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	<title>International Journal of Design</title>	<link>http://tc.eserver.org/publisher/International_Journal_of_Design</link>
	<description>A listing of works published by International Journal of Design in the field of technical communication.</description>
	<language>en-us</language>
	<copyright>Copyright (c) 2005-08 by the EServer. All rights reserved.</copyright>
	<managingEditor>tclib-editorial@eserver.org (TC Library Editorial Board)</managingEditor>
	<webMaster>webmaster@eserver.org (Geoffrey Sauer)</webMaster>
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		<title>International Journal of Design</title>
		<link>http://tc.eserver.org/dir/International_Journal_of_Design</link>
	</image>
	<item>
		<title>Why Do We Need Doctoral Study in Design?</title>
		<link>http://tc.eserver.org/35840.html</link>
		<guid>http://tc.eserver.org/35840.html</guid>
		<description>This article makes a case for why design research is important to contemporary design practice and the deepening of the design disciplines, especially at this point in our history. It identifies the pressures on knowledge generation exerted by the shift from a mechanical, object-centered paradigm for design practice to one characterized by systems that: evolve and behave organically; transfer control from designers to users or participants; emphasize the importance of community; acknowledge media convergence; and require work by interdisciplinary teams to address the complexity of contemporary problems.</description>
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		<title>Social Interaction Design in Cultural Context: A Case Study of a Traditional Social Activity</title>
		<link>http://tc.eserver.org/35794.html</link>
		<guid>http://tc.eserver.org/35794.html</guid>
		<description>With the growth and development of information and communication technology, relationships, communities and cultures have been dramatically affected, especially as a result of the increasing accessibility and speed of communication platforms. However, as people incorporate these emerging technologies into their social interactions, there results a tendency to lose touch with social nuances, cultural values, and the characteristics of traditional society. In this study, it is argued that social activities are inherently embodied in a cultural context. Therefore, a field study of tea drinking, as a traditional social activity in Taiwan, is presented with the purpose of revealing the abundant cultural features of this activity. Because these features merge with and influence people&apos;s social lives, developing a deeper understanding of this relationship could serve to enrich computer-mediated communication or interaction designs in the future. In this study, multiple user experience research methods are applied in exploring Taiwan&apos;s tea drinking customs, and, based on the findings, an enhanced cultural model is proposed to show the cultural significance of this activity. In addition, several design implications for software related to social interaction and cultural inheritance are offered. It is concluded that the cultural characteristics of a society should be a key issue in developing interaction designs.</description>
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		<title>Privacy in the United States: Some Implications for Design</title>
		<link>http://tc.eserver.org/35795.html</link>
		<guid>http://tc.eserver.org/35795.html</guid>
		<description>In the United States, &quot;privacy&quot; largely centers on the degree to which an individual feels in control over the accessibility of whatever she or he feels is &quot;private.&quot; I explore this conceptualization of privacy, drawing primarily on the work of U.S. scholars as well as an ethnographic study including 74 mostly middle and upper-middle class individuals who were interviewed from June 2001-December 2002. I examine the ways in which participants try to achieve privacy as they pursue the principle of &quot;selective disclosure and concealment.&quot; I conclude that 1) the affordance of such selectivity may be a key element when it comes to objects, environments, services, and technological systems designed for the U.S., 2) it is important to use familiar (local), easily understood and manipulated mechanisms and metaphors when designing for privacy, 3) notions of privacy may vary widely, and if privacy is an important design consideration, deeper, local understandings of what it means and how it is normally achieved are necessary, and 4) at times, designers might benefit from focusing on the ways in which design features give preference to some stakeholders&apos; interests at the expense of others&apos; via the provision or denial of traditional forms of privacy.</description>
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		<title>User Value: Competing Theories and Models</title>
		<link>http://tc.eserver.org/35796.html</link>
		<guid>http://tc.eserver.org/35796.html</guid>
		<description>In design research, the issues of what exactly constitutes user value and how design can contribute to its creation are not commonly discussed. This paper provides a critical overview of the theories of value used in anthropology, sociology, philosophy, business, and economics. In doing so, it reviews a range of theoretical and empirical studies, with particular emphasis on their position on product, user, and designer in the process of value creation. The paper first looks at the similarities and differences among definitions of value as exchange, sign, and experience. It then reviews types and properties of user value such as its multidimensionality, its contextuality, its interactivity, and the stages of user experience dependency identified by empirical studies. Methodological approaches to user value research and their possible applications in design are also discussed. Finally, directions for future research on user value are discussed giving particular emphasis to the need of tools and methods to support design practice.</description>
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		<title>Fluency as an Experiential Quality in Augmented Spaces</title>
		<link>http://tc.eserver.org/35797.html</link>
		<guid>http://tc.eserver.org/35797.html</guid>
		<description>The use of digital products and services has expanded from largely instrumental, work-oriented settings to include entertainment, leisure, personal communication, and other classes of hedonistic use. The development of foundational concepts in the interaction design community to succeed usability and utility has lagged behind considerably. I argue that interaction design would benefit from attempts to articulate experiential qualities of digital products and services, and illustrate the approach by presenting the concept of fluency. It refers to the degree of gracefulness with which the user deals with multiple demands for her attention and action, particularly in augmented spaces where the user moves through shifting ecologies of people, physical objects, and digital media. I develop the concept of fluency by analyzing a range of digital artifacts in use situations, addressing the main themes of (1) social norms and practices and (2) peripheral interaction and calm technology. In terms of research methodology, this paper illustrates how design and criticism can be merged to construct elements of transferable knowledge for communication with design-research communities.</description>
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		<title>Effects of Visual-Auditory Incongruity on Product Expression and Surprise</title>
		<link>http://tc.eserver.org/35798.html</link>
		<guid>http://tc.eserver.org/35798.html</guid>
		<description>Product experience is influenced by information from all the senses. Our experiments provide insight into how sounds contribute to the overall experience of a product&apos;s expression. We manipulated the sounds of dust busters and juicers so that they either did or did not fit the expressions of the products&apos; appearances. In some, but not all cases, we found an inverse relationship between the degree-of-fit of a sound and the degree of surprise evoked. Furthermore, we found in some cases that the expression of a product&apos;s sound influenced the overall expression of that product.</description>
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		<title>Effects of RSVP Display Design on Visual Performance in Accomplishing Dual Tasks with Small Screens</title>
		<link>http://tc.eserver.org/29821.html</link>
		<guid>http://tc.eserver.org/29821.html</guid>
		<description>Rapid serial visual presentation (RSVP) represents a mechanism for exhibiting temporal information instead of spatial information to overcome the limitations of small-screen devices. Previous studies examining this area focused only on information presented by RSVP displays and disregarded changes in the performance of accompanying tasks associated with such displays. Therefore, this investigation performed a dual-task experiment (a search task for static information and a reading task for RSVP display information) to examine the effects of presentation mode (character-by-character, word-by-word, and one-line format), speed (171, 260, 350, and 430 characters per minute, or cpm), and text-flow orientation (vertical and horizontal orientation) of RSVP display information on the visual performance of users during different stages of usage (whether current usage is the first, second, third, fourth, fifth, or eighth day of usage) for a small screen.</description>
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		<title>Exploring Types and Characteristics of Product Forms</title>
		<link>http://tc.eserver.org/29820.html</link>
		<guid>http://tc.eserver.org/29820.html</guid>
		<description>Incorporating emotional value into products has become an essential strategy for increasing a product&apos;s competitive edge in the consumer market. It is therefore important for product manufacturers to understand how products affect consumers&apos; emotions. This study was undertaken to investigate the types and characteristics of household products that elicit pleasurable responses, in particular among young, college-age consumers. The results of the study could suggest the types and characteristics to consider when developing pleasurable products aimed at young consumers.</description>
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		<title>Framework of Product Experience</title>
		<link>http://tc.eserver.org/29822.html</link>
		<guid>http://tc.eserver.org/29822.html</guid>
		<description>In this paper, we introduce a general framework for product experience that applies to all affective responses that can be experienced in human-product interaction. Three distinct components or levels of product experiences are discussed: aesthetic experience, experience of meaning, and emotional experience. All three components are distinguished in having their own lawful underlying process.</description>
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	<item>
		<title>A Usability Evaluation of Web Map Zoom and Pan Functions</title>
		<link>http://tc.eserver.org/29819.html</link>
		<guid>http://tc.eserver.org/29819.html</guid>
		<description>Due to limitations on screen size and resolution, the usability of web maps relies heavily on their interface design. The main goal of this research is to find better interface designs for web maps and to facilitate their usage by the public. The research consists of two stages of investigation: (a) a survey on the operation interfaces of popular web maps; and (b) a usability evaluation of simulated interfaces by measuring task performance and conducting subjective evaluations.</description>
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