9. سیر طراحی کبرکرد گرا
•
•
•
•
•
•
Martin Heidegger
Maurice Merleau-Ponty
James Gibson
Donald Norman
Rosalind Pickard
Paul Dourish
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15. Emotional design model
• Norman, Ortony and Revelle (2004) model of
emotion
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16. Pleasure model
• Jordon (2000) based on Tiger’s (1992) framework of
pleasure
• Focuses on the pleasurable aspects of our interactions
with products
–
–
–
–
(i) physio-pleasure
(ii) socio-pleasure
(iii) psycho-pleasure
(iv) ideo-pleasure (cognitive)
• Means of framing a designer’s thinking about
pleasure, highlighting that there are different kinds
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17. Technology as Experience
• McCarthy and Wright (2004) framework of the user
experience in terms of how it is ‘felt’ by the user
• Draws from Pragmatism, which focus on the sensemaking aspects of human experience
• Made up of 4 core threads
–
–
–
–
compositional,
sensual,
emotional
spatio-temporal
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18. Theoretical frameworks for
qualitative analysis
• Basing data analysis around theoretical frameworks provides
further insight
• Three such frameworks are:
– Grounded Theory
– Distributed Cognition
– Activity Theory
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19. Grounded Theory
• Aims to derive theory from systematic analysis of data
• Based on categorization approach (called here ‘coding’)
• Three levels of ‘coding’
– Open: identify categories
– Axial: flesh out and link to subcategories
– Selective: form theoretical scheme
• Researchers are encouraged to draw on own theoretical
backgrounds to inform analysis
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20. Distributed Cognition
• The people, environment & artefacts are regarded as one
cognitive system
• Used for analyzing collaborative work
• Focuses on information propagation & transformation
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21. Activity Theory
• Explains human behavior in terms of our practical activity
with the world
• Provides a framework that focuses analysis around the
concept of an ‘activity’ and helps to identify tensions between
the different elements of the system
• Two key models: one outlines what constitutes an ‘activity’;
one models the mediating role of artifacts
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