You are required to read and agree to the below before accessing a full-text version of an article in the IDE article repository.

The full-text document you are about to access is subject to national and international copyright laws. In most cases (but not necessarily all) the consequence is that personal use is allowed given that the copyright owner is duly acknowledged and respected. All other use (typically) require an explicit permission (often in writing) by the copyright owner.

For the reports in this repository we specifically note that

  • the use of articles under IEEE copyright is governed by the IEEE copyright policy (available at http://www.ieee.org/web/publications/rights/copyrightpolicy.html)
  • the use of articles under ACM copyright is governed by the ACM copyright policy (available at http://www.acm.org/pubs/copyright_policy/)
  • technical reports and other articles issued by M‰lardalen University is free for personal use. For other use, the explicit consent of the authors is required
  • in other cases, please contact the copyright owner for detailed information

By accepting I agree to acknowledge and respect the rights of the copyright owner of the document I am about to access.

If you are in doubt, feel free to contact webmaster@ide.mdh.se

Crafting interaction: The epistemology of modern programming

Fulltext:


Authors:


Research group:


Publication Type:

Journal article

Venue:

Personal and Ubiquitous Computing

Publisher:

Springer-Verlag

DOI:

10.1007/s00779-013-0687-6

ISRN:

1617-4909


Abstract

There is a long tradition in design of discussing materials and the craft of making artefacts. ‘Smart’ and interactive materials affected what constitutes a material. Interaction design is a design activity that creates the appearance and behaviour of information technology, challenged by the illusiveness of interactive materials. With the increased design space of ubiquitous devices, designers can no longer rely on a design process based on known interaction idioms, especially for innovative highly interactive designs. This impedes the design process, because non-interactive materials, by which designers create sketches, storyboards, and mock-up prototypes, do not provide the essential talkbacks needed to make reliable assessments of the design characteristics. Without a well-defined design the engineering process of artefacts has unclear ends, which are not encompassed in the rational epistemology of engineering. To value the experiential qualities of these artefacts the prototypes need to be interactive and crafted in code. This paper investigates the materiality of information technology, specifically programming language code from which interactive artefacts are made. A study of users of programming languages investigates how they describe programming language code as a material. If you have a material it is reasonable, because of the tradition in the material and craft fields, to say you have a craft. Thus, considering code a design material allows the metaphor of craft to be used for the activity of programming.

Bibtex

@article{Lindell3081,
author = {Rikard Lindell},
title = {Crafting interaction: The epistemology of modern programming},
editor = {Peter Thomas},
volume = {18},
number = {3},
pages = {613--624},
month = {March},
year = {2014},
journal = {Personal and Ubiquitous Computing},
publisher = {Springer-Verlag},
url = {http://www.es.mdu.se/publications/3081-}
}