• http://www.creatingthe21stcentury.org/Larry.html

    Larry Prusak, executive director of IBM's Institute of Knowledge Management, author of Working Knowledge and In Good Company, is widely credited with having invented knowledge management and he talked about these issues in Washington DC in October 2000.

  • Jodi Folizzi "The role of design and design research in Human-Computer Interaction"

    The field of human-computer interaction represents collaboration between technologists, human scientists, and designers. As a result, the scope of HCI has broadened from a narrow focus on improving efficiency,effectiveness, and ease of use in the workplace to new contexts of use such as the homes, the vehicle, and public spaces such as cafes, stores, and streets. In addition, the goals of HCI have changed from increasing work productivity to allowing for the creation of meaningful experiences in people’s lives. New research topics are now of interest, including the relationship between experience, design, and emotion, and how to design to evoke and support social behavior. For these reasons, interaction design has developed a larger role within HCI. While HCI practice and education have successfully integrated interaction design, the HCI research community is still undergoing change. Our ongoing research with HCI and design academics and practitioners has allowed us to identify several types of design research within HCI: case-based research, design in the support of HCI research, critical design, and research through design, where understanding is codified into an artifact that in turn evolves new research questions. In addition, we have identified a new model for interaction design research within HCI. The model describes how interaction designers make research contributions based on their strength in addressing under-constrained problems. We have also developed a set of four lenses for evaluating a design research contribution within HCI.

  • http://cache3.asset-cache.net/xc/85476921.jpg?v=1&c=NewsMaker&k=2&d=757AE3003E041986A599A57DB663CE3F

    "Jodi Forlizzi

    School of Design, Carnegie Mellon University, Pittsburgh, USA

    The field of interaction design has broadened its focus from issues surrounding one person interacting with one system to how systems are socially and culturally situated among groups of people. To understand the situations surrounding product use interaction design researchers have turned to qualitative, ethnographic research methods. However, stripped from underlying theory, these methods can be prescriptive at best. This paper introduces Product Ecology as a theoretical design framework to describe how products evoke social behavior, to provide a roadmap for choosing appropriate qualitative research methods and to extend design culture within HCI by allowing for flexible, design-centered research planning and opportunity-seeking. This product-centered framework is illustrated as a method for selecting a set of design research methods and for working with other research approaches that study people in naturalistic settings.-interaction design journal

    Key Ideas About the Product Ecology

    • each product has its own ecology, resulting in subjective and individual experience in using the same product. However, this experience of product use is mediated by other factors in the ecology.
    • the factors in the Product Ecology are dynamic, and interconnected in several ways.
    • changes in product use cause changes in other factors of the Product Ecology.
    • the Product Ecology can be delimited by a group of people in close proximity, or a group that is spread out over a great distance.

    The Culture of Design:Flexibility in Seeking Change

    one motivation for this research is to provide an understanding of how to use qualitative research methods to scaffold explicit knowledge in the world and the implicit knowledge of a design team. This is a key component of the culture of design, which is characterized by particular activities and approaches to choosing research methods.

    One view of design culture is of the design team as a selforganizing system in response to a wicked, or unconstrained problem (Löwgren & Stolterman, 1999; Nelson & Stolterman,2005). Horst Rittel, a mathematician, architect, and designer,extensively studied and compared approaches to problem solving over a variety of disciplines (Rith & Dubberly, 2007). Rittel sought to differentiate the approach of designers and scientists in solving problems, differentiating problem types as either tame or wicked.Tame problems have trivial concerns, are quickly identified, and are solved rationally, practically, and efficiently using linear problem solving methods (Nelson & Stolterman, 2005). On the other hand, wicked problems do not lend themselves to simple characterizations, or to simple procedures for solution. According to Rittel, wicked problems are a “class of social system problems which are ill-formulated, where the information is confusing,where many [shareholders] have conflicting values, and where the ramifications in the whole system are thoroughly confusing”(Churchman, 1967, p. 164). These problems are well suited for intuitive, design-centered approaches to opportunity and solutionseeking."

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    • 生态的系统?agglomeration(集群)?集群内部的自适应:与周围环境的自适应;内部成员的自适应;环境对集群整体的自适应;整体对个体的自适应...
    • 从单个人与机器(系统)到一个系统更在社会和文化层面更人性化的服务对应用户群。
    • flexible, design-centered research planning and opportunity-seeking
    • from opportunity-seeking to solution-seeking

     

     

  • 先援引谭浩老师的博文一篇作为起始。

    今天,清华大学美术学院工业设计系的蔡军老师和几个老师一起来湖南大学参观访问。在今天早上的讨论中,有一个环节是我向各位老师介绍了湖南大学工业设计专业开设湖南大学设计艺术学院交互设计模块课程的基本情况。对于交互设计课程本身而言,在国内还是比较新的。而模块化的管理,更是对设计教育的挑战。以下是我的一些体会:

    第一,设计教育是教方法还是教观念。这是一个蛮难回答的问题。从现在交互设计和用户体验从业人员来看,设计出身的大约占一半左右,那另外一半是怎么学会设计的。这是一个具有挑战意义的话题。设计究竟可不可以教?今天赵江洪老师的一席话给我比较大的启发:设计教学是一个既传授知识也传授经验的过程,和其他学科相比,很多的时候传授经验的作用也许更大。

    第二,如何平衡科学精神和艺术。科学和艺术是一体两面。科学需要分析,但是分析得再精当,设计得不好也是没有意义的。设计的本质还是在于其综合的特征。因此,在课程中,如何平衡综合和分析的关系,如何把分析数据运用于综合中,具有非常重要的意义。

    第三,如何强化逻辑思维和形象思维的统一。交互设计和计算机有非常密切的关系,特别是在流程设计、纸张原型等方面,逻辑思维所占的比重是相当大的。而现在的设计教育似乎强调形象思维为主,逻辑思维和科学精神的培养是一个巨大的挑战,特别对交互设计而言。

    第四,核心竞争力和融入企业。我心目中,理想的毕业生应该是具有自己的独特的竞争力的东西是非常重要的。别人都不会只有你会,这会得到企业的垂青。但是,另一方面,毕业生也应该学会和企业的其他同事一起讲共同的语言,把自己的核心竞争力通过大家都可以理解的形式表现出来。其实,在我工作过的两家企业中,讲共同的语言都是设计师的第一课。

    最后,回到交互设计教育。事实上,中国的交互设计教育还处于起步阶段。包括湖南大学在内的很多尝试都还是在探索阶段。作为工业设计专业交互设计课程模块课程的负责人,挑战更为重大。不管怎么样,先迈出这一步,在干中学吧。引自谭浩,设计教育的挑战:从交互设计谈起

    作为此次模块课程第一门课,合作课程的第一门课,工业设计方向的第一门交互课,有太多的理由供我紧张、使我倍感压力。好在各位同仁和先进的一路支持和帮助下,让我顺利完成此次教学。感受诸多。

    关于Interaction design,

    • user research or user study for design\innovation;
    • gap between user research and concept design or twist of both;

    关于教学,

    • 是告诉学生怎么做?还是和学生一起做?
    • 如何培养学生的“核心竞争力”?选择性学习?