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Showing 1 - 6 of 6 matches in All Departments
Constructive design research, is an exploratory endeavor building exemplars, arguments, and evidence. In this monograph, it is shown how acts of designing builds relevance and articulates knowledge in combination. Using design acts to build new knowledge, invite reframing of questions and new perceptions to build up. Respecting the emergence of new knowledge in the process invite change of cause and action. The authors' term for this change is drifting; designers drift; and they drift intentionally, knowing what they do. The book details how drifting is a methodic practice of its own and provides examples of how and where it happens. This volume explores how to do it effectively, and how it depends on the concept of knowledge. The authors identify four epistemic traditions in constructive design research. By introducing a Knowledge/Relevance model they clarify how design experiments create knowledge and what kinds of challenges and contributions designers face when drifting. Along the lines of experimental design work the authors identify five main ways in which constructive experiments drift. Only one of them borrows its practices from experimental science, others build on precedents including arts and craft practices. As the book reveals, constructive design research builds on a rich body of research that finds its origins in some of the most important intellectual movements of 20th century. This background further expands constructive design research from a scientific model towards a more welcoming understanding of research and knowledge. This monograph provides novel actionable models for steering and navigating processes of constructive design research. It helps skill the design researcher in participating in the general language games of research and helps the design researcher build research relations beyond the discipline.
Mobile Multimedia in Action displays a revealing picture of how people communicate using camera phones and other mobile multimedia devices. With such devices spreading faster than practically any other new technology, questions about how these devices are being used (and abused) to capture and distribute embarrassing or raunchy images and content, and what should be done about it, are surfacing. This volume presents the first detailed study of the use of these devices. Using a variant of social science research known as ethnomethodology, Koskinen explores the kinds of images people take with camera phones and how they use sound to enhance these images. The book asks two main questions. First, what kinds of methods of expression, such as visuals or sound, do people use when they design multimedia messages? Second, how do people interact with and respond to each other through mobile multimedia devices? Koskinen has a broader objective centering on the impact of these devices on human relationships and society at large. He asks, what do people do with these devices? Is mobile telephony moving toward a more practical direction, or will it simply become a visual chatty channel fit for gossip but not for real news or other practical purposes? What kind of social activities and organizations does it best serve--peer-to-peer networks or institutional ones? Koskinen examines these questions from three unique perspectives: the design elements of mobile multimedia, which considers methods of expression people use in designing multimedia messages; mobile multimedia as interaction, which looks into how people interact with each other using this technology and makes a case for studying multimedia as a naturally occurring activity; and mobile multimedia in society, which searches for answers as to the societal consequences of mobile multimedia usage. A groundbreaking work, "Mobile Multimedia in Action" will be a fascinating read for both multimedia device professionals and everyday users alike. Providing a glimpse into the future, Koskinen asks where mobile multimedia technology is taking mankind and society.
Mobile Multimedia in Action displays a revealing picture of how people communicate using camera phones and other mobile multimedia devices. With such devices spreading faster than practically any other new technology, questions about how these devices are being used (and abused) to capture and distribute embarrassing or raunchy images and content, and what should be done about it, are surfacing. This volume presents the first detailed study of the use of these devices. Using a variant of social science research known as ethnomethodology, Koskinen explores the kinds of images people take with camera phones and how they use sound to enhance these images. The book asks two main questions. First, what kinds of methods of expression, such as visuals or sound, do people use when they design multimedia messages? Second, how do people interact with and respond to each other through mobile multimedia devices? Koskinen has a broader objective centering on the impact of these devices on human relationships and society at large. He asks, what do people do with these devices? Is mobile telephony moving toward a more practical direction, or will it simply become a visual chatty channel fit for gossip but not for real news or other practical purposes? What kind of social activities and organizations does it best serve--peer-to-peer networks or institutional ones? Koskinen examines these questions from three unique perspectives: the design elements of mobile multimedia, which considers methods of expression people use in designing multimedia messages; mobile multimedia as interaction, which looks into how people interact with each other using this technology and makes a case for studying multimedia as a naturally occurring activity; and mobile multimedia in society, which searches for answers as to the societal consequences of mobile multimedia usage. A groundbreaking work, "Mobile Multimedia in Action" will be a fascinating read for both multimedia device professionals and everyday users alike. Providing a glimpse into the future, Koskinen asks where mobile multimedia technology is taking mankind and society.
Constructive design research, is an exploratory endeavor building exemplars, arguments, and evidence. In this monograph, it is shown how acts of designing builds relevance and articulates knowledge in combination. Using design acts to build new knowledge, invite reframing of questions and new perceptions to build up. Respecting the emergence of new knowledge in the process invite change of cause and action. The authors' term for this change is drifting; designers drift; and they drift intentionally, knowing what they do. The book details how drifting is a methodic practice of its own and provides examples of how and where it happens. This volume explores how to do it effectively, and how it depends on the concept of knowledge. The authors identify four epistemic traditions in constructive design research. By introducing a Knowledge/Relevance model they clarify how design experiments create knowledge and what kinds of challenges and contributions designers face when drifting. Along the lines of experimental design work the authors identify five main ways in which constructive experiments drift. Only one of them borrows its practices from experimental science, others build on precedents including arts and craft practices. As the book reveals, constructive design research builds on a rich body of research that finds its origins in some of the most important intellectual movements of 20th century. This background further expands constructive design research from a scientific model towards a more welcoming understanding of research and knowledge. This monograph provides novel actionable models for steering and navigating processes of constructive design research. It helps skill the design researcher in participating in the general language games of research and helps the design researcher build research relations beyond the discipline.
Businesses and the HCI and Interaction Design communities have embraced design and design research. Design research as a field blends methodologies from several disciplines - sociology, engineering, software, philosophy, industrial design, HCI/interaction design -- so designers can learn from past successes and failure and don t have to reinvent the wheel for each new design (whether it s a digital product, a building, an airplane or furniture). They take into account form, function, and, ultimately, users. Many books exist in the research and academic realm for this field, but none create a usable bridge to design practice. Although business people are embracing design, they are not going to become designers. Design researchers need tools to apply their research in the real world. "Design Research through Practice" takes advanced design
practice as its starting point, but enriches it to build a design
process than can respond to both academic and practical problems.
The aims of the book are to study three design research traditions
that cover methodological directions in current leading research
community. Taking you from the Lab, Field and to the Showroom, Ilpo
Koskinen and his group of researchers show you successful
traditions in design research that have been integrated into
processes and products. Bridging the gap from design research to
design practice, this is a must have for any designer. Gathers design research experts from traditional lab science, social science, art, industrial design, UX and HCI to lend tested practices and how they can be used in a variety of design projects Provides a multidisciplinary story of the whole design process, with proven and teachable techniques that can solve both academic and practical problems Presents key examples illustrating how research is applied and vignettes summarizing the key how-to details of specific projects"
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