This paper contributes to the current discourse on the role of artefacts in facilitating and triggering interaction among people. The discussion will focus on artefacts used as part of an interview method developed in order to discover knowledge that was observed but absent from both project reports and other documentation within multidisciplinary collaborative research projects, located within the field of Interaction Design. Using artefacts in an interview context enabled participants to reveal insights that were, in turn, participatory and human-centred. Thus the method was effective and appropriate in illuminating knowledge situated in interaction. This ethnomethodological tool enabled participants to reflexively externalize their understanding of the complex interactions that occur within projects, encouraging participation, interaction, visualization, reflection and communication through the use of tools aimed at capturing and illuminating the lived experiences of human engagement. These interviews were conducted with a selection of participants, chosen because they were researchers, working together within a cooperative research centre. Keywords: best practices, consultancy, critical systems, theory, user-centered design (UCD) Keywords: design methodology, ethnomethodology, interaction design, playful triggers This study draws from our exploration of an interview method that uses artefacts to elicit information, and was employed to illuminate knowledge built among collaborators. That knowledge, embedded in multidisciplinary interaction design practice, was absent from project reports. In order to identify this missing information, we explored the use of artefacts based on Playful Triggers (Loi, 2005) This case study involved 11 interviews with project participants within a funded research centre. These interviews were not intended to be a comprehensive survey of the research projects themselves, but rather to explore the various roles involved in interaction, as well as the experiences of collaborators through a representative sample of different projects. The intention was to illuminate human interactions, which are situated in practice (Suchman, 1987), in order to discover knowledge that was observed but absent from written documentation.In this work, we first provide background on the research centre's projects along with a critique of their documentation procedures. We also develop the rationale for this interview method within that particular context. Second, we discuss the origins of the artefacts used in the interviews and how the use of these artefacts draws on work developed by Loi (2005) as well as Akama's 1 ongoing research, and the work of other researchers (Arias & Fischer, 2000; Gaver et al., 1999;Sanders, 2000). Examples and visuals drawn from our case study demonstrate how these artefacts were used in accessing and communicating implicit knowledge embedded in human interaction within design projects. Finally, we will discuss why the adaptation of Playful Triggers was an appropriate ethno...
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The aim of many forms of digitalized welfare is to offer a personalized, holistic service that is affordable, sustainable, efficient, encouraging and leaves room for voluntary action. We argue that for these goals to be achieved, consideration has to be given both to the design of the system delivered by the welfare provider and to the ecosystem that further shapes the experience of the system. In such an ecosystem not only should state-provided welfare be considered but so too should community support, as well as alternative methods of accounting for societal contribution. In this paper, we use theoretical perspectives on access and security to ideate sketches that invoke new user experiences of welfare. These sketches reflect the importance of both designing for and understanding the ecosystem in which welfare systems are accessed, in order to articulate a different welfare ethos that can encompass both complementary and conflicting perspectives. Using the ideas of Buchanan (1992Buchanan ( , 2001a our synthesis of theories related to security with the practical implementation of digital welfare aims to shape the placement (Buchanan 1992) of digital welfare by embedding access points of different types further into the welfare ecosystem.
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