No abstract
Reflection is a recurring notion in the HCI/interaction design literature. Throughout the years “reflection” has been highlighted as a key dimension of design thinking and as an important ingredient of design processes. In this paper we take stock in our community's interest in reflection, and we suggest that while it has been acknowledged as a cornerstone for design processes, it has been less explored as a basis for design outcomes. Given this extensive literature study, it seems that 1) the interest in this area is growing, and we present tables that illustrate this growing interest over time; 2) reflection and behavioral change are two interrelated notions; and 3) these notions are well-explored in our field. Further, we suggest that as interaction design is increasingly exploring the design of “tangible,” “smart,” “connected,” and even “intelligent” artifacts, we should think about how reflection and our ability to “think with artifacts” can be extended to include the design of interactive artifacts. In this paper we suggest how that might be done, and we point at a design space for designing such interactive artifacts to think with.
This paper presents part of a larger study that seeks to investigate the potential of the Design Thinking (DT) approach when applied to innovation processes especially on product and service development in the ICT industry. In particular, the DT approach is applied to the case study of a backup and storage service as a distributed, fog-computing infrastructure. Its functionality is based on sharing the available disk storage of personal and organizational devices. The case study presents the process of applying the DT approach and the way this can contribute not just to improve the solution in terms of customer desirability and market viability, but also the collaborative way of current technological design process. In particular, the DT approach, apparently hard, fuzzy and time consuming during the initial steps of the design process, proved successful in studying the relationship between the value propositions and the target clients of the innovative data storage service. A first co-design session helped to understand that the most important features enabled by the fog-computing paradigm, such as data security and privacy could be more valuable for a corporate context; thus the proposed solution shifted to a Business-to-Business (B2B) model. Other co-design sessions helped better understanding the service value proposition and final users.
Empathizing with user, has been considered by many design researchers as one of the important factors that help to understand the final user's needs and wishes during the design process. Hence there are still many design projects that do not consider that important basis for design of products and services. In fact, if we look into the psychological process of the ways people communicate and build relationships, we can approve that empathy is fundamental and applying that might seem as an obvious matter in design process. This paper aims to be one another contribution to the field and seeks to emphasize the important role of the empathy in design process. In particular, this paper focus on developing empathy between developers and trial users through a participatory session. We believe this is relevant because we sought to bring the experience of using Internet of Things (IoT)-based devices by trial users in their real homes. It will illustrate the process and results of the participatory session conducted for a pilot project INTrEPID. The whole process of workshop has been built on the fundamental theories about empathy in psychology and the value of its application during the early phases of design process. We suggest to apply the Empathy workshop method when the project team and the final users meet each other, for understanding not only the user's experience and needs, but also the technical team's efforts. It is also proved a good way for fostering the creativity and involving all stakeholders into the design of new services.
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