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1.2 Understanding, Usefulness, and Usability
Discovery of what would be useful occurs in the research cycle because
development also functions as an opportunity to learn. Artifacts are not just
objects; they are hypotheses about the interplay of people, technology and work.
With this perspective of complementarity between research and design,
prototypes function as tools for discovery to probe the interaction of people,
technology and work and to test the hypothesized, envisioned impact of
technological change.
Many commentators note that design begins with analysis and problem
definition. This phase is concerned with understanding the nature of the
problem to be solved and the field of practice, the domain, in which it resides.
Design activity then progresses to a divergent phase of ideation, ending in the
selection of a single idea or set of ideas. Ideas, at this point, are means of
achieving the desired ends; they are how the product will work. The final
product is then produced through a gradual refinement phase, during which it is
evaluated to ensure it meets its requirements. Each of these three phases builds
on the others: analysis supports ideation, and the final product is an embodiment
of the selected idea and is evaluated based on how it solves the problem
identified in the analysis phase.
Rather than view design as this phased, sequential process, we believe that the
design process draws on research bases and past experience in a creative,
iterative fashion. With this view, the traditional stages in design are transformed
to parallel levels of knowledge bases from which we can draw on
opportunistically during the iterative design process. Rather than phases, the
traditional stages represent tracks that proceed in parallel but produce different
"products": a model of error and expertise in the domain, aiding concepts for
what will be useful to practitioners, and the fielded system (Figure 4).
Figure 4. Three parallel design tracks
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