Based on two case studies of the design of electronic communication networks developed in the public and private sector, this article explores the barriers within current design cultures to account for the needs and diversity of users. Whereas the constraints on user-centered design are usually described in macrosociological terms, in which the user–technology relation is merely understood as a process of the inclusion or exclusion of users in design, the authors suggest that it is important to adopt a semiotic approach. Moreover, they argue that we need to take into account the gender identity of designers to understand how design practices in ICT prioritize male users. The article shows how configuring the user as “everybody” and the use of the “I-methodology” are important constraints in the development of technologies that aim to reach users in all their diversity.
In this paper, we articulate the role of movement within a perceptual-motor view of tangible interaction. We argue that the history of human-product interaction design has exhibited an increasing neglect of the intrinsic importance of movement. On one hand, human-product interaction design has shown little appreciation in practice of the centrality of our bodily engagement in the world. This has resulted in technologies that continue to place demands on our cognitive abilities, and deny us the opportunity of building bodily skill. On the other hand, the potential for movement in products to be a meaningful component of our interaction with them has also been ignored. Both of these directions (design for bodily engagement and the expressiveness of product movements) are sketched out, paying particular respect for their potential to impact both interaction aesthetics and usability. We illustrate a number of these ideas with examples.
This article adopts an intersectional approach to investigate how age, gender, and diversity are represented, silenced, or prioritized in design. Based on a comparative study of design practices of information and communication technologies (ICTs) for young girls and older people, this article describes differences and similarities in the ways in which designers tried to cope with diversity. Ultimately diversity was neglected, and the developers relied on hegemonic views of gender and age, constructed older people and young girls as an "other," and consequently their input was neglected. These views were thus materialized in design and reinforce such views in powerful yet unobtrusive ways.
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