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Participatory Design: The Third Space in HCI
Michael Muller
- Introduction
- What is participatory design?
- Why should people care?
- Where does participatory design happen?
- Differences in different cultures and political traditions
- When does participation happen?
- Brief bibliographic essay
- Major sources for participatory design
- Previous works on participatory practices
- Analysis space of participatory practices
- Organized by two dimensions
- Lifecycle phase (from early problem analysis through field customization and redesign)
- Whose "cultural space" is involved?
- Do the users come to the software professionals' world? Provide examples.
- Do the software professionals come to the users' world? Provide examples.
- Do users and software professionals meet "in the middle," between their two worlds? This is the focus of the chapter
- Detour: Cultural spaces and "third space" analyses
- From CHI 2000 plenary: Third space
- The concept of intermediate/boundary spaces, sharing attributes
of what is on either side.
- Common example: Estuary as meeting place of salt and fresh water
-- and very fertile
- Ground the concept (briefly!) in cultural studies (hybridity,
Bhabha; Haraway; L. Code)
- Review selected participatory practices that lie in the "third space
of participatory design"
- I.e., the practices that are neither in the users' world nor in
the software professionals' world
- Apply attributes of third space work (from the preceding section)
to help to understand these practices
- Review the practices (e.g., games, theatre, alternate media, other
unusual working materials, and practices for their use)
- Co-construction of materials
- Co-construction of analytic language (e.g., as formed from the materials, in part)
- Co-construction of understanding (hybridity, maintaining multiple perspectives simultaneously)
- Derive general attributes of third space work in PD and HCI
- Conclusion
- Challenges and unsolved problems
- Where to go for more information
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