Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience, 2013
Designers typically have to operate in the environment of highly interdisciplinary teams. However... more Designers typically have to operate in the environment of highly interdisciplinary teams. However, at the same time mindsets of project participants frequently remain framed within disciplinary and professional boundaries. We argue that interdisciplinary communication processes can be improved upon by further theorising the differences between disciplinary cultures. Prototyping offers unique opportunities concerning these situational configurations. It allows to make differences productive on the level of practice whose incommensurabilities often preclude integration within the realm of theory and conviction. We thus provide a tentative set of communicative and methodological tools aimed at improving the communicative process in these scenarios. Instead of trying to establish a common language or common toolset, we try to render the dynamic friction between disparate perspectives productive. Our positions are illustrated by discussing them in the context of a case study in the domain of cultural education.
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Papers by Michael Heidt
During the last couple of years, the topic of technology non-use has appeared within the scope of HCI. Within this text, we will explore how these recent conceptualisations and analyses can be employed in order to turn non-use into a design resource. We do so by discussing them in the context of a concrete development project aimed at creating interactive technology for exhibition contexts.
encounters is threatened by rigidly coded interactive
apparatusses. This effect is exacerbated as elements of
interactive technology continue to permeate public spaces,
thereby restructuring human lifeworlds. However, the
presence of inflexibly coded couplings between human
input and digital response constitutes no inevitability.
Extending the notion of live coding, this text examines
applications and conceptualisations of in-situ code
production and code alteration. It thereby hopes to show
how performative practices of coding can be employed
within creative contexts of improvisation.
videos according to their tagged geographic location. This
application expands two paradigms for selecting video
content: First continuous, yet one-dimensional flipping
through subsequent video clips that are ordered in lists.
Second, the discrete selection of video clips that are
positioned on maps according to their tagged location.
While the first can be accomplished with a regular HBB TV
remote control, the second is usually done with mouse and
cursor. The proposed application achieves the ease of use of
a remote control in a lean back setting, while providing the
means of navigating videos on maps.
During the last couple of years, the topic of technology non-use has appeared within the scope of HCI. Within this text, we will explore how these recent conceptualisations and analyses can be employed in order to turn non-use into a design resource. We do so by discussing them in the context of a concrete development project aimed at creating interactive technology for exhibition contexts.
encounters is threatened by rigidly coded interactive
apparatusses. This effect is exacerbated as elements of
interactive technology continue to permeate public spaces,
thereby restructuring human lifeworlds. However, the
presence of inflexibly coded couplings between human
input and digital response constitutes no inevitability.
Extending the notion of live coding, this text examines
applications and conceptualisations of in-situ code
production and code alteration. It thereby hopes to show
how performative practices of coding can be employed
within creative contexts of improvisation.
videos according to their tagged geographic location. This
application expands two paradigms for selecting video
content: First continuous, yet one-dimensional flipping
through subsequent video clips that are ordered in lists.
Second, the discrete selection of video clips that are
positioned on maps according to their tagged location.
While the first can be accomplished with a regular HBB TV
remote control, the second is usually done with mouse and
cursor. The proposed application achieves the ease of use of
a remote control in a lean back setting, while providing the
means of navigating videos on maps.