Information artefacts in practice: institutional context and self-awareness in enactment of collective affordances (original) (raw)

Design impulses: artefacts, contexts and modes of activities

Working Papers in Art and Design, 2006

Design-artefacts are not interpreted in isolation but in various contexts and as part of various modes of activities. This paper aims to provide a broad methodological framework emphasizing careful combinations of artefact, context and mode of activity to create powerful design impulses in interdisciplinary it-design research teams. Critical evaluation of examples from the project PalCom: A new perspective on ambient computing serve to illustrate the effects and dynamics as well as challenges generated through such careful interventions. We focus on interdisciplinary and participatory design in the domain of hand surgery rehabilitation, which is used to inform and challenge the overall design of an open software architecture for 'palpable computing' within the PalCom project. Four typical design artefacts -'Native' artefacts, Fieldcards, Mock-ups and Prototypes -and their use in different contexts as part of different modes of activities are discussed to draw out the design impulses they provided for the ongoing design work in the project. The paper concludes by discussing the possibilities and difficulties of providing constructive design impulses by carefully manipulating combinations of artefacts, contexts and modes of activities.

The benefits of a long engagement: from contextual design to the co-realisation of work affording artefacts

Proceedings of the …, 2002

This paper critically examines the contextual design methodology advanced by Holtzblatt and Beyer. We argue that contextual design provides 'thin description' compared with the 'thick description' of ethnomethodologically informed ethnographies and that this impoverishes its claims to perspicuous description. As a way of addressing the limitations of contextual design, we propose corealisation, a methodology that requires a long engagement: i.e. a longitudinal commitment from designers to building a shared practice with users. The paper concludes with two case studies of doing co-realisation.

Design and Appropriation: Studying a Digital Artifact in Different Contexts

2011

The paper presents two explorative case studies to contrast how a novel and rather unconventional digital artifact is appropriated by different users in different contexts. Appropriation is defined as the process of how individuals use technology spatially, temporally and functionally. The role of the designer and her potential in facilitating the process of appropriating and creating space for personal adaptations and understandings of technology is discussed in the light of previous research on ambiguity, openness and restrictedness in design. The designer may begin a design and thereby purposefully influences how it is perceived. The user completes the design through the assignment of their own meanings, processes of personalization, own content or creative use. The contributing roles of time and context to the understanding of personal appropriation is highlighted and questions posed for future research.

Artifactual Agency In Open Design

2013

We readily use artifacts in theorizing and accounting for epistemic work. Yet the agency characteristics of artifacts and notably their relations to their creators (the subjects) are less understood as agency is more socially privileged than artifactually focused. Rather than understanding the ways artifacts are appropriated as utility objects, we examine the ebb and flow of agency to account for how the subjects implement, express, and document performativity through artifacts. Using an archival analytical approach, we examine design activities and artifacts on Thingiverse-an online platform for open design. Our findings suggest design derivation is driven by four types of artifactual agency manifested within the context of subject-artifact relationships. First, agency-in-situ concerns the creation of artifacts as instances resulting from a self-reflexive process in response to situational demands and contexts. Second, agency-in-use concerns the use of artifacts to signal a designer's specialism (ability, skill) and to induce further redesign and learning. Third, agency-in-practice concerns the use of artifacts as a collective effort which addresses the needs of a specific user group. Lastly, agency-influx concerns a co-integration of agencies that are harmoniously yet dynamically assembled in propagating and accumulating design knowledge across different contexts of use. The four types contribute to the assemblage of performativity in design. Each time when an artifactual agency is enacted, new design ideas, materials and techniques are created and added to the commons.

Minding the Gap: Using Artefacts to Navigate Private, Professional and Academic Selves in Design

There is a tension between theory and practice present in many disciplines but not least in the design areas where academic research is still a relatively young activity. Design researchers and practitioners often work in isolation from each other, trapped or immersed in their own daily realities of academia or industry. Differences in language usage and hierarchies mean that mutual concerns cannot be understood as such and that fruitful communication is hindered. In recent years, many debates have taken place concerning the relationship between design research and design practice. The extent of interest is evident by the six year history of the Research into Practice conference in Hertfordshire, UK. In our respective research and practice in the fields of fashion design/sustainability and online design/gender we have experienced how academia and industry are sometimes very far apart, but also how the personal and professional identities in an individual may be hard to reconcile. Thus, we have identified a need to create an unbiased or rather ”uncontaminated” platform for discussions of topics such as environmental issues or gender, which may typically create political tensions or instigate feelings of guilt. This paper proposes the use of the artefact as a tool that can bridge the gap between researcher and practitioner, and between the professional and personal self.

In context: Information architects, politics, and interdisciplinarity

2007

This study considers the ongoing development and future trajectory of a particular aspect of new media practice, the information architecture field, focusing specifically on the years 1995-2005. Richard Saul Wurman coined the term “information architect” (IA) in the late 1970s (Knemeyer, 2004 January, p. 3), arguing that just as architects envision and structure buildings with their patrons in mind, individuals can structure information in ways that facilitate its use. IAs are responsible for making information understandable by creating useful classification/navigation schemes that help users find their way through complex libraries of information on the Web. The practicing IA is typically concerned with three domains: content, users, and context (Rosenfeld & Morville, 2002). IAs juggle these in tandem, attempting to organize content created by the technological organization, the informational goals of the end-product’s users, and the often-unstated technical abilities and cultural assumptions users are working under. IAs and other user-centered designers use a variety of techniques borrowed from fields like anthropology and cognitive science in an attempt to design intuitive systems (Kuniavsky, 2003). This inquiry examines experts’ influence on the discursive development of a professional practice. As such, it extends the work of scholars such as Anthony Giddens (1991), who examined the importance of experts in structuring how and what we think. Three different sets of data comprise my study’s corpus: materials written about IA; postings to an open and unmoderated professional mailing list (SIG-IA); and interviews with experts within the field of IA. Using theoretical approaches drawn from actor-network theory (Callon & Latour, 1981; Latour, 1988, 1993, 2005) and cultural-historical activity theory (Engeström, 2001; Engeström, Miettinen, & Punamäki-Gitai, 1999; Kaptelinin & Nardi, 2006; Nardi, 1996), and using discourse analysis methods outlined by Foucault (1972) and Gee (1999), I illustrate the ways this field has been discursively constructed by experts within it. First, I explore the tensions inherent in the practice of IA and its relation to other disciplines. Then, I examine the assumptions about the nature of intuitive interfaces, users, and the role of ethics in the discourse in the field of IA. Lastly, my study considers the political ramifications of the tools, methods, and rhetorical practices promoted in texts written about the field and the ways its practitioners construct it through professional discourse. I argue that the numerous contradictions contained within the IA activity system potentially threaten its formalization and acceptance within the larger user-centered design community.

IT artifacts in Design Work - How Technology Reveals Practice

This paper is about what happens when information technology artifacts are used in creative design practices. The paper is based on a small study of a design related situation where new IT artifacts are being used. The study is on composers and musical composition. The analysis and interpretation is based on the concepts of the information-reality relation and the technology-preconception-use relation. The idea of externalization of knowledge is also used as a way to understand some of the dynamic aspects found in the study. Based on the study it is possible to conclude that technology use lead to new demands concerning skills and knowledge needed to take part in a design practice and it may also change the appreciation of what constitutes a good design. The overall conclusion is that through close examination of technology it is possible to see how the notion of practice itself is changed. Technology reveals practice and challenges our understanding of the role of technology.