Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
The sciences of the artificial (3rd ed.)
The sciences of the artificial (3rd ed.)
Extreme programming explained: embrace change
Extreme programming explained: embrace change
Lingua Francas for design: sacred places and pattern languages
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Usability engineering: scenario-based development of human-computer interaction
Usability engineering: scenario-based development of human-computer interaction
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Design Rationale: Concepts, Techniques, and Use
Design Rationale: Concepts, Techniques, and Use
The Design of Sites: Patterns, Principles, and Processes for Crafting a Customer-Centered Web Experience
User Centered System Design; New Perspectives on Human-Computer Interaction
User Centered System Design; New Perspectives on Human-Computer Interaction
Design-oriented human-computer interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
EEWWW!!: tangible interfaces for navigating into the human body
CHI '03 Extended Abstracts on Human Factors in Computing Systems
SeismoSpin: a physical instrument for digital data
CHI '03 Extended Abstracts on Human Factors in Computing Systems
The roads not taken: detours and dead ends on the design path of speeder reader
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing
Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing
Eliciting reactive and reflective feedback for a social communication tool: a multi-session approach
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Making tea: iterative design through analogy
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Design in the absence of practice: breaching experiments
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
The interactive thread: exploring methods for multi-disciplinary design
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Simplicity in interaction design
Proceedings of the 1st international conference on Tangible and embedded interaction
Who killed design?: addressing design through an interdisciplinary investigation
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Creativity methods in interaction design
DESIRE '10 Proceedings of the 1st DESIRE Network Conference on Creativity and Innovation in Design
Design's processional character
Proceedings of the 8th ACM Conference on Designing Interactive Systems
Framespaces: framing of frameworks
Proceedings of the Designing Interactive Systems Conference
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What does a student need to know to be a designer? Beyond a list of separate skills, what mindset does a student need to develop for designerly action now and into the future? In the excitement of the cognitive revolution, Simon proposed a way of thinking about design that promised to make it more manageable and cognitive: to think of design as a planning problem [11, 29]. Yet, as Suchman argued long ago [32], planning accounts may be applied to problems that are not at base accomplished by planning, to the detriment of design vision. This paper reports on a pedagogy that takes Suchman's criticism to heart and avoids dressing up design methods as more systematic and predictive than they in fact are. The idea is to teach design through exposure to not just one, but rather, many methods---that is, sets of rules or behaviors that produce artifacts for further reflection and development. By introducing a large number of design methods, decoupled from theories, models or frameworks, we teach (a) important cross-methodological regularities in competence as a designer, (b) that the practice of design can itself be designed and (c) that method choice affects design outcomes. This provides a rich and productive notion of design particularly necessary for the world of pervasive and ubiquitous computing.