Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
Faltering from ethnography to design
CSCW '92 Proceedings of the 1992 ACM conference on Computer-supported cooperative work
Using video to re-present the user
Communications of the ACM
Communications of the ACM
Requirements rationales: integrating approaches to requirement analysis
Proceedings of the 1st conference on Designing interactive systems: processes, practices, methods, & techniques
Using contextual inquiry to learn about your audiences
ACM SIGDOC Asterisk Journal of Computer Documentation
Technomethodology: paradoxes and possibilities
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Actors, hairdos & videotape—informance design
CHI '94 Conference Companion on Human Factors in Computing Systems
interactions
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
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Rapid ethnography: time deepening strategies for HCI field research
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
How do people organize their desks?: Implications for the design of office information systems
ACM Transactions on Information Systems (TOIS)
Contextual Design: Defining Customer-Centered Systems
Contextual Design: Defining Customer-Centered Systems
The Inmates Are Running the Asylum
The Inmates Are Running the Asylum
Multimedia: A Critical Introduction
Multimedia: A Critical Introduction
Technology probes: inspiring design for and with families
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Ambiguity as a resource for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mobile phones for the next generation: device designs for teenagers
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Practical strategies for integrating a conversation analyst in an iterative design process
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Pattern-based support for interactive design in domestic settings
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Design Research: Methods and Perspectives
Design Research: Methods and Perspectives
Cultural probes and the value of uncertainty
interactions - Funology
Contextual and cultural challenges for user mobility research
Communications of the ACM - Designing for the mobile device
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The landscape's apprentice: lessons for place-centred design from grounding documentary
Proceedings of the 7th ACM conference on Designing interactive systems
ON MODELING: An evolving map of design practice and design research
interactions - Designing games: why and how
Aesthetics and experience-centered design
ACM Transactions on Computer-Human Interaction (TOCHI)
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Resilience in the face of innovation: Household trials with BubbleBoard
International Journal of Human-Computer Studies
Engineering the social: The role of shared artifacts
International Journal of Human-Computer Studies
Contravision: exploring users' reactions to futuristic technology
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Research methods for involving hearing impaired children in IT innovation
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
A VJ centered exploration of expressive interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Engaging older people using participatory design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Create'10 Proceedings of the 2010 international conference on The Interaction Design
Invisible design: exploring insights and ideas through ambiguous film scenarios
Proceedings of the Designing Interactive Systems Conference
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
Who's there?: experience-driven design of urban interaction using a tangible user interface
Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia
Hi-index | 0.00 |
This paper shows how we can take inspiration and use techniques from documentary film in pursuing user research. Documentary filmmaking has a long history of portraying everyday life in ways that leave the erratic, elusive fabric of the everyday intact. This may be valuable as interaction design currently embraces issues of engagement, expression and aesthetics. We discuss key documentary formats, and suggest that a purely observational approach may not be most valuable for design research. Three design documentaries are discussed to show how different documentary approaches can be used in practice to inform the early stages of design. We suggest that, for design research in HCI, film can be much more than a note-taking tool; we can use it as a means to explore, understand and present the everyday, and benefit from film's capabilities to preserve ambiguities and paradoxes instead of resolving them into univocal conclusions.