Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
Modern structured analysis
Communications of the ACM
Usability evaluation with the cognitive walkthrough
CHI '95 Conference Companion on Human Factors in Computing Systems
Technomethodology: paradoxes and possibilities
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Design rationale: concepts, techniques, and use
Design rationale: concepts, techniques, and use
Projected realities: conceptual design for cultural effect
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Video artifacts for design: bridging the Gap between abstraction and detail
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Sorting things out: classification and its consequences
Sorting things out: classification and its consequences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Making Use: Scenario-Based Design of Human-Computer Interactions
Making Use: Scenario-Based Design of Human-Computer Interactions
Beyond Interaction Design: Beyond Human-Computer Interaction
Beyond Interaction Design: Beyond Human-Computer Interaction
User Centered System Design; New Perspectives on Human-Computer Interaction
User Centered System Design; New Perspectives on Human-Computer Interaction
Technology probes: inspiring design for and with families
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The interactive thread: exploring methods for multi-disciplinary design
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Domestic Routines and Design for the Home
Computer Supported Cooperative Work
Dispelling "design" as the black art of CHI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Of pill boxes and piano benches: "home-made" methods for managing medication
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Research through design as a method for interaction design research in HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Damaged merchandise? a review of experiments that compare usability evaluation methods
Human-Computer Interaction
Designing the User Interface: Strategies for Effective Human-Computer Interaction
Designing the User Interface: Strategies for Effective Human-Computer Interaction
PeerCare: Supporting Awareness of Rhythms and Routines for Better Aging in Place
Computer Supported Cooperative Work
Bodies in critique: a technological intervention in the dance production process
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Structural ties between idea generation process and design decision
Proceedings of the 11th International Conference on Mobile and Ubiquitous Multimedia
HODI: a technique for visually capturing and preserving design rationale
Proceedings of the 24th Australian Computer-Human Interaction Conference
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Generative Walkthoughs support the redesign phase of an iterative design process, helping designers generate new design alternatives informed by social science principles. Designers first analyze their own scenarios or storyboards with respect to concrete examples drawn from five socio-technical principles: situated action, rhythms & routines, co-adaptive systems, peripheral awareness and distributed cognition. They then walk through the scenario and brainstorm new design alternatives that reflect the design principle in question. This combination of structured walkthroughs with focused brainstorming helps designers, particularly those with little social science background, to generate concrete, actionable ideas that reflect key findings from the social science literature. We taught Generative Walkthroughs in ten courses with over 220 students and found that technically-trained students not only learned these socio-technical principles, but were able to apply them in innovative ways in a variety of design settings.