She Ji -- Design, Economics, and Innovation by Hugh Dubberly
by Ken Friedman, Cees de Bont, Derek B Miller, Jordan Beck, Susu Nousala, Danah Henriksen, Jerry Diethelm, Cara Wrigley, Don Norman, Gerda Gemser, Maria Camacho, Justin Cook, Hugh Dubberly, and Kees Dorst This issue we address is “The Design Continuum from Simplicity to Complex Systems.” Articles incl... more This issue we address is “The Design Continuum from Simplicity to Complex Systems.” Articles include: 1) “From Autonomous Systems to Sociotechnical Systems: Designing Effective Collaborations” by Kyle J. Behymer and John M. Flach with commentary by Derek Miller, Hugh Dubberly, Paul Pangaro, and Susu Nousala. 2) “Examining Practical, Everyday Theory Use in Design Research” by Jordan Beck and Erik Stolterman with commentary by Danah Henriksen, Jeffrey Bardzell, and Deirdre Barron. 3) “Design Innovation Catalysts: Education and Impact” by Cara Wrigley. 4) “De-Colonizing Design Thinking” by Jerry Diethelm. There are also book reviews by Luke Feast and Don Norman, and an exchange of letters between Stuart Walker, Gerda Gemser, and Cees de Bont.
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De Gruyter eBooks, Dec 31, 2014
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Design Issues, 2022
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Interactions, 2011
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She Ji: The Journal of Design, Economics, and Innovation
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""The Icograda Design Education Manifesto, a key legacy of Oullim, is a core do... more ""The Icograda Design Education Manifesto, a key legacy of Oullim, is a core document that defines Icograda's position on design education. The Manifesto advocates that design education must be a learning-centred environment, enabling students to develop their potential in and beyond academic programs. The Icograda Design Education Manifesto was developed in 2000 as collaboration by an international group of designers. Participants represented a geographically, politically, economically, culturally, and socially diverse cross section of the design education community. Prof. Ahn Sang-Soo led the project which was translated into seventeen languages and presented at the Icograda Millennium Congress Oullim 2000 Seoul. The 2011 edition of the Icograda Design Education Manifesto marks the 10 anniversary of this core document. Co-edited by Audrey Bennett and Omar Vulpinari, it is published in the six UN official languages. Additional translations are welcome and will be added as an online resource. ICOGRADA""
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Information Visualization, 2004
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Most documents consist of rectangular blocks of media, such as images, headers, paragraphs, and b... more Most documents consist of rectangular blocks of media, such as images, headers, paragraphs, and blank space. An inconsistent arrangement of these blocks makes a document hard to navigate, however no variation is boring. A balance can be achieved by arranging blocks against an underlying rectilinear grid. Underlying Grid Arrangement 1 Arrangement 2 A grid is a tool for creating a visual theme and variations- a minimum of rules to create a maximum of diversity (or freedom or choice). The idea of unity in diversity is important in many creative endeavorsfrom architecture to music. Grids have been described in the design literature for at least 50 years. French architect Le Corbusier describes a grid system in his 1946 book Le Modulor [2]. Swiss graphic designer Karl Gerstner describes a number of grid systems or “programmes ” in his 1964 book Designing Programmes [1]. One of Gerstner’s examples is a 15th century system for varying cathedral windows. Use of tatami mats appears to go bac...
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Much of human behavior is directed toward goals: finding food, selling services, curing cancer, m... more Much of human behavior is directed toward goals: finding food, selling services, curing cancer, making meaning. Achieving goals requires action. Action requires effort. Effort requires energy and attention applied over time. Effort overcomes obstacles. Obstacles tax our patience, sap our resolve, and cause us stress. English (as well as many other languages) includes many metaphors that frame effort as a cost:- I enjoy spending time with you.- You’re wasting your energy.- You’re not paying attention.-This job is not worth the stress.- It all takes its toll. These metaphors suggest an economics of human behavior—a framework for understanding the human cost of living and the trade-offs we make momentby-moment as we choose one course of action over another. This paper begins the development of such a framework for everyday living and suggests how it
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Cybern. Hum. Knowing, 2009
we may not have the resources to get what we want, or we might spend too much for what we get in ... more we may not have the resources to get what we want, or we might spend too much for what we get in return. This is true for individuals, groups, organizations, and species. While we may not be able to quantify bio-cost with precise measures— whether in anticipation of expending it or after the fact—the authors have found considerable utility in construing bio-cost as comprising distinct quantitative components.
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The Disobedience of Design, 2022
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Introduction to Service Engineering
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Kybernetes, 2007
PurposeThis paper aims to describe relationships between cybernetics and design, especially servi... more PurposeThis paper aims to describe relationships between cybernetics and design, especially service design, which is a component of service‐craft; to frame cybernetics as a language for design, especially behavior‐focused design.Design/methodology/approachThe material in this paper was developed for a course on cybernetics and design. Work began by framing material on cybernetics in terms of models. As the course progressed, the relevance of the models to design became clearer. A first focus was on applying the models to describe human‐computer interaction; later another focus emerged, viewing cybernetic processes as analogs for design processes. These observations led to a review of the history of design methods and design rationale.FindingsThe paper argues that design practice has moved from hand‐craft to service‐craft and that service‐craft exemplifies a growing focus on systems within design practice. It also proposes cybernetics as a source for practical frameworks that enable ...
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Interactions, 2009
Canonical models of computer-human interaction are based on an archetypal structure—the feedback ... more Canonical models of computer-human interaction are based on an archetypal structure—the feedback loop. Information flows from a system (perhaps a computer or a car) through a person and back through the system again. The person has a goal; she acts to achieve it in an environment (provides input to the system); she measures the effect of her action on the environment (interprets output from the system; feedback) and then compares result with goal. The comparison (yielding difference or congruence) directs her next action, beginning the cycle again. This is a simple selfcorrecting system—more technically, a first-order cybernetic system. When we discuss computer-human interaction and design for interaction, do we agree on the meaning of the term “interaction”? Has the subject been fully explored? Is the definition settled?
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Interactions, 2009
tion. While his context was analog telephones with wires highly susceptible to noise, Shannon pro... more tion. While his context was analog telephones with wires highly susceptible to noise, Shannon produced a model that applies to a wide range of situations. In Shannon's model an information source selects a message from a known set of possible messages, for example, a dot or a dash, a letter of the alphabet, or a word or phrase from a list. Human communication often relies on context to limit the expected set of messages. If you receive a call from a friend (the source) arriving by train, you expect to hear " I'm getting on the train, " or " I'm on the train, " or " the train is late, " and so on—messages that are drawn from a set of possibilities known to both of you. The channel is effective if it enables you (the destination) to select which of the possible messages is currently being transmitted. (Voice communication is more than sufficient for this, and Shannon's interest was highly encoded transmission. But this simplified example draws useful distinctions for the discussion that follows.) Communication in the sense of distinguishing among possible messages known in advance is important for much of our daily life. It allows us to synchronize a wide range of actions with others. But it has limits. Shannon's model captures a fundamental limit of nearly all human-to-computer interaction: Our input gestures can only activate an existing interface command (select a message) from the preprogrammed set. While we can automate sequences of existing commands, we can't ask for something novel. If our software application does anything novel, we file a bug report! In Shannon's model, how can we say something novel to one another? The answer is, we can't. It's Interaction describes a range of processes. A previous " On Modeling " article presented models of interaction based on the internal capacity of the systems doing the interacting [1]. At one extreme, there are simple reactive systems, such as a door that opens when you step on a mat or a search engine that returns results when you submit a query. At the other extreme is conversation. Conversation is a progression of exchanges among participants. Each participant is a " learning system , " that is, a system that changes internally as a consequence of experience. This highly complex type of interaction is also quite powerful, for conversation is the means by which existing knowledge is …
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Researching Prototyping Existing – Implicit (Current) Preferred – Explicit (Future) di st ill ed ... more Researching Prototyping Existing – Implicit (Current) Preferred – Explicit (Future) di st ill ed to m aifest as suggest
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She Ji -- Design, Economics, and Innovation by Hugh Dubberly
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