{"title":"超越边界:当以用户为中心的设计遇到社会学","authors":"A. Beckett, E. Brooks, R. Holt","doi":"10.1145/3019943.3019973","DOIUrl":null,"url":null,"abstract":"In this paper, we consider the potential of combining design, engineering and sociological perspectives with user perspectives, as part of a user-centered, inclusive design process. Our particular interest lies in the design of inclusive toys and games that disabled and non-disabled children can play together and which foster positive interactions between children across difference. We explore the challenges and opportunities associated with working in a transdisciplinary mode, where knowledge production evolves from dynamic tension between different disciplinary perspectives and those of non-academic stakeholders. We argue that the latter is of particular importance within any design process that seeks to provide accessibility and empower users. Such transdisciplinarity involves an upstream approach to the involvement of non-academic interests in the design process and knowledge production, rather than limiting the engagement of/with users to the dissemination end point stage of research (Barry, forthcoming). The paper draws upon two case studies of projects conducted by the authors. Both projects involve the use of co-operative inquiry [14] with children and we seek to extract the pedagogical implications of both projects for future design, including that within the field of ICT and digital technologies, with and for children.","PeriodicalId":334897,"journal":{"name":"Proceedings of the 7th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion","volume":"11 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Moving Beyond Boundaries: When User-Centered Design meets Sociology\",\"authors\":\"A. Beckett, E. Brooks, R. Holt\",\"doi\":\"10.1145/3019943.3019973\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this paper, we consider the potential of combining design, engineering and sociological perspectives with user perspectives, as part of a user-centered, inclusive design process. Our particular interest lies in the design of inclusive toys and games that disabled and non-disabled children can play together and which foster positive interactions between children across difference. We explore the challenges and opportunities associated with working in a transdisciplinary mode, where knowledge production evolves from dynamic tension between different disciplinary perspectives and those of non-academic stakeholders. We argue that the latter is of particular importance within any design process that seeks to provide accessibility and empower users. Such transdisciplinarity involves an upstream approach to the involvement of non-academic interests in the design process and knowledge production, rather than limiting the engagement of/with users to the dissemination end point stage of research (Barry, forthcoming). The paper draws upon two case studies of projects conducted by the authors. Both projects involve the use of co-operative inquiry [14] with children and we seek to extract the pedagogical implications of both projects for future design, including that within the field of ICT and digital technologies, with and for children.\",\"PeriodicalId\":334897,\"journal\":{\"name\":\"Proceedings of the 7th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion\",\"volume\":\"11 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-12-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 7th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3019943.3019973\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 7th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3019943.3019973","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Moving Beyond Boundaries: When User-Centered Design meets Sociology
In this paper, we consider the potential of combining design, engineering and sociological perspectives with user perspectives, as part of a user-centered, inclusive design process. Our particular interest lies in the design of inclusive toys and games that disabled and non-disabled children can play together and which foster positive interactions between children across difference. We explore the challenges and opportunities associated with working in a transdisciplinary mode, where knowledge production evolves from dynamic tension between different disciplinary perspectives and those of non-academic stakeholders. We argue that the latter is of particular importance within any design process that seeks to provide accessibility and empower users. Such transdisciplinarity involves an upstream approach to the involvement of non-academic interests in the design process and knowledge production, rather than limiting the engagement of/with users to the dissemination end point stage of research (Barry, forthcoming). The paper draws upon two case studies of projects conducted by the authors. Both projects involve the use of co-operative inquiry [14] with children and we seek to extract the pedagogical implications of both projects for future design, including that within the field of ICT and digital technologies, with and for children.