Demystifying Tacit Knowledge in Graphic Design: Characteristics, Instances, Approaches, and Guidelines
説明

Despite the growing demand for professional graphic design knowledge, the tacit nature of design inhibits knowledge sharing. However, there is a limited understanding on the characteristics and instances of tacit knowledge in graphic design. In this work, we build a comprehensive set of tacit knowledge characteristics through a literature review. Through interviews with 10 professional graphic designers, we collected 123 tacit knowledge instances and labeled their characteristics. By qualitatively coding the instances, we identified the prominent elements, actions, and purposes of tacit knowledge. To identify which instances have been addressed the least, we conducted a systematic literature review of prior system support to graphic design. By understanding the reasons for the lack of support on these instances based on their characteristics, we propose design guidelines for capturing and applying tacit knowledge in design tools. This work takes a step towards understanding tacit knowledge, and how this knowledge can be communicated.

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A Living Framework for Understanding Cooperative Games
説明

Playing cooperative games is recognised as a positive social activity. Yet, we have limited means to rigorously define or communicate the structures that govern these experiences, hindering attempts at consolidating knowledge and limiting the potential of design efforts. In this work, we introduce the Living Framework for Cooperative Games (LFCG), a framework derived from a multi-step systematic analysis of 129 cooperative games with contributions of eleven researchers. We describe how LFCG can be used as a tool for analyses and ideation, and as a shared language for describing a game’s design. LFCG is published as a web application to facilitate use and appropriation. It supports the creation, dissemination and aggregation of game reports and specifications; and enables stakeholders to extend and publish custom versions. Lastly, we discuss using a research-driven approach for formalising game structures and the advantages of community contributions for consolidation and reach.

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"I Am So Overwhelmed I Don't Know Where to Begin!" Towards Developing Relationship-Based and Values-Based End-of-Life Data Planning Approaches
説明

To support people at the end of life as they create management plans for their assets, planning approaches like estate planning are increasingly considering data. HCI scholarship has argued that developing more effective planning approaches to support end-of-life data planning is important. However, empirical research is needed to evaluate specific approaches and identify design considerations. To support end-of-life data planning, this paper presents a qualitative study evaluating two approaches to co-designing end-of-life data plans with participants. We find that asset-first inventory-centric approaches, common in material estate planning, may be ineffective when making plans for data. In contrast, heavily facilitated, mission-driven, relationship-centric approaches were more effective. This study expands previous research by validating the importance of starting end-of-life data planning with relationships and values, and highlights collaborative facilitation as a critical part of successful data planning approaches.

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Embodied Tentacle: Mapping Design to Control of Non-Analogous Body Parts with the Human Body
説明

Manipulating a non-humanoid body using a mapping approach that translates human body activity into different structural movements enables users to perform tasks that are difficult with their innate bodies. However, a key challenge is how to design an effective mapping to control non-analogous body parts with the human body. To address this challenge, we designed an articulated virtual arm and investigated the effect of mapping methods on a user's manipulation experience. Specifically, we developed an unbranched 12-joint virtual arm with an octopus-like appearance. Using this arm, we conducted a user study to compare the effects of several mapping methods with different arrangements on task performance and subjective evaluations of embodiment and user preference. As a result, we identified three important factors in mapping: "Visual and Configurational Similarity", "Kinematics Suitability for the User", and "Correspondence with Everyday Actions." Based on these findings, we discuss a mapping design for non-humanoid body manipulation.

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Imagining Sustainable Energy Communities: Design Narratives of Future Digital Technologies, Sites, and Participation
説明

Increasingly, research projects narrate visions of energy communities that portray hopes of more sustainable, democratic energy futures. However, it remains unarticulated how such research narratives are embedded in the design of digital technology for communal energy futures that are situated in everyday life. While sustainable HCI has identified relevant design narratives, little attention has been paid to those of communal energy projects. In this paper, we scope energy community literature at ACM to identify design narratives that tell stories about how energy communities are imagined and why they are relevant. Through a critical discourse analysis, we describe how design narratives currently shape energy community research on sites, participation, and digital technologies. We use these stories to discuss and suggest three trajectories of how future HCI researchers and practitioners may explore alternative and sustainable visions of energy community futures.

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