
Design Methods for emerging technology
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Non-finito Products
Seok, J., Woo, J., Lim, Y., βNon-finito products: a new design space of user creativity for personal user experience,β Proceedings of CHI2014, ACM Press. (Toronto, Canada, April 26-May 1, 2014)
Abstract
Conventional wisdom says that to be successful, an idea must be concrete, complete, and certain. However, what if unfinished ideas work? This CHI paper proposes a new design space we call non-finito products for the HCI community. This new design space is about intentionally unfinished products and how they foster new creations by end-users as they are actually used to help people solve their own problems. The central idea comes from the background of the growing complexity associated with IT advancement and from the new way of dealing with it, with the assistance of user creativity in the actual use of the products. This paper begins with the exploration of non-finito products as a new design space for the end-user's creativity in the personal user experience. We then defined and proposed non-finito products. We discussed three case studies that will help to understand the design space of non-finito products, and we framed the new design space by revealing the beneficial contexts and values. Finally, we suggested the implications of designing non-finito products. We believe that non-finito products will open a new design space in HCI, prompt a new means of replacing value-destroying complexity with value-creating version, and help to make a product better fit to user experience.
Design tools for ubiquitous computing

Lee, W., Lee, Y., Woo, J., Seok, J., Shin, I., Lim, Y., βTools for Effective Communication about Technologies of Domestic Ubiquitous Computing Systems in User-Centered Design,β Proceedings of DRS2014. (UmeΓ₯, Sweden, June 16-19)
Abstract
In the early stages of designing domestic, ubiquitous computing applications, gaining users' descriptions of how new technologies can shape their futures can be an effective way to collect credible design ideas and to understand users' personal values and social settings. We present two kinds of tools for empowering users to verbalize their own needs with metaphoric expressions of technologies, 5Senses Cards and Technology Type cards. Those tools are suggested as aids for the user inquiries in the field aimed at needs identification. We tested those tools in 6 homes and found empirical evidences which suggest that 5Senses Cards could encourage users to explore ubiquitous computing application ideas in two different perspectives, augmenting the environment and extending their bodies to the environment. We also found that Technology Type Cards could help the users focus on the experience of technology that they would find desirable rather than on the technical mechanisms. The potential of our tools as icebreakers and the pitfalls in using metaphorical expressions of technologies are discussed.
Discovery-driven prototyping

Lim, Y., Kim, D., Jo., J., and Woo, J., βDiscovery-Driven Prototyping for User-Driven Creativity in Ubiquitous Computing,β IEEE Pervasive Computing, 12(3) (Sep. 2013) pp.74-80, 2013[SCIE]
Abstract
It has always been challenging for designers and developers to readily pinpoint potentially viable opportunities for emerging technologies in people's daily lives. In ubiquitous computing in particular, the uncontrollable dynamics of a user's context makes this issue even more prominent. In this article, the authors assume they can't hypothesize what users of new technologies will desire. To address this challenge, they developed discovery-driven prototyping, which lets users control what they will do with new technologies. Here, the authors describe DDP and its effectiveness through a series of in-situ user studies.
Interactivity Sketcher

Woo, J., Kim, D., Kim, S., Jo, J., and Lim, Y.,βInteractivity Sketcher: Crafting and Experiencing Interactivity Qualities,β Proceedings of CHI2011 Work-in-Progress, ACM Press. (Vancouver, Canada, May 7-12, 2011), pp. 1429-1434.
Abstract
In this paper, we introduce the Interactivity Sketcher, which is an interactivity designing tool that can visualize and experience invisible interactivity in a tangible way by controlling Interactivity Attributes(IAs). The Interactivity Sketcher is composed of the IA application, input devices, output devices, and IA controllers. The Interactivity Sketcher can help to explore various qualities of interactivity by visualizing and manipulating the relationship between an input and an output through the IA controllers and the IA application. We expect that this tool will enable interaction designers to visualize their own thoughts of interactivity qualities so that they will be able to create their design as if they had 'sketched' it.