Heuristic evaluation of user interfaces
CHI '90 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using collaborative filtering to weave an information tapestry
Communications of the ACM - Special issue on information filtering
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Getting around the task-artifact cycle: how to make claims and design by scenario
ACM Transactions on Information Systems (TOIS)
Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Creating the invisible interface: (invited talk)
UIST '94 Proceedings of the 7th annual ACM symposium on User interface software and technology
Recommending and evaluating choices in a virtual community of use
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Bringing design to software
Communications of the ACM
GroupLens: applying collaborative filtering to Usenet news
Communications of the ACM
Footprints: history-rich tools for information foraging
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Alternatives: exploring information appliances through conceptual design proposals
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Social navigation of food recipes
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
The Design of Sites: Patterns, Principles, and Processes for Crafting a Customer-Centered Web Experience
A Pattern Approach to Interaction Design
A Pattern Approach to Interaction Design
Design-oriented human-computer interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
GeoNotes: Social and Navigational Aspects of Location-Based Information Systems
UbiComp '01 Proceedings of the 3rd international conference on Ubiquitous Computing
Seamful interweaving: heterogeneity in the theory and design of interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Affect: from information to interaction
Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility
Interweaving mobile games with everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Finding design qualities in a tangible programming space
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Dispelling "design" as the black art of CHI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ACM Transactions on Computer-Human Interaction (TOCHI)
Research through design as a method for interaction design research in HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Nonlinear news production and consumption: A collaborative approach
Computers in Entertainment (CIE) - SPECIAL ISSUE: TV and Video Entertainment Environments
Toward an articulation of interaction esthetics
The New Review of Hypermedia and Multimedia - Special issue on experience design - applications and reflections
Performing Mixed Reality
Design Research Through Practice: From the Lab, Field, and Showroom
Design Research Through Practice: From the Lab, Field, and Showroom
What should we expect from research through design?
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Methodology for materiality: interaction design research through a material lens
Personal and Ubiquitous Computing
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Design-oriented research practices create opportunities for constructing knowledge that is more abstracted than particular instances, without aspiring to be at the scope of generalized theories. We propose an intermediate design knowledge form that we name strong concepts that has the following properties: is generative and carries a core design idea, cutting across particular use situations and even application domains; concerned with interactive behavior, not static appearance; is a design element and a part of an artifact and, at the same time, speaks of a use practice and behavior over time; and finally, resides on an abstraction level above particular instances. We present two strong concepts—social navigation and seamfulness—and discuss how they fulfil criteria we might have on knowledge, such as being contestable, defensible, and substantive. Our aim is to foster an academic culture of discursive knowledge construction of intermediate-level knowledge and of how it can be produced and assessed in design-oriented HCI research.