Designers and digital humanists have successfully worked together for over twenty years, but many people from both fields have yet to enjoy the many opportunities such collaborations represent. This guide prepares readers for working together, outlining disciplinary perspectives, lessons learned and practical exercises.
This paper argues that materializing data may be a useful methodology in intersectional feminst digital humanities, because it requires close attention not only to the content of data and the contexts in which it is produced, but also to the individual, situated, differing knowledges that researchers leverage in the processes of generating, analyzing, and disseminating research data. We introduce two approaches to data materialization currently used at the qCollaborative, an intersectional feminist design research lab with nodes at the University of Waterloo, Mount Royal University, and the University of Illinois, Urbana-Champaign. The outcomes of these methods, which we call “forcing connections between the digital and the material” and “dwelling with embodied data in research scenes”, have included productive opportunities to: relax behavioural expectations and inhibitions; leverage tacit as well as explicit knowledges; engage in processes of vulnerable co-creation; engage in equitable co-creation of knowledge across differences in lived experience; cycle through stages of public representation, gathering, and presentation; account for the complex events, actions, and contestations that influence our processes of data-production, analysis, and remediation; generate research products that can become future research scenes for equitable data-dwelling processes; and leverage old-media tactics to intervene into harmful, normative digital cultures; and generate new conceptual paradigms; and: make explicit interventions into institutional cultures. These outcomes suggest the need for further work to develop a validated, transferable data materialization methodology for use by qCollaborative and and other digital humanities researchers. Résumé Cet article argumente que concrétiser des données peut être une méthodologie utile dans les humanités numériques féministes intersectionnelles, parce que cela nécessite une attention particulière non seulement accordée au contenu des données et aux contextes dans lesquels elles sont produites, mais aussi accordée aux connaissances différentes situées individuelles que les chercheurs exploitent durant le processus de générer, d’analyser et de disséminer des données de recherche. Nous présentons deux approches de concrétiser des données, lesquelles approches s’utilisent actuellement à 'qCollaborative', un laboratoire de recherche stylistique féministe intersectionnelle qui a des noeuds à l’Université de Waterloo, à l’Université Mount Royal et à l’Université d’Illinois à Urbana-Champaign. Les résultats de ces méthodes, ce que nous appelons « forcer des connections entre la numérique et le matériel » et « analyser des données incorporées dans des scènes de recherche », incluent des opportunités productives pour : écarter des attentes de comportement ; pour exploiter des connaissances explicites et implicites ; pour s’engager dans des processus de co-création vulnérable ; pour s’engager dans la co-création équitable de connaissances en fonction de différences dans des expériences vécues ; pour parcourir les cycles des étapes de représentation, de rassemblement et de présentation publics ; pour justifier les évènements, les actions et les contestations complexes qui influent sur nos processus de produire, d’analyser et d’assainir des données ; pour générer des produits de recherche qui peuvent devenir des scènes de recherche futures pour des processus équitables d’analyse de données ; pour exploiter des stratégies de vieux médias pour intervenir dans des cultures numériques normatives nocives ; pour générer de nouveaux paradigmes conceptuels ; et pour effectuer des interventions explicites dans des cultures institutionnelles. Ces résultats suggèrent la nécessité de travail supplémentaire pour le développement d’une méthodologie transférable validée qui concrétise des données exploitables pour 'qCollaborative' et pour d’autres chercheurs des humanités numériques. Mots-clés: qCollaborative; humanités numériques féminists; concrétiser des données; forcer des comparaisons; analyser des données
In this paper, we discuss how taking a speculative feminist approach, as proposed by some members of the human-computer interaction (HCI) community, results in a radically different design of software for project management. As we interpret it, speculative feminist design in HCI demonstrates attention to the following six principles: challenging the status quo ; designing for an actionable ideal; searching out the invisible; considering the micro, meso, and macro; privileging transparency; and welcoming critique. In the context of project management, our approach to software design has therefore included the following priorities: all stakeholders have goals, but not necessarily shared goals; the line between an internal deliverable and an external project outcome is blurred; impacts can occur immediately or decades later; impact assessment methods need to be explicit in the project planning system. In adopting the terms speculative feminism and critical feminism, we intend that our work be understood as situated within the territory of Critical Theory as applied particularly to the work of the Frankfurt School. We introduce our design, called It’s a Wicked World (IWW), as an example, although it is only the current iteration of one part of a larger, ongoing project.
In most university settings the rooms are scheduled centrally in such a way that even moving tables and chair configurations can prove problematic. Because different faculty use the space for different purposes, common courtesy and institutional exigency both dictate that classrooms should be reset to neutral at the end of each session. However, from the perspective of design pedagogy this otherwise beneficial practice becomes problematic. For design students there is a strong benefit in the material culture of the design space being intrinsically modelled in the classroom. We therefore offer an alternative argument to the conventional deployment of classroom space, based on three case studies from institutions in the USA and Canada where the opportunity has existed for various forms of material permanence in the classroom setting. The benefits to the students of leveraging materiality and material persistence in the classroom include: • pedagogical benefits—having ready-to-hand reminders of core principles that are represented by objects; • efficiency—classroom conditions of material persistence allow students to pick up from where they left off without wasting time at the beginning of each class in re-establishing their presence in the work; • opportunities for mental reset—transitional spaces from the generic to the creative can remind students that they are entering a different kind of pedagogical environment; and • more accurate discipline representation—the ability to be immersed in works in progress rather than completed items on display. Finally, and perhaps most importantly, embodied classroom environments support students more holistically by remembering that makers have brains and bodies that need physical, psychological, and emotional nourishment.
: Human-Machine Interfaces (HMI) are used where people and machines or systems (often within an industrial context) interact during a given task. The goal of this interaction is for the user to operate and control the machine in an effective manner, while receiving helpful and timely feedback. In some contexts, an HMI may also function as a decision support system (DSS), or include DSS components, aiding users in making effective decisions about some aspect of the industrial operation. In this paper, we discuss the iterative design of an HMI–DSS based on a mathematical model for an ice-cream manufacturing operation. We chose ice-cream manufacturing as a working example because it is a multi-modal system, containing sufficient process complexity to be generalizable to many other kinds of industrial operations. One of our design goals is to provide users with a display that includes both quantitative and qualitative information types related to the situation requiring a decision. In addition, we aim to provide users with an exploratory environment that enables them to experiment with decision alternatives, their past and potential consequences, prior to actually carrying out the decision.
Browsing for information is a significant part of most research activity, but many online collections hamper browsing with interfaces that are variants on a search box. Research shows that rich-prospect interfaces can offer an intuitive and highly flexible alternative environment for information browsing, assisting hypothesis formation and pattern-finding. This unique book offers a clear discussion of this form of interface design, including a theoretical basis for why it is important, and examples of how it can be done. It will be of interest to those working in the fields of library and information science, human-computer interaction, visual communication design, and the digital humanities as well as those interested in new theories and practices for designing web interfaces for library collections, digitized cultural heritage materials, and other types of digital collections.
Academic prototyping, like ethnography or bench studies, is a way of producing new knowledge about an idea. It is a phase in a critical process. In fact, it is perhaps better to speak of academic prototyping, rather than of academic prototypes. In this paper, as an example, we discuss the Dynamic Table of Contexts, an academic prototyping project that has served for many years as a focus of ideas about what it means to remediate and improve on a venerable print tradition.
In the Implementing New Knowledge Environments (INKE) project, our primary focus of attention has been on text. In this paper, we discuss our recent innovations in finding ways to capture the subjective interpretation of visual information that has in some way been connected with texts. Previous work has focused on test-based semantic differentials, but our current project extends beyond to triads, and beyond text-based difference poles to image-based difference poles. As our case study, we apply the method to illustrated book covers for Lewis Carroll’s Alice’s Adventures in Wonderland .
In this article, we discuss the various ways in which the experiments we have been doing within the INKE Interface Design team and elsewhere are predicated on the availability of “digital apparatus” – various forms of metadata that can be made consistently available. These include structural, procedural, and semantic markup, digital indexes, textual variants, annotations, regularized citations, and taxonomies of references, to name a few. While some affordances are agnostic to the very existence of metadata, in some crucial instances the metadata is essential. The question we hope to address in these cases is the extent to which the new affordances are actually of sufficient potential benefit to the community to warrant being produced and maintained.