Among the various model based theories, the Gero's FBS framework is acknowledged as a well-grounded, effective and tested reference for describing both analysis and synthesis design tasks. Despite its design-centric nature, the FBS model can provide a valid support also to represent processes and tasks beyond its original scope. The specific interest of the authors is to extend the FBS application to model also uses and misuses of objects, interpretations of the users, needs and requirements. In fact, as partially addressed also in literature, some issues arise when the classical FBS framework is adopted to model particular aspects such as the user's role, values and needs, as well as to produce an explicit representation of failures and redundant functions. The full paper presents an extended classification of aspects, beyond the design perspective, which currently cannot be represented by the FBS model and some directions for its possible extension. Several examples clarify the scopes and the characteristics of the proposed model. The current state of development of the author’s work still cannot be considered an integrated model, but relevant possibilities to extend the domain of applicability of the FBS framework emerge.
Who uses derivatives and why? ISDA's 2014 brochure discusses how companies in all industries and regions use OTC derivatives to manage risks arising from their business and financial activities.
The document discusses several key concepts regarding derivatives:
(1) It explains how to use the derivative to determine if a function is increasing, decreasing, or neither on an interval using the signs of the derivative.
(2) It provides theorems and rules for finding local extrema (maxima and minima) of functions using the first and second derivative tests.
(3) It also discusses absolute extrema, monotonic functions, and the Rolle's Theorem and Mean Value Theorem which relate the derivative of a function to values of the function.
The document discusses key concepts related to derivatives using flashcards. It covers concave up and down parabolas, instantaneous velocity and acceleration as derivatives and anti-derivatives of position and acceleration functions, and defines average velocity as the change in position over time and average acceleration as the change in velocity over time.
This presentation explains how the differentiation is applied to identify increasing and decreasing functions,identifying the nature of stationary points and also finding maximum or minimum values.
This document discusses several topics related to calculus including:
1) Derivatives of position, velocity, and acceleration and how they relate to each other.
2) An example problem calculating velocity from a position function.
3) The Mean Value Theorem and how to apply it to find critical points of a function.
4) How the first and second derivatives of a function relate to critical points, maxima, minima, and points of inflection or concavity.
5) Related rates problems and how to set them up using derivatives and relationships between variables.
This document provides an overview of equity derivatives, including their origin and types used in India. It discusses forwards, futures, and options contracts. Specifically, it defines call and put options, and lists key terms like spot price, strike price, and expiration date. Additionally, it outlines the different types of options and how derivatives are used by hedgers, speculators, and arbitrageurs. Finally, it lists the main factors that impact option prices such as the underlying price, strike price, time to expiration, volatility, and risk-free rate.
Who uses derivatives and why? ISDA's 2014 brochure discusses how companies in all industries and regions use OTC derivatives to manage risks arising from their business and financial activities.
The document discusses several key concepts regarding derivatives:
(1) It explains how to use the derivative to determine if a function is increasing, decreasing, or neither on an interval using the signs of the derivative.
(2) It provides theorems and rules for finding local extrema (maxima and minima) of functions using the first and second derivative tests.
(3) It also discusses absolute extrema, monotonic functions, and the Rolle's Theorem and Mean Value Theorem which relate the derivative of a function to values of the function.
The document discusses key concepts related to derivatives using flashcards. It covers concave up and down parabolas, instantaneous velocity and acceleration as derivatives and anti-derivatives of position and acceleration functions, and defines average velocity as the change in position over time and average acceleration as the change in velocity over time.
This presentation explains how the differentiation is applied to identify increasing and decreasing functions,identifying the nature of stationary points and also finding maximum or minimum values.
This document discusses several topics related to calculus including:
1) Derivatives of position, velocity, and acceleration and how they relate to each other.
2) An example problem calculating velocity from a position function.
3) The Mean Value Theorem and how to apply it to find critical points of a function.
4) How the first and second derivatives of a function relate to critical points, maxima, minima, and points of inflection or concavity.
5) Related rates problems and how to set them up using derivatives and relationships between variables.
This document provides an overview of equity derivatives, including their origin and types used in India. It discusses forwards, futures, and options contracts. Specifically, it defines call and put options, and lists key terms like spot price, strike price, and expiration date. Additionally, it outlines the different types of options and how derivatives are used by hedgers, speculators, and arbitrageurs. Finally, it lists the main factors that impact option prices such as the underlying price, strike price, time to expiration, volatility, and risk-free rate.
The document summarizes a presentation given by Musstanser Tinauli on their research activities and experiments. It discusses their goals of understanding how interactive environments can be measured and how tools influence user behavior. It describes ongoing case studies of games, e-learning platforms and digital pens. It outlines their methodological approach and provides results from studies on a digital pen and paper system, including lessons learned. Recent publications and collaborations are also mentioned.
This document is a project report submitted by a group of students for their Design Engineering course. It includes sections typical of an engineering project report such as an introduction describing the team and project topic, research conducted including empathy mapping and problem definition, ideation canvases showing potential solutions, and a product development canvas outlining the proposed product. The report was submitted to fulfill the requirements for the subject of Design Engineering at the affiliated institute.
Apply Funnel Model To Design Thinking ProcessSara Alvarez
The document summarizes an academic conference on design thinking and the application of the Funnel Model participatory research framework to the design process. It describes incorporating the Funnel Model into the design thinking process to better integrate user insights through four key steps: recruiting participants, selecting research tools, qualitative interpretation, and distilling insights. The model was applied to an in-home IoT product design project during the definition stage. The document reviews design thinking processes and participatory design tools, and discusses how the Funnel Model can increase user engagement and co-creation in product development.
Imagining the Future through Social Media as a Tool for Social Innovation (E...Mario Guillo
F212.org is a virtual think tank of university students interested in sharing ideas on how to face main future challenges. It describes the results of a comparative study about the images of the future found among young students from Haaga Helia University of Applied Science (Finland) Tamkang University (Taiwan); and University of Alicante (Spain).
(Crestani et al., 2004) The proliferation of mobile devices and thMargaritoWhitt221
The document discusses several papers related to research in the field of mobile human-computer interaction (mobile HCI). The first paper discusses the International Workshop on Mobile and Ubiquitous Information Access that was held in 2003 in Italy and covered topics like interface design, interaction techniques, context-aware applications and implications of mobile computing. The second paper discusses a study that analyzed how often and for how long users look at their mobile devices on average. The third paper discusses the Mobile HCI 2004 conference that established mobile HCI as a central research area and impacted how the field is conducted today.
Introduction to User Experience :
What is User Experience?
User experience (UX) is the amount of a serial interactions of a person with a product, service, or organization.
A General Example
Multi-Disciplinary Contributions
Factors that affects ux
Good And Bad User Experiences
Good And Bad UX example
1
User Interface Development
User Interface Development
Shashank Pitla
Wilmington University
Iteration 1 – Develop a storyboard
Plan
Nowadays, as the technology and the Web are continually being used to perform various operations, it becomes paramount to have an interactive and attractive user interface (Molina, Redondo, & Ortega, 2009). That is because humans interact with these systems through an interface. This iteration entails storyboarding for the user interface. A storyboard is a technique used for illustrating the interaction between humans and products in a narrative format that incorporates a series of sketches, drawings, pictures, and words to tell a story (Gruen, 2000). In this iteration, I plan to create storyboards that specify how the user interface will be changing in reaction to the user’s actions as well as to show the external elements to the system. I plan to use as few details as possible to get the key points on board regarding the big picture because the storyboard is supposed to present clear and precise information of the user interface.
In the procedure for storyboard design, there are three major activities that I plan to carry out including deciding what to incorporate, building the storyboard, and lastly feedback and iteration. In deciding what to do, I plan to interact with some users in the company to understand their needs, goals, and background. This analysis will also aid in understanding the system and the features. I will also get to brainstorm with the design team, identify people and artifacts in this storyboard and then develop the storyboard scenarios. During the time for building the storyboard, I will put the gathered information concerning the storyboard features into practice and illustrate the user actions on the storyboard. During the last step in my procedure; feedback and iteration, I plan to gather feedback from the internal and external stakeholders and then iterate the storyboard design.
Action
The documenting of the iteration’s objectives was the first activity that was carried out before commencing the main activities of the session. I then began with the first step of my procedure that is, deciding what to include. To accomplish that, I had to interact with the users with the aim of understanding their backgrounds and goals, and to understand the system better in terms of the desired features. I also brainstormed with the design team about the storyboard before developing the storyboard scenarios.
In the second step, I broke the story into smaller sections known as frames; I identified the key frames from the scenarios as I focus on each frame’s individual features. In each frame, I had to draw the user, the product as well as other fundamental objects for each frame. I used tests for the users’ thoughts or reactions and made sure to use as minimum detail as possible in communicating the user interface features. I then wrote short descriptions for each frame to ...
This document summarizes a study that used the Think-Aloud Protocol technique to observe users' mental models and gestural interactions when using a touchscreen tablet for the first time. Five participants completed tasks in a calendar app and space game app on an iPad2. Observations found that users struggled with gestures requiring indirect touch like long presses and spin gestures. They tended to use direct touch gestures like taps and drag-and-drops based on prior mouse experience. The study provides insight into how users' existing mental models can influence their understanding of new touchscreen interactions.
Platforms, Networks And Impact Of Open, Distributed And Collaborative Design ...Massimo Menichinelli
This document provides an introduction to the speaker, Massimo Menichinelli, and his research related to open, distributed, and collaborative design and making processes. It discusses platforms and networks that enable these types of processes. It covers topics like maker communities, open design processes, design documentation approaches, and analysis of interactions on platforms like GitHub and Twitter to map communities. It presents a proposed ontology and meta-design platform called OpenMetaDesign for modeling collaborative design processes. The goal is to better connect research and practice and facilitate open, distributed collaboration.
Two case studies are described that used design research to explore how mobile devices and social media can support informal learning. The first case involved developing location-based mobile tours to support task-conscious learning about urban education and language learning. Evaluations found the tours promoted active learning. The second case involved developing a "people tagging" tool within a social network for a career guidance organization to help people find expertise within the organization. Both cases showed promise but raised issues about scaling the approaches to support learning on a larger scale.
1. The document discusses a design study exploring the relationship between knowledge maturing and social learning, specifically looking at how ontology maturing relates to collaborative learning dialogues.
2. It proposes a "mashup" that combines an ontology development tool called SOBOLEO with a dialogue game platform called InterLoc to allow users to have structured discussions about developing and refining ontologies.
3. A hypothetical example is described where a career advisor could use the mashup to research labor market information with a client, facilitating knowledge acquisition and refinement through collaborative dialogue.
Positive developments but challenges still ahead a survey study on ux profe...Journal Papers
This survey study summarizes previous research on UX professionals' work practices and identifies key issues: (1) UX professionals' knowledge and practices, (2) organizational integration challenges, and (3) involvement in local communities. The study surveys 422 UX professionals in 5 countries about these issues. Results show that professionals have strong UX knowledge and use common methods/tools, but organizational integration challenges remain such as lack of resources and user involvement. Involvement in local communities is still limited despite their presence. Overall progress is seen, but more work is needed to address longstanding challenges.
Importance of UX-UI in Android/iOS Development- Stackonnajam gs
This document provides an overview of interaction design principles. It begins with a quote about designing for people and then defines the user interface. It discusses early examples like punched cards and command line interfaces, and more modern examples like graphical user interfaces. The document then covers basic interaction design principles like being consistent, meaningful, sensible, and making things visible. It emphasizes the importance of understanding the user's mental model and meeting their needs. Other principles discussed include providing intuitive design, feedback, and allowing for mistakes. The document stresses that interaction design should be user-centered and help users easily operate and interact with products. It concludes with tips for designing user interfaces like keeping them simple, creating consistency, using layout strategically, and considering principles of psychology
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
This document provides an overview of a course on usability and interaction design. The course investigates how to design software that meets users' needs and goals by including usability throughout the development process. It covers principles of usability like learnability and efficiency. Students will learn how to design and conduct usability tests of a product to identify potential usability issues.
1) The simulation model served as a boundary object between stakeholders in two healthcare modeling projects with different goals and group compositions.
2) In the national project, the group had a shared understanding which allowed the model to be used predictively, while the local project used the model to facilitate learning and build understanding between diverse stakeholders.
3) How the model was used depended on the project process and characteristics of the stakeholder group, with more diverse local groups requiring the model to play a greater role in negotiation and representation of realities.
Systems Dynamics in boundaries @ HaCIRIC 2010 conference EdinburghMaria Kapsali
1) The simulation model served as a boundary object between stakeholders in two healthcare modeling projects with different goals and group compositions.
2) In the national project, the group had a shared understanding which allowed the model to be used predictively, while the local project used the model to develop understanding through workshops.
3) The local project's diverse group negotiated the model boundaries iteratively, while the national project's cohesive group codified their shared knowledge with less emphasis on the model as a boundary object.
This document discusses career guidance approaches for university students and the need for technology-assisted career counseling. It benchmarks existing career counseling technologies and outlines the methodology for developing a prototype mobile application for career counseling. The methodology includes preliminary study, following the software development life cycle of analysis, design, development, testing, and implementation. Design considerations for low and high-fidelity prototypes are also discussed. The document concludes that a technology-assisted career counseling application can help bridge the gap between students and job markets by providing interactive counseling features to help students' career development.
The document summarizes a presentation given by Musstanser Tinauli on their research activities and experiments. It discusses their goals of understanding how interactive environments can be measured and how tools influence user behavior. It describes ongoing case studies of games, e-learning platforms and digital pens. It outlines their methodological approach and provides results from studies on a digital pen and paper system, including lessons learned. Recent publications and collaborations are also mentioned.
This document is a project report submitted by a group of students for their Design Engineering course. It includes sections typical of an engineering project report such as an introduction describing the team and project topic, research conducted including empathy mapping and problem definition, ideation canvases showing potential solutions, and a product development canvas outlining the proposed product. The report was submitted to fulfill the requirements for the subject of Design Engineering at the affiliated institute.
Apply Funnel Model To Design Thinking ProcessSara Alvarez
The document summarizes an academic conference on design thinking and the application of the Funnel Model participatory research framework to the design process. It describes incorporating the Funnel Model into the design thinking process to better integrate user insights through four key steps: recruiting participants, selecting research tools, qualitative interpretation, and distilling insights. The model was applied to an in-home IoT product design project during the definition stage. The document reviews design thinking processes and participatory design tools, and discusses how the Funnel Model can increase user engagement and co-creation in product development.
Imagining the Future through Social Media as a Tool for Social Innovation (E...Mario Guillo
F212.org is a virtual think tank of university students interested in sharing ideas on how to face main future challenges. It describes the results of a comparative study about the images of the future found among young students from Haaga Helia University of Applied Science (Finland) Tamkang University (Taiwan); and University of Alicante (Spain).
(Crestani et al., 2004) The proliferation of mobile devices and thMargaritoWhitt221
The document discusses several papers related to research in the field of mobile human-computer interaction (mobile HCI). The first paper discusses the International Workshop on Mobile and Ubiquitous Information Access that was held in 2003 in Italy and covered topics like interface design, interaction techniques, context-aware applications and implications of mobile computing. The second paper discusses a study that analyzed how often and for how long users look at their mobile devices on average. The third paper discusses the Mobile HCI 2004 conference that established mobile HCI as a central research area and impacted how the field is conducted today.
Introduction to User Experience :
What is User Experience?
User experience (UX) is the amount of a serial interactions of a person with a product, service, or organization.
A General Example
Multi-Disciplinary Contributions
Factors that affects ux
Good And Bad User Experiences
Good And Bad UX example
1
User Interface Development
User Interface Development
Shashank Pitla
Wilmington University
Iteration 1 – Develop a storyboard
Plan
Nowadays, as the technology and the Web are continually being used to perform various operations, it becomes paramount to have an interactive and attractive user interface (Molina, Redondo, & Ortega, 2009). That is because humans interact with these systems through an interface. This iteration entails storyboarding for the user interface. A storyboard is a technique used for illustrating the interaction between humans and products in a narrative format that incorporates a series of sketches, drawings, pictures, and words to tell a story (Gruen, 2000). In this iteration, I plan to create storyboards that specify how the user interface will be changing in reaction to the user’s actions as well as to show the external elements to the system. I plan to use as few details as possible to get the key points on board regarding the big picture because the storyboard is supposed to present clear and precise information of the user interface.
In the procedure for storyboard design, there are three major activities that I plan to carry out including deciding what to incorporate, building the storyboard, and lastly feedback and iteration. In deciding what to do, I plan to interact with some users in the company to understand their needs, goals, and background. This analysis will also aid in understanding the system and the features. I will also get to brainstorm with the design team, identify people and artifacts in this storyboard and then develop the storyboard scenarios. During the time for building the storyboard, I will put the gathered information concerning the storyboard features into practice and illustrate the user actions on the storyboard. During the last step in my procedure; feedback and iteration, I plan to gather feedback from the internal and external stakeholders and then iterate the storyboard design.
Action
The documenting of the iteration’s objectives was the first activity that was carried out before commencing the main activities of the session. I then began with the first step of my procedure that is, deciding what to include. To accomplish that, I had to interact with the users with the aim of understanding their backgrounds and goals, and to understand the system better in terms of the desired features. I also brainstormed with the design team about the storyboard before developing the storyboard scenarios.
In the second step, I broke the story into smaller sections known as frames; I identified the key frames from the scenarios as I focus on each frame’s individual features. In each frame, I had to draw the user, the product as well as other fundamental objects for each frame. I used tests for the users’ thoughts or reactions and made sure to use as minimum detail as possible in communicating the user interface features. I then wrote short descriptions for each frame to ...
This document summarizes a study that used the Think-Aloud Protocol technique to observe users' mental models and gestural interactions when using a touchscreen tablet for the first time. Five participants completed tasks in a calendar app and space game app on an iPad2. Observations found that users struggled with gestures requiring indirect touch like long presses and spin gestures. They tended to use direct touch gestures like taps and drag-and-drops based on prior mouse experience. The study provides insight into how users' existing mental models can influence their understanding of new touchscreen interactions.
Platforms, Networks And Impact Of Open, Distributed And Collaborative Design ...Massimo Menichinelli
This document provides an introduction to the speaker, Massimo Menichinelli, and his research related to open, distributed, and collaborative design and making processes. It discusses platforms and networks that enable these types of processes. It covers topics like maker communities, open design processes, design documentation approaches, and analysis of interactions on platforms like GitHub and Twitter to map communities. It presents a proposed ontology and meta-design platform called OpenMetaDesign for modeling collaborative design processes. The goal is to better connect research and practice and facilitate open, distributed collaboration.
Two case studies are described that used design research to explore how mobile devices and social media can support informal learning. The first case involved developing location-based mobile tours to support task-conscious learning about urban education and language learning. Evaluations found the tours promoted active learning. The second case involved developing a "people tagging" tool within a social network for a career guidance organization to help people find expertise within the organization. Both cases showed promise but raised issues about scaling the approaches to support learning on a larger scale.
1. The document discusses a design study exploring the relationship between knowledge maturing and social learning, specifically looking at how ontology maturing relates to collaborative learning dialogues.
2. It proposes a "mashup" that combines an ontology development tool called SOBOLEO with a dialogue game platform called InterLoc to allow users to have structured discussions about developing and refining ontologies.
3. A hypothetical example is described where a career advisor could use the mashup to research labor market information with a client, facilitating knowledge acquisition and refinement through collaborative dialogue.
Positive developments but challenges still ahead a survey study on ux profe...Journal Papers
This survey study summarizes previous research on UX professionals' work practices and identifies key issues: (1) UX professionals' knowledge and practices, (2) organizational integration challenges, and (3) involvement in local communities. The study surveys 422 UX professionals in 5 countries about these issues. Results show that professionals have strong UX knowledge and use common methods/tools, but organizational integration challenges remain such as lack of resources and user involvement. Involvement in local communities is still limited despite their presence. Overall progress is seen, but more work is needed to address longstanding challenges.
Importance of UX-UI in Android/iOS Development- Stackonnajam gs
This document provides an overview of interaction design principles. It begins with a quote about designing for people and then defines the user interface. It discusses early examples like punched cards and command line interfaces, and more modern examples like graphical user interfaces. The document then covers basic interaction design principles like being consistent, meaningful, sensible, and making things visible. It emphasizes the importance of understanding the user's mental model and meeting their needs. Other principles discussed include providing intuitive design, feedback, and allowing for mistakes. The document stresses that interaction design should be user-centered and help users easily operate and interact with products. It concludes with tips for designing user interfaces like keeping them simple, creating consistency, using layout strategically, and considering principles of psychology
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
This document provides an overview of a course on usability and interaction design. The course investigates how to design software that meets users' needs and goals by including usability throughout the development process. It covers principles of usability like learnability and efficiency. Students will learn how to design and conduct usability tests of a product to identify potential usability issues.
1) The simulation model served as a boundary object between stakeholders in two healthcare modeling projects with different goals and group compositions.
2) In the national project, the group had a shared understanding which allowed the model to be used predictively, while the local project used the model to facilitate learning and build understanding between diverse stakeholders.
3) How the model was used depended on the project process and characteristics of the stakeholder group, with more diverse local groups requiring the model to play a greater role in negotiation and representation of realities.
Systems Dynamics in boundaries @ HaCIRIC 2010 conference EdinburghMaria Kapsali
1) The simulation model served as a boundary object between stakeholders in two healthcare modeling projects with different goals and group compositions.
2) In the national project, the group had a shared understanding which allowed the model to be used predictively, while the local project used the model to develop understanding through workshops.
3) The local project's diverse group negotiated the model boundaries iteratively, while the national project's cohesive group codified their shared knowledge with less emphasis on the model as a boundary object.
This document discusses career guidance approaches for university students and the need for technology-assisted career counseling. It benchmarks existing career counseling technologies and outlines the methodology for developing a prototype mobile application for career counseling. The methodology includes preliminary study, following the software development life cycle of analysis, design, development, testing, and implementation. Design considerations for low and high-fidelity prototypes are also discussed. The document concludes that a technology-assisted career counseling application can help bridge the gap between students and job markets by providing interactive counseling features to help students' career development.
Similar to Dcc2010 cascini del_frate_fantoni_montagna (20)
1. FOURTH INTERNATIONAL CONFERENCE ON DESIGN COMPUTING AND COGNITION
12–14 July 2010
University of Stuttgart, Stuttgart, Germany
Beyond the design perspective of Gero's FBS
framework
Gaetano Cascini (Politecnico di Milano)
Luca Del Frate (TU Delft)
Gualtiero Fantoni g.fantoni@ing.unipi.it (Università di Pisa)
Francesca Montagna (Politecnico di Torino)
Gualtiero Fantoni – g.fantoni@ing.unipi.it UNIVERSITÀ DI PISA
2. 2/16
Summary
Motivation and approach to research
Discussion on the situated FBS framework
FBS model and main processes
Observations from literature
Proposal for an extension to user modeling
Exemplary application
Conclusions and further developments
Gualtiero Fantoni – g.fantoni@ing.unipi.it UNIVERSITÀ DI PISA
3. 3/16
Motivation and approach to research (1)
Affordances and the role of the users are of particular interest
FBS is a designer centric model
Open issues
Can the FBS framework be used to represent the user
perspective?
Do we need some new variables for the model (goals,
manipulation, plans, etc..from Brown&Blessing2005)?
By doing that, is it possible to model also affordances, misuses,
alternative uses, failures, etc..?
Are there some consequences? Is the model still stable?
Gualtiero Fantoni – g.fantoni@ing.unipi.it UNIVERSITÀ DI PISA
4. Entities to be managed within the extended framework
1. Actors and relations in the External World. (e.g. user needs, “the
working environment”, “rest of the world”, the interpretations of
artifacts).
2. Product usability and use context. The concept of “guess” has been
used for describing the implicit assumption of context for making use
of a device.
3. Product affordance. “Affordances are possible actions” and in
particular “the affordances A of a device are the set of all potential
human behaviors (Operations, Plans, or Intentions) that the device
might allow”.
4. Failures and their perception.
5. Alternative Uses. “Product alternative uses are all the possible uses
connected to the context and to the material decomposition of the
device.”
6. Misuses are defined as those conditions in which the user manipulates
the product in ways that were not intended by the designer, still
keeping the same goal.
Gualtiero Fantoni – g.fantoni@ing.unipi.it UNIVERSITÀ DI PISA
5. Analysis of Gero et al. works from 1986 to 2009
Gero’s numbers: more than 49 books and over 600 papers and book
chapters from 1986 to 2009
259 papers (675,408 words) downloaded from http://mason.gmu.edu/~jgero/
After tokenization and lemmatisation ~22,000 lemmas
20000
18000
16000
14000
12000
10000
8000
6000
4000
2000
0
design
agent
structure
designer
knowledge
behaviour
function
From year 2000
action
memory
situatedness
problem
environment
interaction
From year 2002
F-B-S
interpretation
ontology
user
failure
affordance
interface
Gualtiero Fantoni – g.fantoni@ing.unipi.it UNIVERSITÀ DI PISA
6. … a problem with the year 2010
Gero’s numbers: more than 600 papers from 1986 to 2009 (2010)
270 papers downloaded from
After tokenization and lemmatisation ~22,000 lemmas
Kannengiesser, U and Gero, JS, 2010?, A PROCESS FRAMEWORK OF AFFORDANCES IN DESIGN
600
500
400
300
200
100
0
52 times
136 times
user failure affordance interface
.. in this paper the word designer appares only 6 times
Gualtiero Fantoni – g.fantoni@ing.unipi.it UNIVERSITÀ DI PISA
7. 7/16
Discussion on the situated FBS framework (1)
Three classes of variables:
Function (F) variables: teleology of the object, i.e. what it is for
Behavior (B) variables: what the object does
Structure (S) variables: components and their relationships, i.e.
what it is
Eight elementary steps in design:
1. Formulation
2. Synthesis
3. Analysis
4. Evaluation
5. Documentation
6-8. Reformulation steps
Gero and Rosenman, 1990
Gualtiero Fantoni – g.fantoni@ing.unipi.it UNIVERSITÀ DI PISA
8. 8/16
Discussion on the situated FBS framework (2)
Three interacting environments (the interaction between
designer and environment impacts the course of
designing):
External world: things and their representations outside the
design agent
Interpreted world: internal, interpreted representation of that
part of the external world that the designer interacts with
Expected world: environment in which the effects of actions are
predicted according to current goals and interpretations of the
current state of the world
Three classes of processes:
Interpretation: Xe Xi (push-pull)
Focusing: Xi Û Xei
Action: Xei ® Xe (transformation)
Gero and Kannengiesser, 2004
Gualtiero Fantoni – g.fantoni@ing.unipi.it UNIVERSITÀ DI PISA
9. Designer centric vs User centric FBS representation
Can we introduce, as is, the user in the FBS framework?
Since “a user designs how to use an artifact for herself/himself
[..] it is not surprising that the FBS framework can be used to
describe a user's behavior”. REVIEW 2
Nevertheless, the goal of the authors is to propose a
comprehensive representation of the cognitive aspects related to
the product use context, in order to strengthen the design
process, thus still with a close link with the designer’s
perspective.
The idea is that the FBS framework can be used to describe other
processes related with design (e.g. use, failures) and other
entities (e.g. affordances).
Gualtiero Fantoni – g.fantoni@ing.unipi.it UNIVERSITÀ DI PISA
10. Designer centric vs User centric FBS representation
From the designer’s point of
view the designed device is a:
user acting on a structure in a
certain environment in a certain
way
From the user’s point of view
the device is an:
interface on which he/she can
act (properly and improperly)
and from which he/she can
receive a feedback
Gualtiero Fantoni – g.fantoni@ing.unipi.it UNIVERSITÀ DI PISA
11. Affordances 1 from literature
Norman [1988] believes “that affordances result from the mental
interpretations of things, based on our past knowledge and
experience applied to our perception of the things about us.”
Maier and Fadel [2003] (M&F) consider affordances to be
“potential uses” of a device.
Q1 Can I say that affordances are mental representations of possible
uses (or better, uses the user believes as possible)?
Gualtiero Fantoni – g.fantoni@ing.unipi.it UNIVERSITÀ DI PISA
12. Affordance 2 from literature
Brown & Blessing 2005: affordance ~ function but affordances do not
include the notion of teleology (what the artefact is for)
“Thus, unlike functions, affordances may or may not be associated with
a goal. Also, if a goal is specified, affordances may or may not support
it [..] In fact, as M&F point out, some affordances may be undesirable,
clashing with the goal: what they call “negative affordances””
Q2 But if now Affordances may or may not be associated with a goal,
were they in the past associated with a goal?
Gero 2010: “Affordances also appear similar to behaviour. [..]
Affordances are an agent’s potential actions that interact with an
artefact structure and thereby produce artefact behaviours of
relevance (with positive or negative consequences).”
Q3 Artefact behaviours of relevance is something that can be interpreted
in the space of GOALS?
Gualtiero Fantoni – g.fantoni@ing.unipi.it UNIVERSITÀ DI PISA
13. Consequences
If Q1, Q2, Q3 are true:
Affordances are mental representations of expected (by the user)
possible uses of an artefact. Therefore each possible use can be
connected with possible consequences that can be exploited or
avoided (~ goals).
Therefore affordances can be “functions with a weak link with goals”.
Maier & Fadel 2009: structure Þ affordance Þ behaviour
Brown & Blessing 2005: affordance ~ function
Therefore we can affirm: structure Þ ~ function Þ behaviour
But in Gero 2003: structurei Þ behaviouri Þ functioni
So, do we miss some arrows in the FBS model (e.g. from structure to
function)? Can we add AFFORDANCES in the FBS framework? And
if yes, where?
Gualtiero Fantoni – g.fantoni@ing.unipi.it UNIVERSITÀ DI PISA
14. A starting proposal
Our proposal is that:
The user manipulates a structure. The structure produces a set of
behaviours. The user interprets (via his/her knowledge) some of them
as functions.
B=M(S); F=K(B). Repeated experiences bring the user to simplify the
process: S Þ B and B can be used for potential F = A.
The user sees a structure. The user imagines (knowledge) to manipulate
the structure, imagines it produces some behaviours that he can use for
achieving a goal (potential function = affordance).
The entire process is in the user’s mind (expected world)
In time the process can become: S Þ B Þ potential F = A
But, the direct link S«A is useful “to spend less cognitive effort and make
fewer errors” and it also increases the speed in decision making.
Gualtiero Fantoni – g.fantoni@ing.unipi.it UNIVERSITÀ DI PISA
15. Affordance and learning
From the designer’s perspective From the user’s perspective
Bei
Aed
i
Bi
Ad
i
Gualtiero Fantoni – g.fantoni@ing.unipi.it UNIVERSITÀ DI PISA
Ae
Be
UIe
UId
i
UIed
Aeu
i
Au
i
Ae
Se
Inti
Intei
Bei
Bi
Be
UI: the part of a product which has been intentionally devised
by the designer for hosting the user-product interactions.
16. Consequences
Affordances can be introduced in the FBS
A connection between Si and Ai can be added
There is a difference in the interpeted affordances. Both the
desinger and user perceive both true and false affordances, but
Ad and Au can be different.
E.g. Sliding or turnable door?
HP: Au:turnable. M(S)Bsu
i≠Beu
i. Fui is interpreted and Au is updated.
(See after)
UI differs from Int (the actual used interface)
UI can contain Int (the case of REC key in the remote of VHS)
UI can be contained in Int (the case of the fan in case of CUP
overclocking)
Gualtiero Fantoni – g.fantoni@ing.unipi.it UNIVERSITÀ DI PISA
17. Use
From the designer’s perspective From the user’s perspective
Me
Mi
i Inti
Mei
Bei
Aei
Fei
Bi
Au
Fi
Ae
Be
Se
Fe
Intei
For the designer user’s Manipulation is a behavior.
He/she consider the artifact as an “user using his machine”
Gualtiero Fantoni – g.fantoni@ing.unipi.it UNIVERSITÀ DI PISA
18. Comparing designer and user perspective ..
The alternative uses are the possible behaviors B (interpreted by
the user as possibilities of achieving goals G) of the system
coming from its structure, but totally disconnected from the
goals the designer interpreted as user needs and the product was
designed for.
alternative uses can be described as G≠ G, Bs≠ Bs. M(S)Bsi=Bei
u du du
u
The misuses. 1- The user believes the product affords A, but A
was not intended by the designer. 2- User and designer agree on
the product affordances. Misuses are the possible behaviors
(interpreted by the user as possibilities of achieving goals) of the
system, coming from the manipulation of its structure and linked
to the goals the product was designed for.
misuses can be described as: Gu = Gd, Bsu ≠ Bsd. There is at least a
problem in Meu and the manipulation forseen by the designer.
Gualtiero Fantoni – g.fantoni@ing.unipi.it UNIVERSITÀ DI PISA
19. Conclusion and open questions?
The introduction of the user seems able to explain in some way
also affordances, misuses, alternative uses, etc.
Some of them (affordances?) can (?) be introduced also in the
desinger perspective.
Some of them can be explained by comparing the user point of
view and the designer point of view.
1. Do we miss something?
2. Are the variable, we want to introduce, really independent?
3. Is it necessary to introduce manipulation or can it be integrated
in B?
4. If we introduce the goal, what is the consequence?
Gualtiero Fantoni – g.fantoni@ing.unipi.it UNIVERSITÀ DI PISA
20. The unforeseen consequence
Function (F) of an artefact is defined as its teleology. It is
ascribed to behaviour by estabilishing a teleological connection
between a human’s goal and measurable effects of the artefact.
(Kannengiesser 2010)
If we introduce goals in the framework, we do not need Functions
anymore, because they can be expressed as a behaviour
interpreted through (linked to) the goals.
And .. what if “Functions do not exist”.
Is it bad or it is good?
Gualtiero Fantoni – g.fantoni@ing.unipi.it UNIVERSITÀ DI PISA
Editor's Notes
In facts, the identification of the “right” customer needs is essential to achieve customer satisfaction and represents a key step in product development. Besides, widespread customer satisfaction is not normally attained largely due to problems of inadequate requirements definition. This lack of understanding is an undesired consequence of the semantic gap existing between customers and system developers, while exploring requirements.