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Dive into the research topics where Erik Stolterman is active.

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Featured researches published by Erik Stolterman.


ACM Transactions on Computer-Human Interaction | 2008

The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas

Youn-kyung Lim; Erik Stolterman; Josh D. Tenenberg

The role of prototypes is well established in the field of HCI and Design. A lack of knowledge, however, about the fundamental nature of prototypes still exists. Researchers have attempted to identify different types of prototypes, such as low- vs. high-fidelity prototypes, but these attempts have centered on evaluation rather than support of design exploration. There have also been efforts to provide new ways of thinking about the activity of using prototypes, such as experience prototyping and paper prototyping, but these efforts do not provide a discourse for understanding fundamental characteristics of prototypes. In this article, we propose an anatomy of prototypes as a framework for prototype conceptualization. We view prototypes not only in their role in evaluation but also in their generative role in enabling designers to reflect on their design activities in exploring a design space. We base this framework on the findings of two case studies that reveal two key dimensions: prototypes as filters and prototypes as manifestations. We explain why these two dimensions are important and how this conceptual framework can benefit our field by establishing more solid and systematic knowledge about prototypes and prototyping.


designing interactive systems | 2010

An analysis and critique of Research through Design : towards a formalization of a research approach

John Zimmerman; Erik Stolterman; Jodi Forlizzi

The field of HCI is experiencing a growing interest in Research through Design (RtD), a research approach that employs methods and processes from design practice as a legitimate method of inquiry. We are interested in expanding and formalizing this research approach, and understanding how knowledge, or theory, is generated from this type of design research. We conducted interviews with 12 leading HCI design researchers, asking them about design research, design theory, and RtD specifically. They were easily able to identify different types of design research and design theory from contemporary and historical design research efforts, and believed that RtD might be one of the most important contributions of design researchers to the larger research community. We further examined three historical RtD projects that were repeatedly mentioned in the interviews, and performed a critique of current RtD practices within the HCI research and interaction design communities. While our critique summarizes the problems, it also shows possible directions for further developments and refinements of the approach.


human factors in computing systems | 2009

Understanding why we preserve some things and discard others in the context of interaction design

William Odom; James Pierce; Erik Stolterman; Eli Blevis

This paper takes up the problem of understanding why we preserve some things passionately and discard others without thought. We briefly report on the theoretical literature relating to this question, both in terms of existing literature in HCI, as well as in terms of related literatures that can advance the understanding for the HCI community. We use this reading to refine our frameworks for understanding durability in digital artifice as an issue of sustainable interaction design in HCI. Next, we report in detail on our ongoing work in collecting personal inventories of digital artifice in the home context. We relate our prior and most current personal inventories collections to the framework that owes to our reading of the theoretical literature. Finally, we summarize the theoretical implications and findings of our personal inventories work in terms of implications for the design of digital artifice in a manner that is more durable.


Design Studies | 1997

The character of things

Lars-Erik Janlert; Erik Stolterman

Abstract People, as well as things, appear to have character—high-level attributes that help us understand and relate to them. A character is a coherent set of characteristics and attributes that apply to appearance and behaviour alike, cutting across different functions, situations and value systems—esthetical, technical, ethical—providing support for anticipation, interpretation and interaction. Consistency in character may become more important than ever in the increasingly complex artifacts of our computer-supported future.


designing pleasurable products and interfaces | 2007

Interaction gestalt and the design of aesthetic interactions

Youn-kyung Lim; Erik Stolterman; Heekyoung Jung; Justin Donaldson

Although there has been a drastic increase in the research of aesthetics of interaction, we still lack well-defined practical knowledge of how to design aesthetic interactions. In order to develop such knowledge, we adapt three important ways of thinking in designing interactions influenced by traditional design disciplines, namely, 1) understanding what it is that is designed---i.e. interaction, 2) knowing what is possible to be manipulated when designing interactions---i.e. attributes of interaction, and 3) mastering how to manipulate the attributes to shape the interactions. We explain our approach by arguing from the somaesthetic perspective. We propose the concept of interaction gestalt, as a way to achieve those three ways of thinking in design. We then propose a set of interaction gestalt attributes that can be used in designing aesthetic interactions. We end with a discussion of the implications and benefits of this approach in interaction design.


Human-Computer Interaction | 2010

Concept-Driven Interaction Design Research

Erik Stolterman; Mikael Wiberg

In this article, we explore a concept-driven approach to interaction design research with a specific focus on theoretical advancements. We introduce this approach as a complementary approach to more traditional, and well-known, user-centered interaction design approaches. A concept-driven approach aims at manifesting theoretical concepts in concrete designs. A good concept design is both conceptually and historically grounded, bearing signs of the intended theoretical considerations. In the area of human–computer interaction and interaction design research, this approach has been quite popular but not necessarily explicitly recognized and developed as a proper research methodology. In this article, we demonstrate how a concept-driven approach can coexist, and be integrated with, common user-centered approaches to interaction design through the development of a model that makes explicit the existing cycle of prototyping, theory development, and user studies. We also present a set of basic principles that could constitute a foundation for concept driven interaction research, and we have considered and described the methodological implications given these principles. For the field of interaction design research we find this as an important point of departure for taking the next step toward the construction and verification of theoretical constructs that can help inform and guide future design research projects on novel interaction technologies.


Information Technology & People | 2000

Exploring the assumptions underlying information systems methodologies: their impact on past, present and future ISM research

Nancy L. Russo; Erik Stolterman

Assumptions about an object under study can influence research in many ways. These preconceptions color the researcher’s perspective, and influence the research purpose, the research questions addressed, and the research methods used. This paper identifies and analyzes the following assumptions regarding information systems methodology (ISM) research: the positive impact of methodologies on the process and product of information system design; the irrationality of design practice; the existence of knowledge about good design practice; the ability to communicate design knowledge to practicing designers; and the ability to change the rationality of design practitioners. The impact of these assumptions on ISM research is examined for the purpose of highlighting limitations of past research and identifying more promising directions for the future.


nordic conference on human-computer interaction | 2008

Toward a framework for ecologies of artifacts: how are digital artifacts interconnected within a personal life?

Heekyoung Jung; Erik Stolterman; William Ryan; Tonya Thompson; Marty Siegel

Assuming that an interactive artifact cannot be fully understood by itself due to their increasing number, we explored how individual artifacts are related to each other and how those relationships can be investigated for further design and research implications. This study suggests a concept of ecology of artifacts to describe any implicit or explicit relationships among interactive artifacts in ones personal life. We conducted two types of studies -- personal inventory study and an ecology map study -- to explore multiple dimensions for understanding a personal ecology of artifacts. We expect the knowledge of artifact ecology would help designers and researchers in the field of HCI to create and analyze interactive artifacts considering their dynamic interplays in an increasingly ubiquitous technology environment.


human factors in computing systems | 2011

Understanding interaction design practices

Elizabeth Goodman; Erik Stolterman; Ron Wakkary

There is an undesirable gap between HCI research aimed at influencing interaction design practice and the practitioners in question. To close this gap, we advocate a theoretical and methodological focus on the day-to-day, lived experience of designers. To date, this type of theory-generative, experientially oriented research has focused on the users of technologies, not the designers. In contrast, we propose that HCI researchers turn their attention to producing theories of interaction design practice that resonate with practitioners themselves. In part one of this paper, we describe the mismatch between HCI research and interaction design practices. Then we present vignettes from an observational study of commercial design practice to illustrate the issues at hand. In part two, we discuss methodological and theoretical changes in research practice that might support the goal of integrating HCI research with interaction design practices. We then discuss current research methods and theories to identify changes that might enlarge our view on practice. In part three, we elaborate on our theoretically minded agenda and a kind of ideal-type theory.


human factors in computing systems | 2011

Issues in evaluating ambient displays in the wild: two case studies

William R. Hazlewood; Erik Stolterman; Kay Connelly

In this paper we discus the complex task of evaluating ambient displays, concentrating on issues within in-situ deployments. We start by describing how these technologies have been evaluated in lab settings, where the focus has been primarily on issues of usability, and argue strongly for the necessity of in-situ evaluation. We then present two case studies involving in-situ evaluations, and from these derive issues that hindered the researchers from being able to delve more deeply into the overall impact of their implementations. We conclude with our own suggestions on possible alternatives to explore for evaluating ambient displays, which are based on the issues derived from our case studies.

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Ron Wakkary

Eindhoven University of Technology

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Heekyoung Jung

Indiana University Bloomington

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Eli Blevis

Hong Kong Polytechnic University

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Martin A. Siegel

Indiana University Bloomington

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Heather Wiltse

Indiana University Bloomington

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