Scenario-based design: envisioning work and technology in system development
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Interaction relabelling and extreme characters: methods for exploring aesthetic interactions
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
The building blocks of experience: an early framework for interaction designers
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
Making Use: Scenario-Based Design of Human-Computer Interactions
Making Use: Scenario-Based Design of Human-Computer Interactions
The Inmates Are Running the Asylum
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Beyond Interaction Design: Beyond Human-Computer Interaction
Beyond Interaction Design: Beyond Human-Computer Interaction
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When you can't talk to customers: using storyboards and narratives to elicit empathy for users
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interactions - Funology
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Putting ‘felt-life’ at the centre of human–computer interaction (HCI)
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Design alter egos: constructing and employing fictional characters in collaborative design sessions
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Fictional characters in participatory design sessions: Introducing the "design alter egos" technique
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A design science framework for designing and assessing user experience
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Envisioning ubiquitous computing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
History and experience: storytelling and interaction design
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A fieldwork of the future with user enactments
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Invisible design: exploring insights and ideas through ambiguous film scenarios
Proceedings of the Designing Interactive Systems Conference
Looking past yesterday's tomorrow: using futures studies methods to extend the research horizon
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Beyond the familiar?: exploring extreme input in brainstorms
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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
Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
Personal and Ubiquitous Computing
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Pastiche scenarios draw on fiction as a resource to explore the interior 'felt-life' aspects of user experience and the complex social and cultural issues raised by technological innovations. This paper sets out an approach for their use, outlining techniques for the location of source material and presenting three case studies of pastiche scenario use. The first case study is an evaluation of the Apple iPod that explores the socio-cultural meanings of the technology. The second case study focuses on the participatory design of Net Neighbours, an online shopping system where volunteers shop as intermediaries for older people who do not have access to computers. The third is an in depth consideration of a conceptual design, the 'cambadge' a wearable lightweight web cam which, upon activation broadcasts to police or public websites intended to reduce older people's fear of crime. This design concept is explored in depth in pastiche scenarios of the Miss Marple stories, A Clockwork Orange and Nineteen Eighty-four that reflect on how the device might be experienced not only by users but also by those it is used against. It is argued that pastiche scenarios are a useful complementary method for designers to reason about user experience as well as the broad social and cultural impacts of new technologies.