Record ID | ia:constructingknow0000selv |
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008 141120s2015 caua fob 000 0 eng d
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100 1 $aSelvin, Al,$eauthor.
245 10 $aConstructing knowledge art :$ban experiential perspective on crafting participatory representations /$cAl Selvin, Simon Buckingham Shum.
264 1 $aSan Rafael, California :$bMorgan & Claypool Publishers,$c[2015]
264 4 $c©2015
300 $a1 online resource (xi, 107 pages) :$billustrations
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
490 1 $aSynthesis lectures on human-centered informatics,$x1946-7699 ;$v#23
504 $aIncludes bibliographical references (pages 97-106).
505 0 $aParticipatory design and representational practice -- Dimensions of knowledge art -- Case studies -- Discussion and conclusions -- Knowledge art analytics.
505 0 $a1. Introduction.
505 8 $a2. Participatory design and representational practice -- 2.1 The role of practitioners -- 2.1.1 Aesthetics and mediating representations in PD -- 2.2 Summary.
505 8 $a3. Dimensions of knowledge art -- 3.1 Critical viewpoints on practice research -- 3.2 The experience of participatory practice -- 3.3 An experiential model -- 3.4 Examining the dimensions -- 3.4.1 Aesthetics [p] -- 3.4.2 Ethics [q] -- 3.4.3 Narrative [r] -- 3.4.4 Sensemaking [s] -- 3.4.5 Improvisation [t] -- 3.5 Summary.
505 8 $a4. Case studies -- 4.1 Example 1: Tom and Jackie, an improvised educational game -- 4.1.1 Discussion -- 4.2 Example 2: Contingency planning, a participant takes over -- 4.2.1 Discussion -- 4.3 Example 3: Hab crew, collaborative retrieval and authoring -- 4.3.1 Discussion -- 4.4 Example 4: Ames group 4, improvised tacit teamwork between practitioners -- 4.4.1 Discussion -- 4.5 Example 5: Ames group 2 session, when a session veers off course -- 4.5.1 Discussion -- 4.6 Summary -- 4.6.1 Multiple narratives -- 4.6.2 Looking at instances of practice in experiential terms.
505 8 $a5. Discussion and conclusions -- 5.1 Fostering engagement and effective PD practice -- 5.2 Learning and education.
505 8 $a6. Appendix: Knowledge art analytics -- 6.1 Shaping form -- 6.2 Coherence, engagement, and usefulness (CEU) analysis -- 6.3 Sensemaking episode description -- 6.4 Moves and choices analysis -- 6.5 Framing analysis -- 6.6 Granularity of the different techniques -- 6.7 How the techniques relate to the conceptual framework -- 6.8 Summary.
505 8 $aBibliography -- Author biographies.
520 3 $aThis book is about how people (we refer to them as practitioners) can help guide participants in creating representations of issues or ideas, such as collaborative diagrams, especially in the context of Participatory Design (PD). At its best, such representations can reach a very high level of expressiveness and usefulness, an ideal we refer to as Knowledge Art. Achieving that level requires effective engagement, often aided by facilitators or other practitioners. Most PD research focuses on tools and methods, or on participant experience. The next source of advantage is to better illuminate the role of practitioners--the people working with participants, tools, and methods in service of a project's larger goals. Just like participants, practitioners experience challenges, interactions, and setbacks, and come up with creative ways to address them while maintaining their stance of service to participants and stakeholders. Our research interest is in understanding what moves and choices practitioners make that either help or hinder participants' engagement with representations. We present a theoretical framework that looks at these choices from the experiential perspectives of narrative, aesthetics, ethics, sensemaking and improvisation and apply it to five diverse case studies of actual practice.
588 0 $aOnline resource; title from PDF title page (Morgan & Claypool, viewed on November 19, 2014).
650 0 $aUser-centered system design.
650 0 $aKnowledge representation (Information theory)
650 7 $aCOMPUTERS$xComputer Literacy.$2bisacsh
650 7 $aCOMPUTERS$xComputer Science.$2bisacsh
650 7 $aCOMPUTERS$xData Processing.$2bisacsh
650 7 $aCOMPUTERS$xHardware$xGeneral.$2bisacsh
650 7 $aCOMPUTERS$xInformation Technology.$2bisacsh
650 7 $aCOMPUTERS$xMachine Theory.$2bisacsh
650 7 $aCOMPUTERS$xReference.$2bisacsh
650 7 $aKnowledge representation (Information theory)$2fast$0(OCoLC)fst00988187
650 7 $aUser-centered system design.$2fast$0(OCoLC)fst01740021
653 $aparticipatory design
653 $aknowledge media
653 $asensemaking
653 $aimprovisation
653 $areflective practice
653 $aaesthetics
653 $aethics
653 $anarrative
653 $afacilitation
653 $avisualization
653 $acreativity
653 $alearning
655 4 $aElectronic books.
700 1 $aBuckingham Shum, Simon J.,$eauthor.
776 08 $iPrint version:$iSelvin, Al.$tConstructing knowledge art.$d[San Rafael, California] : Morgan & Claypool Publishers, [2015]$z9781627052597$w(OCoLC)904609937
830 0 $aSynthesis lectures on human-centered informatics ;$v#23.$x1946-7680
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