However, the term design fiction is currently associated with a wide range of uses, and artefacts. They promise to stimulate discussions about sensitive topics, such as the future of technology-enabled care, a complex area with contrasting emotional, social and practical views and wishes. In this perspective, the fieldwork becomes an incessant source of inspiration for identifying effective ‘design elements’, understanding how they work and their ‘experiential effects’, and producing design implications to create novel technologies across multiple application domains.ĭesign fictions are used in HCI to position emerging technologies in fictional future worlds, through which the complexities of our relationships with technologies can be represented, explored and experienced. Inspired by design practices like biomimicry, I describe the figure of the ethno-designer, a digital design ethnographer who dives into ‘successful’ virtual environments in search for insightful design patterns, with the purpose of creating new designs in other, even distant, contexts. Building on top of the recent debate on ethnography within HCI, this article proposes to employ reflexivity and theoretical pluralism to ground a new way of using design ethnography in HCI, directly envisioning novel designs during the fieldwork. Our discussion contributes implications for researchers to form teams and account for their roles in research, as well as recommendations how diffractive analysis can support other research agendas.ĭesign ethnography has been widely used in Human-Computer Interaction (HCI) to understand people’s everyday behaviors, in order to build technologies capable of meeting users’ needs. We present themes from this analysis regarding the ways that participants are inscribed in our research, considerations related to transferability and novelty between work centered on older adults and other work, and insights about methodologies. We constructed three analyses of a dataset collected at an IoT design workshop and then conducted a diffractive analysis. This article introduces diffractive analysis as an approach that examines difference to yield new empirical understandings about our methods and the topics we study. IoT for aging in place is one area around which these conflicting discourses have converged, likely in part driven by government and industry interest. Recently, researchers are engaging in critical reflections of these approaches. Researchers in Human–Computer Interaction (HCI) have long developed technologies for older adults. These posts were often written in simple terms for a "beginner lifter" audience: The data we've classified under this theme shows that LiftBlr functions as a resource of practical knowledge regarding an activity that is central to the community itself: shoplifting. a location within a store out of view of cameras, shop assistants or other customers). LiftBlrs also discussed strategies like "scoping" (scanning a shop to identify threats and opportunities), "boosting" (selling stolen merchandise online) or identifying "blind spots" (i.e. Common issues detailed and reblogged included selecting the perfect shoplifting outfit, or ways of avoiding suspecting parents when returning home after a successful day at the mall. For example, one post discussed how they left the shop in a hurry claiming to chase a Pokémon on Pokémon Go. Sometimes, bloggers would draw on mainstream technologies and appropriate them for shoplifting purposes. This post was a response to a question about what tools were useful for shoplifting besides hooks and magnets: Dozens of posts dealt with social strategies to avoid getting caught, with posters drawing on personal experiences of "lifting". Examples of DIY shoplifting tools include clothing that camouflages stolen goods, or tools for detaching security tags such as magnets hidden in the soles of shoes ( Figure 2). for shoplifting were also discussed, often with accompanying images.
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