1,721,074 research outputs found
‘Far away is close at hand in images of elsewhere’:a reflection on haunting and technology
‘Far away is close at hand in images of elsewhere’:a reflection on haunting and technology
Using human factors and ergonomics methods to challenge the status quo: Designing for gender equitable research outcomes
There have been recent calls for Human Factors and Ergonomics (HFE) to expand its reach and focus to address larger scale societal and global issues. An area of growing awareness is the issue of the gender data gap, whereby women are under-represented in research data, leading to inequitable outcomes when research findings are used to design real world technologies, products, environments, processes, and policies. The aim of this paper is to showcase how structured HFE methods can be used to address the gender data gap. We applied the Sociotechnical Systems Design Toolkit which involved using causal loop diagrams and abstraction hierarchy modelling from Cognitive Work Analysis to understand the system in which the issue occurs and key pain points, followed by the application of the Design with Intent Toolkit to generate design ideas. A total of 43 ideas were developed that could be implemented by universities to address the research data gap. The application demonstrates the utility of HFE methods in tackling complex issues and offers an opportunity for the HFE community to reflect upon the importance of gender sensitive research practices and gender equity more broadly
Design with intent: Persuasive technology in a wider context
Persuasive technology can be considered part of a wider field of ‘Design with Intent’ (DwI) – design intended to result in certain user behaviour.
This paper gives a very brief review of approaches to DwI from different disciplines, and looks at how persuasive technology sits within this space
Design for sustainable behaviour: Investigating design methods for influencing user behaviour
This research aims to develop a design tool for product and service innovation which influences users towards more sustainable behaviour, reducing resource use and leading to a lower carbon footprint for everyday activities. The paper briefly explains the reasoning behind the tool and its structure, and
presents an example application to water conservation with concept ideas generated by design
students
Modelling the User: How design for sustainable behaviour can reveal different stakeholder perspectives on human nature
Copyright @ 2010 TU DelftInfluencing more environmentally friendly and sustainable behaviour is a current focus of many projects, ranging from government social marketing campaigns, education and tax structures to designers’ work on interactive products, services and environments. There is a wide variety of techniques and methods used—we have identified over 100 design patterns in our Design with Intent toolkit—each intended to work via a particular set of cognitive and environmental principles. These approaches make different assumptions about ‘what people are like’: how users will respond to behavioural interventions, and why, and in the process reveal some of the assumptions that designers and other stakeholders, such as clients commissioning a project, make about human nature. In this paper, we discuss three simple models of user behaviour—the Pinball, the Shortcut and the Thoughtful—which emerge from user experience designers’ statements about users while focused on designing for behaviour change. We characterise these models using systems terminology and examine the application of each model to design for sustainable behaviour via a series of examples
Exploring design patterns for sustainable behaviour
Products and services explicitly intended to influence users' behaviour are increasingly being proposed to reduce environmental impact and for other areas of social benefit. Designing such interventions often involves adopting and adapting principles from other contexts where behaviour change has been studied. The 'design pattern' form, used in software engineering and HCI, and originally developed in architecture, offers benefits for this transposition process.This article introduces the Design with Intent toolkit, an idea generation method using a design pattern form to help designers address sustainable behaviour problems. The article also reports on exploratory workshops in which participants used the toolkit to generate concepts for redesigning everyday products – kettles, curtains, printers and bathroom sinks/taps – to reduce the environmental impact of use. The concepts are discussed, along with observations of how the toolkit was used by participants, suggesting usability improvements to incorporate in future versions
Concept generation for persuasive design
Designing ‘persuasive’ products and services for social benefit often involves adopting and adapting principles and patterns from other disciplines and contexts where behaviour change is a goal. This poster briefly reports on a series of controlled trials of an idea generation toolkit which aims to make this transposition of patterns easier, with designers and students applying the toolkit to four ‘design for sustainable behaviour’ briefs to generate new concepts for influencing user behaviour. While only a small sample, results show that using the toolkit does lead to an increase in the number of concepts generated for a majority of participants, compared with the control condition
Spooky Technology: A reflection on the invisible and otherworldly qualities in everyday technologies
We often hear that the technologies in our everyday lives would appear to be ‘magic’ and potentially terrifying to people in the past—instantaneous communication with people all over the world, access to a vast, ever-growing resource of human knowledge right there in the palm of our hand, objects with ‘intelligence’ that can sense and talk to us (and each other). But rarely are these ‘otherworldly’ dimensions of technologies explored in more detail. There is an often unspoken presumption that the march of progress will inevitably mean we all adopt new practices and incorporate new products and new ways of doing things into our lives—all cities will become smart cities; all homes will become smart homes. But these systems have become omnipresent without our necessarily understanding them.
They are not just black boxes, but invisible: entities in our homes and everyday lives which work through hidden flows of data, unknown agendas, imaginary clouds, mysterious sets of rules which we perhaps dismiss as ‘algorithms’ or even ‘AI’ without really understanding what that means. On some level, the superstitions and sense of wonder, and ways of relating to the unknown and the supernatural (deities, spirits, ghosts) which humanity has felt in every culture throughout history have not gone away. Instead, they have transferred and transmuted into new forms.
The Spooky Technology project focused on creating an inventory of ‘spooky technologies’ over the ‘COVID summer’ of 2020. To do this, we (a group of students and faculty from Carnegie Mellon) collected and reviewed work across art, design, and human-computer interaction research, both historically and more recently, along with forays into writings on the supernatural, myths, and superstitions. Our aim was to produce, collaboratively, a set of examples, from which we can extract possibilities, insights, and opportunities
Making the user more efficient: Design for sustainable behaviour
User behaviour is a significant determinant of a product’s environmental impact; while engineering advances permit increased efficiency of product operation, the user’s decisions and habits ultimately have a major effect on the energy or other resources used by the product. There is thus a need to change users’ behaviour. A range of design techniques developed in diverse contexts suggest opportunities for engineers, designers and other stakeholders working in the field of sustainable innovation to affect users’ behaviour at the point of interaction with the product or system, in effect ‘making the user more efficient’. Approaches to changing users’ behaviour from a number of fields are reviewed and discussed, including: strategic design of affordances and behaviour-shaping constraints to control or affect energyor other resource-using interactions; the use of different kinds of feedback and persuasive technology techniques to encourage or guide users to reduce their environmental impact; and context-based systems which use feedback to adjust their behaviour to run at optimum efficiency and reduce the opportunity for user-affected inefficiency. Example implementations in the sustainable engineering and ecodesign field are suggested and discussed
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