By Morten Kyng, Lars Mathiassen
Too frequently, designers of desktops, either and software program, use types and ideas that concentrate on the artifact whereas ignoring the context during which the artifact may be used. in line with this e-book, that assumption is a massive reason behind the various disasters in modern desktops improvement. it's time for designers and clients to hitch forces within the layout of computing device systems.The participants to this booklet handle either the pragmatic process of direct collaboration among designers and clients (known as participatory layout) and the extra conceptual method that includes complementary views to assist designers get a hold of larger recommendations. the amount brings jointly diverse computer-related learn disciplines, together with computer-supported cooperative paintings (CSCW), human-computer interplay (CHI), and software program engineering, in addition to social technology disciplines fascinated about the layout and use of machine artifacts.The ebook is geared up into elements. the 1st, "Artifacts and Use," makes a speciality of the context of utilizing machine artifacts. the second one, "Process and People," specializes in the context of designing laptop artifacts.Contributors : Colin Beardon, Jeanette Blomberg, Kristin Braa, Tone Bratteteig, Paul Dourish, Pelle Ehn, Sue Gollifer, Kaj Grønbaek, Peter Holm, Mark C. Jones, Morten Kyng, Jan Ljungberg, Tom McMaster, Theis Meggerle, Anders Mørch, Preben Mogensen, Michael J. Muller, Torbjörn Näslund, Christopher Rose, abnormal Steen, Erik Stolterman, Markus Stolze, Lucy Suchman, Tamara Sumner, Micke Svedemar, Kari Thoresen, Randall Trigg, Richard Vidgen, Trevor Wood-Harper, Suzette Worden.
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Extra resources for Computers and Design in Context (MIT Press)
1 9 95. " Human Factors in Computing Systems ( CHI '95 ), Denver, CO (May 7- 1 1 ) : 1 78 - 1 8 5 . Trigg, R. a n d S . Bodker. 1 9 94. " Conference on Computer Supported Cooperative Work ( CSCW '94 ), Chapel Hill, N C ( October 22-26): 45-54. Udell, J. 1 9 94. " Componentware. " B YTE 19 (March ) : 46-56. Yin, R. 1 9 84. Case Study Research: Design and Methods, SAGE Publications, Newbury Park, CA. Copyrighted Material 2 Comp u ter Use by Artists and Designers: Some Perspectives on Two Desig n Traditions Colin Beardon, Sue Gollifer, Christopher Rose, and Suzette Worden This chapter reports on an investigation into how people in creative activities use computer systems.
Under such circumstances, the finished product does not exist until observed and, in some sense, acted upon by the audience, so that "the art work is the performance/experience" (Keskeys 1995). Developments in computing, communications, and video technologies concentrate our attention on the fact that the majority of experiences Copyrighted Material Computer Use by Artists and Designers 43 of art we have today are from electronic , rather than material, sources. Although it is possible to use computing technology to produce material works of art-in the form of computer-generated prints, for example the final product of creative design may never be realized in a physical form but rema in forever in digital media.
For this reason, designers often defer the construction of a table representation until later in the design process or off-load table construction to student interns when they are available. One designer has started working with a new vendor who does not require the detailed information shown in the table representation; this designer has created yet another new, simplified table representation. Currently, he constructs his simplified tables in Excel, but he is consider ing moving up to a database system.