In this article, we explore a concept-driven approach to interaction design research with a specific focus on theoretical advancements. We introduce this approach as a complementary approach to more traditional, and well-known, user-centered interaction design approaches. A concept-driven approach aims at manifesting theoretical concepts in concrete designs. A good concept design is both conceptually and historically grounded, bearing signs of the intended theoretical considerations. In the area of human-computer interaction and interaction design research, this approach has been quite popular but not necessarily explicitly recognized and developed as a proper research methodology. In this article, we demonstrate how a concept-driven approach can coexist, and be integrated with, common user-centered approaches to interaction design through the development of a model that makes explicit the existing cycle of prototyping, theory development, and user studies. We also present a set of basic principles that could constitute a foundation for concept driven interaction research, and we have considered and described the methodological implications given these principles. For the field of interaction design research we find this as an important point of departure for taking the next step toward the construction and verification of theoretical constructs that can help inform and guide future design research projects on novel interaction technologies.
This chapter explores the vision of “anytime, anywhere” in the context of mobile work. The exploration is done empirically. Using qualitative research methods, we studied to what extent the work tasks they do are dependent on time and place. We analyzed the data using a 2x2 matrix, with the two axes “time” and “space,” which both have the categories “dependent” and “independent.” One of the four situations is “anytime, any where,” while the other three are dependent on time, place or both. We found instances of work in all four categories. Some traveling seems very difficult to escape, simply because there are places that staff need to visit physically to do their job. For example, to repair a telephone pole, you need to go there. We also found there are timeframes that staff cannot escape. For example, rebooting parts of the telephone network has to be done at night. Lastly, there are work tasks that seem pretty much independent of time and space, e.g., scheduling and rescheduling of activities. Accordingly, the vision of “anytime, anywhere” is not easy to realize in the case of the mobile workers we studied.
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