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Volumn 23, Issue 3, 2007, Pages 30-45

The design enterprise: Rethinking the HCl education paradigm

(1)  Faiola, Anthony a  

a NONE

Author keywords

[No Author keywords available]

Indexed keywords

DESIGN; EDUCATION;

EID: 34548279388     PISSN: 07479360     EISSN: 15314790     Source Type: Journal    
DOI: 10.1162/desi.2007.23.3.30     Document Type: Article
Times cited : (45)

References (90)
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    • Interaction design (ID, The phrase Interaction design has evolved out of a growing need to recognize the role that design plays in the development of emerging technologies. ID includes a special consideration for the complexity of the features, functions, and capabilities that newer technologies bring to the user. Although interaction design draws upon the traditional theories and practices of HCl and interface design, it clearly emphasizes human-centered design as the primary model upon which to secure the goals and preferences most desired by users. Hence, designers often consider interaction design as a discipline that places more emphasis on user experience (referred to as user experience design) and the processes of designing for both human and system behavior to better solve interaction problems that users confront on a daily basis. As opposed to traditional HCl professionals, who hold degrees in computer science and cognitive psychology, inte
    • Interaction design (ID): The phrase "Interaction design" has evolved out of a growing need to recognize the role that "design" plays in the development of emerging technologies. ID includes a special consideration for the complexity of the features, functions, and capabilities that newer technologies bring to the user. Although interaction design draws upon the traditional theories and practices of HCl and interface design, it clearly emphasizes human-centered design as the primary model upon which to secure the goals and preferences most desired by users. Hence, designers often consider interaction design as a discipline that places more emphasis on user experience (referred to as "user experience design") and the processes of designing for both human and system behavior to better solve interaction problems that users confront on a daily basis. As opposed to traditional HCl professionals, who hold degrees in computer science and cognitive psychology, interaction designers are often from traditional backgrounds in visual communication and industrial design. In this paper, the author is using the term HCl in the broadest sense to speak to both HCl and interaction design educators and professionals.
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    • Anthony Faiola, "The Copernican Shift: HCl Education and the Design Enterprise" in Human-Computer Interaction: Ergonomics and User Interfaces: Vol. 1 Theory and Practice, Part 1, J. Jacko and C. Stephanidis, eds. (London: Lawrence Erlbaum Associates, 2003);
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    • A. Faiola, "The Copernican Shift: HCl Education and the Design Enterprise" in Human-Computer Interaction: Ergonomics and User Interfaces: Vol. 1 Theory and Practice, Part 1, J. Jacko and C. Stephanidis, eds. (London: Lawrence Erlbaum Associates, 2003).
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    • Participatory design: Emerging from Scandinavia in the early 1970s, participatory design is an approach that involves users as equal partners in the design process, designing the product in cooperation with the design team. Several models of how to carry out this technique have been developed since its inception. See also J. Preece, Y. Rogers, and H. Sharp, Interaction Design: Human-Computer Interaction (New York: John Wiley & Sons, 2002), 306-311.
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    • Pluralistic walkthroughs: Another form of cognitive walkthrough that integrates user participation into the process of assessment of prototype design. As with cognitive walkthroughs, pluralistic walkthroughs simulate a user's interaction process at each step of executing a task. Driven by the scenario, the user and design team check to see if task goals are being fulfilled, while noting memory, cognitive overload, and overall ease of use.
    • Pluralistic walkthroughs: Another form of cognitive walkthrough that integrates user participation into the process of assessment of prototype design. As with cognitive walkthroughs, pluralistic walkthroughs simulate a user's interaction process at each step of executing a task. Driven by the scenario, the user and design team check to see if task goals are being fulfilled, while noting memory, cognitive overload, and overall ease of use.
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    • Humane: To truly be responsive to human needs and considerate of human frailties (J. Raskin, The Humane Interface [New York: Addison-Wesley], 7), HCl design must grasp the relationship between context, cognition, and technology. Hence, a greater concern for humane technologies is argued from the position that: (1) a broader underpinning of epistemology should form the base of human-computer interaction design methodology for system design, and (2) current software design remains traditional, with outdated research models that do not pay adequate attention to social context, human limitations, and the enhancement of human creativity and processes of learning; A. Cooper and R. M. Reimann, About Face 2.0: The Essentials of Interaction Design (New York: Wiley & Sons, 2003).
    • Humane: To truly be "responsive to human needs and considerate of human frailties" (J. Raskin, The Humane Interface [New York: Addison-Wesley], 7), HCl design must grasp the relationship between context, cognition, and technology. Hence, a greater concern for humane technologies is argued from the position that: (1) a broader underpinning of epistemology should form the base of human-computer interaction design methodology for system design, and (2) current software design remains traditional, with outdated research models that do not pay adequate attention to social context, human limitations, and the enhancement of human creativity and processes of learning; A. Cooper and R. M. Reimann, About Face 2.0: The Essentials of Interaction Design (New York: Wiley & Sons, 2003).
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    • Ibid.
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    • Ibid.
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    • Transcending the Individual Human Mind Creating Shared Understanding through Collaborative Design
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    • Arias, E.1    Eden, H.2    Fischer, G.3    Gorman, A.4    Scharff, E.5
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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.