Getting around the task-artifact cycle: how to make claims and design by scenario
ACM Transactions on Information Systems (TOIS)
Visions of Xanadu: Paul Otlet (1868–1944) and hypertext
Journal of the American Society for Information Science
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
From user to character: an investigation into user-descriptions in scenarios
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Proceedings of the 2003 conference on Designing for user experiences
Thoughtful Interaction Design: A Design Perspective on Information Technology
Thoughtful Interaction Design: A Design Perspective on Information Technology
Dispelling "design" as the black art of CHI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Essential Thesaurus Construction
Essential Thesaurus Construction
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Research through design as a method for interaction design research in HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interaction criticism: a proposal and framework for a new discipline of hci
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Interaction criticism and aesthetics
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The information flaneur: a fresh look at information seeking
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Compiler to author: A process for designing rhetorically aware document collections
Journal of the American Society for Information Science and Technology
Open source communities of competitors
interactions
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In the context of digital libraries and other online resource collections, the substance of interaction is generated to a large degree through the selection, description, organization, and arrangement of the aggregated items. Within information studies, researchers [such as 32, 6] have shown how individual events of selection and description inevitably form judgments about the collected materials. This paper describes a process in which designers purposefully use the elements of selection, description, organization, and arrangement to "write" a resource collection as a form of rhetorical expression. The design process was implemented in two classroom settings. In the more successful second implementation, the role of the audience in structuring a rhetorical interaction was emphasized, and collection design was conceptualized as designing a dialogue between author and audience. The formalized critique of existing collection designs was a key element in enabling this dialogic orientation.