Distributed artificial intelligence: vol. 2
Object-oriented analysis
Designing interaction
Beyond the interface: encountering artifacts in use
Designing interaction
Open-ended interaction in cooperative prototyping a video-based analysis
Scandinavian Journal of Information Systems
A guide to metaphorical design
Communications of the ACM
Scenario-based design
Cooperative usability practices
Communications of the ACM
From usability lab to “design collaboratorium”: reframing usability practice
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Scandinavian Journal of Information Systems - Special issue on information technology in human activity
Scandinavian Journal of Information Systems - Special issue on information technology in human activity
Through the Interface: A Human Activity Approach to User Interface Design
Through the Interface: A Human Activity Approach to User Interface Design
Fitts' Law as a Design Artefact: A Paradigm Case of Theory in Software Design
EWHCI '94 Selected papers from the 4th International Conference on Human-Computer Interaction
APCHI '98 Proceedings of the Third Asian Pacific Computer and Human Interaction
Scenarios in User-Centered Design - Setting the Stage for Reflection and Action
HICSS '99 Proceedings of the Thirty-Second Annual Hawaii International Conference on System Sciences-Volume 3 - Volume 3
Proceedings of the second Nordic conference on Human-computer interaction
Participatory design in community computing contexts: tales from the field
PDC 04 Proceedings of the eighth conference on Participatory design: Artful integration: interweaving media, materials and practices - Volume 1
System designer assessments of role play as a design method: a qualitative study
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
Disrupting digital library development with scenario informed design
Interacting with Computers
Proceedings of the 2007 symposium on Computer human interaction for the management of information technology
Resolving ambiguity of scope in remote collaboration: a study in film scoring
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
HCD 09 Proceedings of the 1st International Conference on Human Centered Design: Held as Part of HCI International 2009
Le mitigeur: principe de conception pour la mise en valeur des objectifs de l'utilisateur
Proceedings of the 21st International Conference on Association Francophone d'Interaction Homme-Machine
Supporting remote creative collaboration in film scoring
Proceedings of the seventh ACM conference on Creativity and cognition
WallBots: interactive wall-crawling robots in the hands of public artists and political activists
Proceedings of the 8th ACM Conference on Designing Interactive Systems
Do predictions of visual perception aid design?
ACM Transactions on Applied Perception (TAP)
Design of interactive television programs
CHINZ '02 Proceedings of the SIGCHI-NZ Symposium on Computer-Human Interaction
A systematic mapping study on creativity in requirements engineering
Proceedings of the 27th Annual ACM Symposium on Applied Computing
History and experience: storytelling and interaction design
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
Towards value-focused decision support systems
Proceedings of the 30th European Conference on Cognitive Ergonomics
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This paper focuses on ways and means of stimulating idea generation in collaborative situations involving designers, engineers, software developers, users and usability people. Particularly, we investigate tools of design, i.e. tools used in design to get ideas for a new interactive application and its use.Based on different studies from a research project that we have been involved with over the past three years, we present specific examples of such tools and discuss how they inform design. We frame this discussion through the following (theoretical) considerations: a concern for the past and the present in informing design, for using theory as a source of inspiration in design and for making extremes and multiple voices play a role in innovation.These considerations are used to structure and discuss the examples, illustrating how it is important for such tools to be concrete, tangible and even caricatured.