A study of stakeholders’ experience of the architectural design process to stimulate an interactive form of communication
01 Jun 2018-
TL;DR: This study puts forward suggestions to improve communication in the design process, through a storyboard represents users’ experiences in using an interactive communication system, which is being tested through a mock-up of the web application.
Abstract: The architectural design process involves the input of many stakeholders. Communication between them is crucial as it ensures an effective design process. The practice of architecture has been transformed by advances in hardware and software technologies, to the point where both the workflow and the design process are changing. These technologies have also impacted on the methods of representing and communicating design work. At present, traditional communication uses 2D and 3D drawings, as well as digital media such as animation, computer gaming or graphic design, which have impacted on architectural representations. While these tools are very useful, problems in communication between stakeholders are revealed. For instance, differences in architectural background knowledge and requirements lead to misunderstanding the design, confusion caused by working on inconsistent information, and use of incompatible software which causes difficulties in accessing work. This research project attempts to identify and analyse issues relating to communication within the design process in order to improve it. The study is undertaken using a number of key questions to guide the development and progress of the research. The extent of communication via digital media in the design process, in contemporary architectural practice, is examined, along with the perceived value of digital technology by stakeholders. Architectural design work would benefit from exploiting digital media and the Internet to provide an effective form of communication for enabling a user/stakeholder-oriented involvement in the design process. The work presented revisits the conventional methods of communication in design work, between various interested parties in any given project (stakeholders: architects, engineers, planners and clients), with a view to formulating an outline for a potential system that facilitates communication as part of a participatory design process. This study puts forward suggestions to improve communication in the design process, through a storyboard represents users’ experiences in using an interactive communication system. The suggestions are being tested through a mock-up of the web application, which is then presented to participants to receive feedback. Three guiding principles inform the development of the final system: interaction (to allow fast input and feedback); accessibility (to ensure any particular design software is able to interact with the system); and inclusivity (to allow both specialists and lay people to use the system).
TL;DR: This book serves to provide a bridge from design to IT, and is important because designers increasingly work with information technologists and epistemologically their worlds are quite different.
Abstract: JONAS LOWGREN AND ERIK STOLTERMAN THOUGHTFUL INTERACTION DESIGN A DESIGN PERSPECTIVE ON INFORMATION TECHNOLOGY MIT Press, 2004 ISBN 0-262-12271-5, 198 pages, hardbound, black and white illustrations, $35.00 When I picked up this book, I thought I'd give it a quick browse. The early pages confirmed this approach as it identified its goal as representing design to information technology (IT). However by the end of the first chapter I knew I needed to read it thoroughly. The authors are in the Scandinavian human-centered tradition that emphasizes development of the human side of technology use. As designers in search of digital solutions, they traverse design processes, understanding people and technology in use and development. This book is important because designers increasingly work with information technologists and epistemologically their worlds are quite different. What is important, what constitutes evidence for a solution, how a process unfolds and what is the goal are all somewhat different between these disciplines. Many designers lack basic understanding of science or logic and find interdisciplinary work difficult or even troubling. This book serves to provide a bridge from design to IT. Another book is needed for traffic going in the other direction, from IT to design. In an early chapter the authors develop terms for the design process in order to speak clearly about it; the terms are vision, a largely intuitive first organizing principle for what will unfold; operative image, the externalization of the vision that bridges the abstract and the concrete; and specification, the transition from an operative image into a specific something to be built. The way a designer works, holistically, fluidly and in a search for the character of an emergent whole, is significantly different from that of an engineer. The authors enumerate design ability with the following (p. 45): * Creating and shaping demands creative and analytical ability * Deciding demands critical judgment * Working with a client demands rationality and ability to communicate * Design of structural qualities demands knowledge of technology and material * Design of functional qualities demands knowledge of technology use * Design of ethical qualities demands knowledge of relevant values and ideals * Design of aesthetic qualities demands an ability to appreciate and compose After establishing design fundamentals, a chapter explores design methods and techniques. …
01 Jan 2016
TL;DR: The the process and effects of mass communication is universally compatible with any devices to read, and is set as public so you can download it instantly.
Abstract: the process and effects of mass communication is available in our book collection an online access to it is set as public so you can download it instantly. Our book servers hosts in multiple locations, allowing you to get the most less latency time to download any of our books like this one. Merely said, the the process and effects of mass communication is universally compatible with any devices to read.
25 Oct 2010
TL;DR: In this paper, the authors present the key knowledge, practices and skills of research methods in the study of design management and focus on defining the research problem, deciding on a research process and undertaking a research project as a student at undergraduate or postgraduate level or as a practitioner within the creative fields.
Abstract: Creative Research leads the reader through the key knowledge, practices and skills of research methods in the study of design management and focuses on defining the research problem, deciding on a research process and undertaking a research project as a student at undergraduate or postgraduate level or as a practitioner within the creative fields. In addition to this, techniq
01 Jan 1964
TL;DR: Lapham as discussed by the authors re-evaluated McLuhan's work in the light of the technological as well as the political and social changes that have occurred in the last part of this century.
Abstract: This reissue of Understanding Media marks the thirtieth anniversary (1964-1994) of Marshall McLuhan's classic expose on the state of the then emerging phenomenon of mass media. Terms and phrases such as "the global village" and "the medium is the message" are now part of the lexicon, and McLuhan's theories continue to challenge our sensibilities and our assumptions about how and what we communicate. There has been a notable resurgence of interest in McLuhan's work in the last few years, fueled by the recent and continuing conjunctions between the cable companies and the regional phone companies, the appearance of magazines such as WiRed, and the development of new media models and information ecologies, many of which were spawned from MIT's Media Lab. In effect, media now begs to be redefined. In a new introduction to this edition of Understanding Media, Harper's editor Lewis Lapham reevaluates McLuhan's work in the light of the technological as well as the political and social changes that have occurred in the last part of this century.
20 Oct 2005
TL;DR: The step-by-step cross-case analysis as mentioned in this paper is an extension of the Step-By-Step Multi-Case Analysis (SBMSA) project, which was started by the Open Society Institute and the International Step by Step Association.
Abstract: Part I: Single Cases. Situation and Experience. A Technical View of a Case. The Quintain. The Case-Quintain Dilemma. The Research Questions. The Particular and the General. The Contexts. Making the Individual Case Report. Part II: The Multicase Study. Staffing. Selecting Cases. Activity in Its Situation. Data Gathering across Cases . Triangulation within Cases. Part III: Cross-Case Analysis. Rationale. Reading the Collection. Cross-Case Procedure. Expected Utility of Cases and Ordinariness of Situations. The Grounds for Assertions. Cross-Case Assertions. Triangulation across Cases. Part IV: The Report. Planning the Multicase Report. Comparing Cases. Advocacy. Generalization. Part V: The Step by Step Case Study Project. The Open Society Institute and the International Step by Step Association. The Step by Step Approach. Previous Step by Step evaluations. Aims of the Step by Step Multicase Project. Developing Case Topics. Action Research. Themes for Cross-Case Analysis. The Teams and the Steering Group. Training the Case Researchers. Three Step by Step Case Studies. Part VI: The Ukraine Case Study. Part VII: The Slovakia Case Study. Part VIII: The Romania Case Study. Part IX: Step by Step Cross-Case Analysis: First Steps.
TL;DR: There's Not an App for ThatOptimizing Human-Computer Interaction With Emerging TechnologiesCross-disciplinary Advances in Human Computer InteractionInteraction Design human-computer Interaction interdisciplinary Interaction Design interaction designAbout FaceDesigning the User InterfaceFuture InteractiondesignDesign for How People ThinkThoughtful Interaction design human-Computer interaction.
Abstract: There's Not an App for ThatOptimizing Human-Computer Interaction With Emerging TechnologiesAffect and Emotion in Human-Computer InteractionCross-disciplinary Advances in Human Computer InteractionInteraction DesignHuman-Computer InteractionInterdisciplinary Interaction DesignInteraction DesignAbout FaceDesigning the User InterfaceFuture Interaction DesignDesign for How People ThinkThoughtful Interaction DesignHuman-Computer Interaction. Interaction Design and UsabilityInteraction DesignDesigning Interactive SystemsInteraction DesignDesigning with BlendsFundamentals of Human-Computer InteractionDesigning InteractionsThe Encyclopaedia BritannicaInteraction DesignEncyclopedia of Human Computer InteractionBeing HumanINTERACTION DESIGNInteraction DesignHuman-Computer Interaction. Design and User Experience Case StudiesHuman-Computer InteractionInternationalization, Design and Global DevelopmentResearch Methods in Human-Computer InteractionHuman-Computer InteractionDesigning User ExperienceThe Materiality of InteractionHCI TheoryThe UX BookInteraction Design: Beyond Human-Computer Interaction, 2Nd EdHuman-Computer Interaction and Beyond: Advances Towards Smart and Interconnected Environments (Part I)Learn Human-Computer InteractionEnhancing Learning Through Human Computer InteractionHuman-Computer Interaction. Design and User Experience Case Studies
TL;DR: In this article, the authors present a framework that defines social media by using seven functional building blocks: identity, conversations, sharing, presence, relationships, reputation, and groups, and explain the implications that each block can have for how firms should engage with social media.
Abstract: Traditionally, consumers used the Internet to simply expend content: they read it, they watched it, and they used it to buy products and services. Increasingly, however, consumers are utilizing platforms – such as content sharing sites, blogs, social networking, and wikis – to create, modify, share, and discuss Internet content. This represents the social media phenomenon, which can now significantly impact a firm’s reputation, sales, and even survival. Yet, many executives eschew or ignore this form of media because they don’t understand what it is, the various forms it can take, and how to engage with it and learn. In response, we present a framework that defines social media by using seven functional building blocks: identity, conversations, sharing, presence, relationships, reputation, and groups. As different social media activities are defined by the extent to which they focus on some or all of these blocks, we explain the implications that each block can have for how firms should engage with social media. To conclude, we present a number of recommendations regarding how firms should develop strategies for monitoring, understanding, and responding to different social media activities.
"A study of stakeholders’ experience..." refers background in this paper
...Kietzmann et al. (2011) explain that use of social media has risen and that corporate communication has been democratised....
11 Nov 2014
TL;DR: In what case do you like reading so much? What about the type of the qualitative research evaluation methods integrating theory and practice book? The needs to read? Well, everybody has their own reason why should read some books as discussed by the authors.
Abstract: In what case do you like reading so much? What about the type of the qualitative research evaluation methods integrating theory and practice book? The needs to read? Well, everybody has their own reason why should read some books. Mostly, it will relate to their necessity to get knowledge from the book and want to read just to get entertainment. Novels, story book, and other entertaining books become so popular this day. Besides, the scientific books will also be the best reason to choose, especially for the students, teachers, doctors, businessman, and other professions who are fond of reading.
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