Swedish Institute of Computer Science Publications Database
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Designing in Skills - Nurturing Personal Engagement in Design
Potentialities of skills in design are intriguing. Skills open up new perceptions of the world, transform human understanding and engagement with the world itself. Our explorations suggest that leveraging existing designer's skills and training for new skills might remarkably contribute in designing for richness of meaning.
We developed several skills-based techniques and validated them through a number of workshops. These techniques encourage participants to make before thinking, to reflect on the outcomes of making, and proceed by iterations of reflection-on-action. Also developed are techniques to increase the frequency of such iterations to minimize loss of meaning by abstraction, and techniques to foster depth of reflection. We organised these techniques into a framework, Designing in Skills (DiS). DiS nurtures personal engagement of designers, compelling a sense of responsibility; it supports designers toward what we call the "first-person perspective", enabling application of individual sensitivities. This paper presents firstly the motivation of our work and the surrounding theory. Subsequently, it introduces the framework and its development, using design cases that have led to its consolidation. It illustrates how DiS prepares for design practice and reflects on the theme of experiential richness
Design and Dissensus: Framing and staging participation in design research
Addressing social issues and operating in the public realm, contemporary design engages with the problematics of relating to more diverse people, groups and ‘others’ than those traditionally served by design. Tracing some related concerns within the early Participatory Design movements, we query approaches based on ‘consensus’ and explore an alternative based on ‘dissensus’, as theorized within political philosophy. To discuss critical-political aspects of participation in design, dissensus is a lens applied retrospectively to reflect on an example of our own practice-based research. Carried out with groups of women activists in Iran and Sweden, ‘Forms of Resistance’ was a project in which a design researcher engaged a series of socio-material activities to recognize the experiences and subjectivities of those otherwise excluded from a prevailing political order. Alternative communication and aesthetic practices were developed in response to issues of equity, power and difference within and across research situations and sites, which are discussed in relation to concepts of ‘indisciplinarity’ and ‘free translation’. This paper discusses alternative approaches to framing and staging participation in design, elucidating a series of terms and concepts relevant to social and critical practices of design and design research
Introductions
This is the introduction to the book with the overall description: This is a critical time in design. Concepts and practices of design are changing in response to historical developments in the modes of industrial design production and consumption. Indeed, the imperative of more sustainable development requires profound reconsideration of design today. Theoretical foundations and professional definitions are at stake, with consequences for institutions such as museums and universities as well as for future practitioners. This is ‘critical’ on many levels, from the urgent need to address societal and environmental issues to the reflexivity required to think and do design differently
Synchronized sweep algorithms for scalable scheduling constraints
This report introduces a family of synchronized sweep based filtering
algorithms for handling scheduling problems involving resource and
precedence constraints. The key idea is to filter all constraints of a
scheduling problem in a synchronized way in order to scale better. In
addition to normal filtering mode, the algorithms can run in greedy
mode, in which case they perform a greedy assignment of start and end
times. The filtering mode achieves a significant speed-up over the
decomposition into independent cumulative and precedence constraints,
while the greedy mode can handle up to 1 million tasks with 64 resources
constraints and 2 million precedences. These algorithms were implemented
in both CHOCO and SICStus
Formes Critiques: Pour une pratique critique du design
Comment articuler une pensée critique avec les pratiques du design? Comment, à partir de pratiques critiques, forger des alternatives présentes et futures pour les métiers du design? Dans cet article, j'évoquerai quelques aspects propres aux pratiques critiques du design. Je rapellerai brièvement comment sont explorés idéaux et alternatives dans les catégories du ‘design-concept’, du ‘design conceptuel’ et du ‘design critique’. Étroitement liées aux idées du design, ces pratiques éclairent la façon dont les questionnements intellectuels et idéologiques peuvent se construire de l’intérieur au lieu d’être prescrits de l’extérieur. Ceci témoigne d’une évolution importante dans les rapports entre théorie et pratique du design: la critique ne doit pas simplement s’effectuer à côté ou en dehors, elle doit être incorporée aux pratiques et aux formes du design. Cette évolution se manifeste égalment dans la sphère universitaire, où se multiplient les approches d’une recherche sur le design fondée sur la pratique. J’illustrerai quelques-unes de ces approches grâce à des exemples tirés de Switch!, un programme de recherche qui fut mené en Suède a l’Interactive Institute. Suivra un commentaire portant sur les formes à donner à ces pratiques critiques, ainsi que sur les raisons pour lesquelles elles sont appelées à jouer un rôle majeur vis-à-vis d’une discipline en mutation.
(The article is written in French, abstract in English: How may criticality take form in relation to design practices? How may critical practices articulate alternatives or futures for the design profession? In this article, I discuss some aspects of critical practices of design. I briefly trace how ideals and alternatives are explored within genres of ‘concept’, ‘conceptual’ or ‘critical’ design. Engaging with the ideas expressed through design practice, such practices illustrate how intellectual and ideological issues might be constructed from within, rather than prescribed from outside. This represents an important shift in relations between theory and practice in design – criticism is not something merely to be done apart from and outside of design but is incorporated within design practices and forms. This shift is also reflected in academia, in which practice-based approaches to design research are expanding. To illustrate some approaches, I present examples from Switch!, a practice-based design research program at the Interactive Institute in Sweden. This anchors a discussion of how critical practices may take form today, and how, or why, they have important role for a discipline in transition.
Evidence of Agile Adoption in Software Organizations: An Empirical Survey
This paper aims at empirically investigating the levels of agile adoption by software development organizations in comparison with the type of practices followed, the business sectors and the countries of origin, as well as revealing the geographical organization and distribution of teams both within agile and traditional development environments. Through a dedicated survey conducted, the paper also discovers, analyzes and presents the business strategies, levels of expertise, benefits and concerns of agile adoption within the various participating organizations. The results obtained indicate that agile methods seem to offer opportunities for improved products in terms of quality and suggest a number of critical factors that affect the software process and the adoption of agile methods in general
Elite Sports Training as Model for Future Internet Practices?
This paper reflects on the experience of using ethnographic and experimental research at a high-performance athletic training center as model for drawing conclusion about the future everyday use of ICT and Internet technologies. The research project has consisted of field studies of training session and everyday life at an elite training center where athletes live and train as well as experimental design processes where new internet and media technologies has been explored within elite sports training.
While in some aspects the research has been sports specific (such as using advanced video technology to analyze precise movements), in other aspects the training center has seemed like a more intense, extreme and streamlined version of our contemporary technological everyday.
The training center has been a laboratory where issues of quantification of self, goal-orientation vs. creativity, and individual vs. community has been displayed in a more clear, isolated and focused way than observations of everyday life can glean.
The conclusion is that studying the intense environments of elite athletes can be a fruitful approach to studying the sociology of Information technology. However, this is only the case as long as our societies are dominated by the same values as elite sports such as competitiveness, goal-orientation, specialization and efficiency through technology and discipline