establishing a working definition of the concept and discussing why it is important to researching and designing digital communication tools. The case study presented in this paper explores the ways that user-generated content produced with the game LittleBigPlanet and the community that this content supports are intricately linked to local inventions embedded within cultural practices that improve support people's efforts to learn how to participate within the social web ecosystem. I demonstrate that participation relies on one's ability to coordinate with other participants via social web ecosystems in order to explore digital tools and perform knowledge work. Thus, the user experience of participation can be traced to these local inventions and the culturally situated practices of participants that leverage digital applications to develop, document, and share knowledge with each other. The conclusion to this paper offers preliminary concepts necessary to defining the user experience of participation and to theorizing participation as a critical component of researching and designing social web ecosystems.","PeriodicalId":447848,"journal":{"name":"ACM International Conference on Design of Communication","volume":"156 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134313797","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jarman Hauser, Robert Racadio, William Wynn, B. Kolko, Richard J. Anderson, Ruth E. Anderson
The Health Videos for Global to Local project aims to impact health outcomes in South King County through digital video mediated behavior change. The project gives community members a platform to showcase positive health behaviors amongst peers, thus impacting communities from within. Through interviews, observation, meetings and workshops our evolving research is looking to identify effective strategies for creating health videos for socio-economically diverse communities.
{"title":"Promoting behavior change through community-generated digital video","authors":"Jarman Hauser, Robert Racadio, William Wynn, B. Kolko, Richard J. Anderson, Ruth E. Anderson","doi":"10.1145/2379057.2379129","DOIUrl":"https://doi.org/10.1145/2379057.2379129","url":null,"abstract":"The Health Videos for Global to Local project aims to impact health outcomes in South King County through digital video mediated behavior change. The project gives community members a platform to showcase positive health behaviors amongst peers, thus impacting communities from within. Through interviews, observation, meetings and workshops our evolving research is looking to identify effective strategies for creating health videos for socio-economically diverse communities.","PeriodicalId":447848,"journal":{"name":"ACM International Conference on Design of Communication","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114438239","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Many communication situations have shifted to complex situations where people read information and make decisions (they read to decide). With reading to decide, information needs revolve around information seeking and decision making. After finding information, people need to interpret and apply it. Writing documents focused on reading to decide means shifting from creating texts about how to perform tasks to creating texts with an understanding people's information needs and how they interact with information.
{"title":"Reading to decide","authors":"M. Albers","doi":"10.1145/2379057.2379092","DOIUrl":"https://doi.org/10.1145/2379057.2379092","url":null,"abstract":"Many communication situations have shifted to complex situations where people read information and make decisions (they read to decide). With reading to decide, information needs revolve around information seeking and decision making. After finding information, people need to interpret and apply it. Writing documents focused on reading to decide means shifting from creating texts about how to perform tasks to creating texts with an understanding people's information needs and how they interact with information.","PeriodicalId":447848,"journal":{"name":"ACM International Conference on Design of Communication","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122102476","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A "knowledge system" is a system to allow users to select technical knowledge on a lexical basis from technical papers written in English and share that knowledge. It supports users to read technical paper written in English, understand technical knowledge in English, and complement knowledge with other users' knowledge. We experimented for accumulating English special knowledge, translating it to Japanese, and adding information how much people know the knowledge. And we evaluated the complementation and comprehensiveness of the technical knowledge between two different systems that we proposed and among the users. The experiment(s) showed that the number of Japanese-translated words tends to increase with increasing number of users and the environment facilitates acquiring technical knowledge in their mother language. Using this system, users can collect knowledge comprehensively. In addition, the system provides an effective way to create a high-quality environment for helping users to read English-written technical papers.
{"title":"A knowledge system for promotion of selecting, sharing, and circulation of multilingual technical knowledge","authors":"Keita Minowa, Reiko Hishiyama","doi":"10.1145/2379057.2379108","DOIUrl":"https://doi.org/10.1145/2379057.2379108","url":null,"abstract":"A \"knowledge system\" is a system to allow users to select technical knowledge on a lexical basis from technical papers written in English and share that knowledge. It supports users to read technical paper written in English, understand technical knowledge in English, and complement knowledge with other users' knowledge. We experimented for accumulating English special knowledge, translating it to Japanese, and adding information how much people know the knowledge. And we evaluated the complementation and comprehensiveness of the technical knowledge between two different systems that we proposed and among the users. The experiment(s) showed that the number of Japanese-translated words tends to increase with increasing number of users and the environment facilitates acquiring technical knowledge in their mother language. Using this system, users can collect knowledge comprehensively. In addition, the system provides an effective way to create a high-quality environment for helping users to read English-written technical papers.","PeriodicalId":447848,"journal":{"name":"ACM International Conference on Design of Communication","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125142258","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
C. Rebola, P. Vela, Jorge Palacio, Gbolabo Ogunmakin, Chauncey Saurus
The purpose of this paper is to describe the design and development of an interactive art installation, Stitchtures, for retirement community shared common areas. Physical and digital co-design activities are described in the development of an interactive art piece inspired by biological systems and collective behavior. Vision systems are also described for data gathering during implementation. The combined methodologies respond to the specific aims of the project, which investigates the effects of design and technology interventions on aiding interactions among older adults in retirement communities.
{"title":"Stitchtures: interactive art installations for social interventions in retirement communities","authors":"C. Rebola, P. Vela, Jorge Palacio, Gbolabo Ogunmakin, Chauncey Saurus","doi":"10.1145/2379057.2379072","DOIUrl":"https://doi.org/10.1145/2379057.2379072","url":null,"abstract":"The purpose of this paper is to describe the design and development of an interactive art installation, Stitchtures, for retirement community shared common areas. Physical and digital co-design activities are described in the development of an interactive art piece inspired by biological systems and collective behavior. Vision systems are also described for data gathering during implementation. The combined methodologies respond to the specific aims of the project, which investigates the effects of design and technology interventions on aiding interactions among older adults in retirement communities.","PeriodicalId":447848,"journal":{"name":"ACM International Conference on Design of Communication","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121055503","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Instructional design lies at the interface of systems theory, theories of teaching and learning, technology, and design. These fields together pose epistemological challenges to instructional designers. In this report I examine one element widely used by instructional designers, specifically the template designed and widely distributed by the Commonwealth of Learning (COL). In analyzing how the template serves intended users (who are instructional designers), I find that efficiency and effectiveness rooted in scientific models of objectivity to effectively corral massive information into manageable yet accessible knowledge for specific needs while expedient can have its drawbacks. I argue that a key emphasis on thinking as an active transaction between an individual and the data to which that individual is exposed permeates not just information, but also Instructional Design. Formalized within that role is a system of reasoning used to generate solutions to problems and in fostering skills in acquiring concepts. And it is missing in a template application such as COL's.
{"title":"Designing with templates in instructional design","authors":"Josephine N. Walwema","doi":"10.1145/2379057.2379061","DOIUrl":"https://doi.org/10.1145/2379057.2379061","url":null,"abstract":"Instructional design lies at the interface of systems theory, theories of teaching and learning, technology, and design. These fields together pose epistemological challenges to instructional designers. In this report I examine one element widely used by instructional designers, specifically the template designed and widely distributed by the Commonwealth of Learning (COL). In analyzing how the template serves intended users (who are instructional designers), I find that efficiency and effectiveness rooted in scientific models of objectivity to effectively corral massive information into manageable yet accessible knowledge for specific needs while expedient can have its drawbacks. I argue that a key emphasis on thinking as an active transaction between an individual and the data to which that individual is exposed permeates not just information, but also Instructional Design. Formalized within that role is a system of reasoning used to generate solutions to problems and in fostering skills in acquiring concepts. And it is missing in a template application such as COL's.","PeriodicalId":447848,"journal":{"name":"ACM International Conference on Design of Communication","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128463076","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The primary mechanism for navigating a website consists of pages with lists of links (or indexes). Such indexes are most effective when they convey the necessary hint (or scent) to anticipate the content they point to. When indexes fail to do so, users who are seeking specific information need to click on a link just to explore where it leads to, and then go back to the index to select another item. In a study with 150 participants, we explored whether guided tour navigation -- which enables users to linearly browse items without going back to the index -- could outperform scentless indexes in fact-finding tasks. Our results suggest that indexes remain a better solution than guided tours, even when lacking information scent. Guided tours, however, improve user's performance when the target content is found in the first half of collection with 20 items. Implications for designing effective navigation patterns are discussed.
{"title":"Navigating by index and guided tour for fact finding","authors":"Tao Yang, Mexhid Ferati, Li He, D. Bolchini","doi":"10.1145/2379057.2379093","DOIUrl":"https://doi.org/10.1145/2379057.2379093","url":null,"abstract":"The primary mechanism for navigating a website consists of pages with lists of links (or indexes). Such indexes are most effective when they convey the necessary hint (or scent) to anticipate the content they point to. When indexes fail to do so, users who are seeking specific information need to click on a link just to explore where it leads to, and then go back to the index to select another item. In a study with 150 participants, we explored whether guided tour navigation -- which enables users to linearly browse items without going back to the index -- could outperform scentless indexes in fact-finding tasks. Our results suggest that indexes remain a better solution than guided tours, even when lacking information scent. Guided tours, however, improve user's performance when the target content is found in the first half of collection with 20 items. Implications for designing effective navigation patterns are discussed.","PeriodicalId":447848,"journal":{"name":"ACM International Conference on Design of Communication","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126211162","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}