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  • af Gilbert Cockton
    664,95 kr.

    This book introduces the concept of worth for design teams, relates it to experiences and outcomes, and describes how to focus on worth when researching and expressing design opportunities for generous worth. Truly interdisciplinary teams also need an appropriate common language, which was developed in the companion book Worth-Focused Design, Book 1: Balance, Integration, and Generosity (Cockton, 2020a). Its new lexicon for design progressions enables a framework for design and evaluation that works well with a worth focus.Design now has different meanings based upon the approach of different disciplinary practices. For some, it is the creation of value. For others, it is the conception and creation of artefacts. For still others, it is fitting things to people (beneficiaries). While each of these design foci has merits, there are risks in not having an appropriate balance across professions that claim the centre of design for their discipline and marginalise others. Generosity is key to the best creative design-delivering unexpected worth beyond documented needs, wants, or pain points. Truly interdisciplinary design must also balance and integrate approaches across several communities of practice, which is made easier by common ground. Worth provides a productive focus for this common ground and is symbiotic with balanced, integrated, and generous (BIG) practices. Practices associated with balance and integration for worth-focused generosity are illustrated in several case studies that have used approaches in this book, complementing them with additional practices.

  • af Gilbert Cockton
    611,95 kr.

    Design now has many meanings. For some, it is the creation of value. For others, it is the conception and creation of artefacts. For still others it is fitting things to people. These differences reflect disciplinary values that both overlap and diverge. All involve artefacts: we always design things. Each definition considers people and purpose in some way. Each handles evaluation differently, measuring against aesthetics, craft standards, specifications, sales, usage experiences, or usage outcomes. There are both merits and risks in these differences, without an appropriate balance. Poor balance can result from professions claiming the centre of design for their discipline, marginalising others. Process can also cause imbalance when allocating resources to scheduled stages. Balance is promoted by replacing power centres with power sharing, and divisive processes with integrative progressions. A focus on worth guides design towards worthwhile experiences and outcomes that generously exceed expectations.This book places a worth focus (Wo-Fo) in the context of design progressions that are Balanced, Integrated, and Generous (BIG). BIG and Wo-Fo are symbiotic. Worth provides a focus for generosity. Effective Wo-Fo needs BIG practices.

  • af Gilbert Cockton
    1.092,95 kr.

    IFIP's Working Group 2.7(13.4)* has, since its establishment in 1974, con- centrated on the software problems of user interfaces. From its original interest in operating systems interfaces the group has gradually shifted em- phasis towards the development of interactive systems. The group has orga- nized a number of international working conferences on interactive software technology, the proceedings of which have contributed to the accumulated knowledge in the field. The current title of the Working Group is 'User Interface Engineering', with the aim of investigating the nature, concepts, and construction of user interfaces for software systems. The scope of work involved is: - to increase understanding of the development of interactive systems; - to provide a framework for reasoning about interactive systems; - to provide engineering models for their development. This report addresses all three aspects of the scope, as further described below. In 1986 the working group published a report (Beech, 1986) with an object-oriented reference model for describing the components of operating systems interfaces. The modelwas implementation oriented and built on an object concept and the notion of interaction as consisting of commands and responses. Through working with that model the group addressed a number of issues, such as multi-media and multi-modal interfaces, customizable in- terfaces, and history logging. However, a conclusion was reached that many software design considerations and principles are independent of implemen- tation models, but do depend on the nature of the interaction process.

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