Abstract. Agile development requires a highly iterative and collaborative design process, which relies on the successful interpretation of software development activities amongst team members throughout the overall process. However, contemporary methods and tools that support agile efforts provide little help in addressing context-specific tacit knowledge, which is difficult to externalize without a shared method of interpretation. Without a continuously updated interpretation of the project vision, it is difficult to claim a shared mental model, while this is actually vital for the success of an agile process. In this paper, we address this issue and seek guidance in an approach that is commonly used in film storycraft. Film production has ample experience with externalizing experiences with the help of visual planning tools and related techniques to orchestrate the creative efforts of vast interdisciplinary production teams. We therefore propose that methods and tools from visual storycrafting can be adapted to assist software developers, not only with externalizing and discussing context-specific tacit knowledge but also to keep them creatively engaged in the development process.
Design is changing into an experience-oriented discipline; consequently designers need appropriate tools and methods to incorporate experiential aspects into their designs. A story is a crafted experience and storytelling is the craft. Therefore, understanding the structural strategies behind storytelling and learning how to incorporate them into a design process is relevant for designers when they want to envision, discuss and influence user experiences. In this paper we introduce STORIFY, a multi-modal tool to provide design teams with an experiential approach towards designing interactive products by incorporating dramaturgical techniques from film and sequential art.
Traditional desktop computers are known to offer insufficient functionality to designers. They are often complemented by penbased tablet devices in order to better support key activities such as sketching and modeling. However, even such extended systems are restricted, as they insufficiently support other key activities of individual designers and design teams, such as collecting and sorting inspirational material, viewing and manipulating 3D models, brainstorming, discussing or presenting. Advanced visual interfaces, such as augmented surfaces, have been proposed as being potentially complimentary in this respect, as they can support multi-user interaction, bimanual interaction (even in 3D), and a better integration between physical and digital media. In this paper, we present Design TeamMate, a system in which individual workstations of designers are fluently integrated with an augmented tabletop and wall display. We discuss how this platform can support a wide range of individual and group design activities.We review some related research on augmented surfaces, with a focus on single user and multi-user applications which have extensively and/or formally been tested with end users.The idea of combining the naturalness and efficiency of interacting with physical media on the surface of a (horizontal) desk with the flexibility of digital media presented on a computer
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