Scenario-based design: envisioning work and technology in system development
Scenario-based design: envisioning work and technology in system development
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
The Inmates Are Running the Asylum
The Inmates Are Running the Asylum
Participatory Design: Issues and Concerns
Computer Supported Cooperative Work
Ambiguity as a resource for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 2003 conference on Designing for user experiences
Making space for stories: ambiguity in the design of personal communication systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Theatre as an intermediary between users and CHI designers
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Staying open to interpretation: engaging multiple meanings in design and evaluation
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Design documentaries: inspiring design research through documentary film
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
The use of theatre in requirements gathering and usability studies
Interacting with Computers
Pastiche scenarios: Fiction as a resource for user centred design
Interacting with Computers
Biometric daemons: authentication via electronic pets
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Film as invisible design: the example of the biometric daemon
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Representing older people: towards meaningful images of the user in design scenarios
Universal Access in the Information Society
Seeding without leading: making space for participant contribution in design elicitation techniques
BCS-HCI '08 Proceedings of the 22nd British HCI Group Annual Conference on People and Computers: Culture, Creativity, Interaction - Volume 2
Design alter egos: constructing and employing fictional characters in collaborative design sessions
Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology
Contravision: exploring users' reactions to futuristic technology
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using obstructed theatre with child designers to convey requirements
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Engaging the disengaged: how do we design technology for digitally excluded older adults?
Proceedings of the 8th ACM Conference on Designing Interactive Systems
Pleasure is your birthright: digitally enabled designer sex toys as a case of third-wave HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The joy of cheques: trust, paper and eighty somethings
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Cheque mates: participatory design of digital payments with eighty somethings
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Design-driven narrative: using stories to prototype and build immersive design worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
At the mobile experience flicks: making short films to make sense for mobile interaction design
Proceedings of the 15th international conference on Human-computer interaction with mobile devices and services
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Invisible Design is a technique for generating insights and ideas with workshop participants in the early stages of concept development. It involves the creation of ambiguous films in which characters discuss a technology that is not directly shown. The technique builds on previous work in HCI on scenarios, persona, theatre, film and ambiguity. The Invisible Design approach is illustrated with three examples from unrelated projects; Biometric Daemon, Panini and Smart Money. The paper presents a qualitative analysis of data from a series of workshops where these Invisible Designs were discussed. The analysis outlines responses to the films in terms of; existing problems, concerns with imagined technologies and design speculation. It is argued that Invisible Design can help to create a space for critical and creative dialogue during participatory concept development.