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Using user research in creativity

机译:在创造力中利用用户研究

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Within the context of everyday creativity, there is a growing demand for new systems, products and services that mediate such activity. Some of these tools are emerging from commercial design worlds (iPhone apps, sound and image production software, etc.) and some from creative communities/academia (interactive storytelling tools, new programming tools for interactive artworks, physical computing devices, etc.). Across the design disciplines, and from academia to industry, practicing user research is becoming an increasingly important activity informing the design and development of any product, system or service. Whilst our understanding of the methods and techniques available for generating user research is maturing, the understanding of how to leverage its insights effectively is less well developed. Does user research within the design process in itself incubate or quash creativity and innovation? Is there such a thing as 'too data-driven design'? Can researchers (or those practicing research) be educated for depth of insight, not just method? By the same token, how can we be sure that the user research is actionable? What is the best way to communicate user research? Or is co-development and integrated user research the way to go anyway? What role does user research play in the overall development process? Is user research something best gathered from users or generated with users? Do different communities (e.g. academia and industry) define 'valid user research' in the same ways?
机译:在日常创造力的背景下,对介导此类活动的新系统,产品和服务的需求不断增长。其中一些工具来自商业设计界(iPhone应用程序,声音和图像制作软件等),一些来自创意社区/学术界(交互式讲故事工具,用于交互式艺术品的新编程工具,物理计算设备等)。在整个设计学科中,从学术界到工业界,进行用户研究正在成为越来越重要的活动,可为任何产品,系统或服务的设计和开发提供信息。尽管我们对可用于生成用户研究的方法和技术的理解已经日趋成熟,但对于如何有效利用其见解的理解却还不够完善。用户在设计过程中进行的研究本身是否会孕育或抑制创造力和创新?是否存在“数据驱动设计过多”这样的问题?可以对研究人员(或从事研究工作的人员)进行深入了解,而不仅仅是方法方面的教育吗?同样,我们如何确定用户研究是可行的?交流用户研究的最佳方法是什么?还是共同开发和集成用户研究走了一条路?用户研究在整个开发过程中扮演什么角色?用户研究最好是从用户那里收集或由用户产生的吗?不同的社区(例如学术界和行业)是否以相同的方式定义“有效的用户研究”?

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