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How to Support Designers in Getting Hold of the Immaterial Material of Software

机译:如何支持设计人员掌握软件的非实质性内容

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摘要

When designing novel GUI controls, interaction designers are challenged by the "immaterial" materiality of the digital domain; they lack tools that effectively support a reflecting conversation with the material of software as they attempt to conceive, refine, and communicate their ideas. To investigate this situation, we conducted two participatory design workshops. In the first workshop, focused on conceiving, we observed that designers want to invent controls by exploring gestures, context, and examples. In the second workshop, on refining and communicating, designers proposed tools that could refine movement, document context through usage scenarios, and support the use of examples. In this workshop they struggled to effectively communicate their ideas for developers because their ideas had not been fully explored. In reflecting on this struggle, we began to see an opportunity for the output of a design tool to be a boundary object that would allow for an ongoing conversation between the design and the material of software, in which the developer acts as a mediator for software.
机译:在设计新颖的GUI控件时,交互设计者会受到数字域“非实质性”重要性的挑战。他们缺乏在尝试构思,完善和交流思想时能有效支持与软件材料进行反思性对话的工具。为了调查这种情况,我们举办了两次参与式设计研讨会。在第一个专注于构思的研讨会上,我们观察到设计师希望通过探索手势,上下文和示例来发明控件。在关于精炼和交流的第二个讲习班中,设计人员提出了一些工具,这些工具可以改善运动,通过使用场景记录文档上下文并支持示例的使用。在这个工作坊中,他们努力向开发人员有效传达他们的想法,因为他们的想法尚未得到充分探讨。在反思这一斗争时,我们开始看到将设计工具的输出作为边界对象的机会,该边界对象将允许设计与软件材料之间的持续对话,在此过程中,开发人员充当软件的中介者。

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