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Which clippings match 'Paper Prototype' keyword pg.1 of 1
24 OCTOBER 2014

What if scenario used to paper prototype DynaBook tablet interface

"In 1968 Kay created a very interesting concept – the Dynabook. He wanted to make A Personal Computer For Children Of All Ages – a thin portable computer, highly dynamic device that weighed no more than two pounds The ideas led to the development of the Xerox Alto prototype, which was originally called the interim Dynabook. It embodied all the elements of a graphical user interface, or GUI, as early as 1972. The software component of this research was Smalltalk, which went on to have a life of its own independent of the Dynabook concept."

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CONTRIBUTOR

Simon Perkins
21 MAY 2011

Effective and evocative research: difference through the form and outcomes of the iterative cycles and the type of feedback that informs the reflective process

"From the differences we have described, it might be assumed that the distinction between effective and evocative research is between the analytical and intuitive. However, it is important to note that, while analysis of the problem and context tends to come first in effective research, as in all research, it is intuition that leads to innovation. And, on the other hand, while evocative research may evolve intuitively through the interests, concerns and cultural preoccupations of the creative practitioner, it is rounded out and resolved by analytical insights.

Because of this combination of the intuitive and analytical, both ends of the spectrum may draw on bodies of theory such as Donald Schön's (1983) theories of reflective practice and principles of tacit knowledge and reflection–in–action, to frame an iterative development process. However, differences can be identified between the form and outcomes of the iterative cycles and the type of feedback that informs the reflective process.

In effective research, an iterative design process may involve an action research model and prototyping (paper prototype, rapid prototype, functional prototype and so on). Each iterative stage is evaluated through user testing by a representative group of end users (through quantitative or qualitative surveys or observations of use, for example). The purpose of this testing is to gauge the artifact's functionality, usability and efficacy. The gathered data informs changes and refinements in each cycle.

On the other hand, an artist might stage a number of preliminary exhibitions, but these are not staged to gather 'data', or to obtain successively closer approximations of a solution to a problem. Instead, they are part of an exploration of unfolding possibilities. Feedback might be sought from respected colleagues, and gathered in an informal setting (in the manner of a peer 'critique'). The purpose of gathering such insights is to allow the artist to reflect upon the project and its evocation and affect and to see their work through the insights of others, which may shed new light on the practice and its possibilities."

(Jillian Hamilton and Luke Jaaniste, 2009)

2). Hamilton, J. and L. Jaaniste (2009). "The Effective and the Evocative: Practice–led Research Approaches Across Art and Design". ACUADS: The Australian Council of University Art & Design Schools, Brisbane, Queensland, Queensland College of Art, Griffith University.

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TAGS

action research model • ACUADS • analysisanalytical processart and designartistic practice • Australian Council of University Art and Design Schools • conceptualisationcontextcreative practitioner • cultural preoccupations • data gatheringDonald Schon • effective research • evocative researchexegesisexhibitionsexploration of unfolding possibilitiesfeedbackfine artfunctional prototype • gathering insights • insightintuitionintuitiveiterative design processiterative developmentJillian Hamilton • Luke Jaaniste • observationpaper prototype • peer critique • postgraduate supervisionpractice-led research • problem analysis • prototypingqualitative methods • qualitative surveys • quantitativereflection-in-actionreflective practicereflective processresearch artefactresearch designtacit knowledgetestingtheory buildingvisual arts

CONTRIBUTOR

Simon Perkins
14 APRIL 2011

Scrum and Extreme Programming: User Stories

"User stories are one of the primary development artifacts for Scrum and Extreme Programming (XP) project teams. A user story is a very high–level definition of a requirement, containing just enough information so that the developers can produce a reasonable estimate of the effort to implement it."

(Scott W. Ambler, 2009)

Fig.1 User story card (informal, high level).

Fig.2 User story card (formal, high level).

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CONTRIBUTOR

Simon Perkins
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