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Fictional characters in participatory design sessions: Introducing the 'design alter egos' technique

机译:参与式设计会议中的虚构人物:“设计改变自我”技术介绍

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摘要

In recent years, the discourse concerning the relationship between narrative theory - storytelling in general - interactivity, and design is undeniably noteworthy. A significant part of this discourse concerns the use of fictional characters in design. Fictional characters have been used as user representatives, either substituting actual users or supporting idea generation, and their foremost objective is to facilitate the identification of user needs and goals and to support the development of detailed and comprehensive scenarios. Motivated by the aforementioned ongoing discourse and inspired by relevant approaches in the use of fictional characters in design, we aim to investigate the applicability and effectiveness of their use as a creative technique in participatory design sessions. We present a novel approach to using fictional characters in collaborative design of educational software with students, one that asks the participants for the formation and use of their own fictional characters - we introduce the term "design alter egos" - as a means to eliciting requirements and design ideas. In order to evaluate our approach, we conducted 20 collaborative design sessions with the participation of 94 undergraduate university students (aged 19-24) for eliciting requirements for the design of an ideal course website. The analysis of the results suggests that the design alter egos technique liberated the majority of the students from the fear of straightforwardly exposing themselves, supported and enhanced their introspection, stimulated their creativity, and helped to establish an informal and constructive atmosphere throughout the design sessions. We suggest the use of design alter egos as an engaging and effective supportive technique for co-designing educational software with students.
机译:近年来,有关叙事理论(通常讲故事)与交互性与设计之间关系的论述无疑是值得注意的。该论述的重要部分涉及在设计中使用虚构人物。虚构角色已被用作用户代表,代替了实际用户或支持了想法的产生,其首要目标是促进识别用户需求和目标并支持详细而全面的场景的开发。受到上述正在进行的讨论的激励,并受到在设计中使用虚构人物的相关方法的启发,我们旨在研究将其用作创意技术在参与式设计会议中的适用性和有效性。我们提出了一种在与学生合作设计教育软件中使用虚构角色的新颖方法,该方法要求参与者形成和使用他们自己的虚构角色-我们引入了“设计变更自我”一词-作为达到要求的一种手段和设计思路。为了评估我们的方法,我们进行了20场合作设计会议,有94名本科生(19-24岁)参加,提出了理想课程网站的设计要求。对结果的分析表明,改变设计的自我技巧使大多数学生摆脱了直接暴露自己,支持和增强自省,激发他们的创造力以及在整个设计过程中营造非正式和建设性氛围的恐惧。我们建议将设计变更作为一种吸引人的有效支持技术,与学生共同设计教育软件。

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