Communication Design Quarterly

255 articles
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June 2015

  1. Aspects of access
    Abstract

    Increasingly, health and medical communication involves a global perspective. This perspective now includes coordinating international efforts ranging from treating globally dispersed patients to containing infectious diseases. In many cases, the focus of such information is instructional---content that tells individuals how to perform certain health-or medical-related processes. In such situations, usability is essential to success. That is, individuals must be able to use instructional materials as intended to achieve a particular purpose or objective. Communication designers therefore need to identify approaches that can facilitate the usability of health and medical content in a range of international settings.

    doi:10.1145/2792989.2792990
  2. A UX workflow for building awesome applications
    Abstract

    Though usability is a must for all new applications, small organizations often lag behind in this area. This trend is frequently posed as a resource problem: User Experience design (UX) teams, usability testing software, and professional web developers are typically lacking in cash-strapped small businesses, non-profits, and educational institutions, so creating cutting-edge designs may seem impossible. We propose that what is lacking in these settings is actually knowledge of effective design workflows, however, not resources. What is lacking is a sound understanding of UX and an effective means of mobilizing existing resources. Based on a case study of a redesign process for a mobile application, we present evidence that all organizations can build awesome applications if they simply learn how to better manage their design processes.

    doi:10.1145/2792989.2792996
  3. Understanding digital badges through feedback, reward, and narrative
    Abstract

    Digital badges are studied and implemented for a variety of purposes. Regardless of the specific application, all badges have one thing in common: they contain explicitly designed information meant to motivate users. This information is created by the badge's developer, transferred using the badge as a vessel, and assimilated by the user. In other words, badges are devices for communication. This article examines this communication process within social environments from three different perspectives---badges as rewards, feedback mechanisms, and narrative. For each of these perspectives, this article provides examples and discusses the type of information that can be communicated as well as the design considerations required for successful communication.

    doi:10.1145/2792989.2792998
  4. Personalized presentation builder for persuasive communication
    Abstract

    Presentations are effective ways of communicating information, especially in the field of education, but they might not be equally or fully beneficial and persuasive to all users. Each member of the audience might be interested in a particular topic, come from a different background and profession, and have his or her own personality traits. In this conceptual paper, we first describe our persuasive personalization model; the Individualization Pyramid based on Yale Attitude Change Approach. The model consists of the following main sections: selecting contents by applying segmentation, adjusting comprehensibility of the text, tailoring the language of the text to fit with user's personality and recommending content that is associated with user's personal history within the related subjects. We then propose an enhanced version of our previously published presentation builder, which uses users' digital traces such as those on social media to personalize presentation content. Finally, we highlight the available tools and algorithms to assist us with developing the system.

    doi:10.1145/2792989.2792993

March 2015

  1. Understanding microinteractions as applied research opportunities for information designers
    doi:10.1145/2752853.2752860
  2. Review of " <i>Implementing Responsive Design: Building Sites for an Anywhere, Everywhere Web</i> by Tim Kadlec", New Riders, 2013. ISBN#: 978-0-321-82168-3
    doi:10.1145/2752853.2752862
  3. Review of " <i>Playful Design: Creating Game Experiences in Everyday Interfaces.</i> John Ferrara", Brooklyn, NY: Rosenfeld Media. 2012. ISBN: 978-1933820149
    doi:10.1145/2752853.2752864

January 2015

  1. Designing globally, working locally
    Abstract

    Extending digital products and services to global markets requires a communication design approach that considers the needs of international (e.g. non-U.S.) users. The challenge becomes developing an approach that works effectively. The concept of personas, as applied in user experience design (UX), can offer an effective solution to this situation. This article examines how this idea of personas can expand communication design practices to include users form other cultures.

    doi:10.1145/2721882.2721886
  2. Knowledge work, knowledge play
    Abstract

    Everyday spaces and places are increasingly experienced as hybrid---as a confluence of material and informatic possibility---thanks to the ubiquity of always connected mobile devices and robust sociotechnical networks. For example, the interiors of many contemporary vehicles are personal area networks that move with drivers through daily commutes, connecting them to their phone's text messages and social networks in and through the material space of their car. In such cases, communication flows strongly mediate people's experiences in, movements through, and perceptions toward spaces of work, learning, and leisure. This article explores such hybrid spaces from the perspective of communication design, offering a heuristic approach to user experience in a world where spaces are often crosshatched and multiple. This exploration focuses on the kinds of tools and practices common to knowledge work and its recent extensions into forms of knowledge play, where the means of knowledge work are coordinated and transformed for non-work pursuits. This article, then, presents a practical, persona driven perspective on the relationships between communication flows and hybrid spaces, challenging design of communication researchers and user experience professionals to rethink the everyday combinations of symbolic action, knowledge work tools and networks, and mundane locations and movements.

    doi:10.1145/2721874.2721876
  3. Pushing boundaries of normalcy
    Abstract

    We are all patients in some way---or, at the least, patients-in-waiting. Although I am reminded of this reality on a daily, if not hourly, basis, it is most apparent when I log onto the Internet to engage in what millions of users have begun doing in the last few decades: surf for health information. Typing in "breast cancer" for what must be the thousandth time, I look again for research that will provide insight into this biopolitical phenomenon. Perhaps more telling, I search for information about my own body. As I scan the material, I cannot help but ask myself what qualities I possess or have developed and how they fit into the categories of "high risk," "moderate risk," or "low to no risk."

    doi:10.1145/2721874.2721877
  4. Porn architecture
    Abstract

    This poster brief describes ongoing research on user taxonomies in free internet pornography, examining tagging and filtering systems in two digital porn bulletin boards on the social network Reddit. These two communities.r/PornVids, a board for mainstream porn, and r/ChickFlixxx, a board for woman-friendly or feminist porn. offer unique insight into not only porn consumption patterns, but also ways of sorting pornography according to distinctly gendered preferences. The researcher concludes by describing future directions for empirical inquiry into internet pornography, making a case for the importance of affective considerations in user research and interface design.

    doi:10.1145/2721882.2721885
  5. Review of "The user experience team of one: A research and design survival guide by L. Buley" Rosenfeld Media 2013 978-1-933820-18-7.
    doi:10.1145/2721874.2721881

May 2014

  1. Letting context speak
    Abstract

    This paper discusses how co-creative, design-led, and user-centered design methods are being utilized to gain insight into the factors that influence the communication of food recalls. It looks at the role of designer and public in these methods and considers the value of these methods for other settings.

    doi:10.1145/2644448.2644456
  2. Participatory design
    Abstract

    Scholars conducting analytical research in multimodal interaction design have not paid enough attention to the use of disabled participants in their work. In this column I argue that participatory action research with these users is overdue for the sake of building a culture of accessible designs. Working on a larger project on participatory design for a book, this commentary records my initial thoughts on how participation by disabled users needs to be central to the overall production cycle. I begin with the premise that each disabled user participates in this multimodal discourse from an entirely different vantage point shaped by their social, physical, and artistic experiences. It also emphasizes that each user interacts with multimodality differently depending upon the body they have, the adaptive technology they employ, and the uses they have for multimodality.

    doi:10.1145/2644448.2644452
  3. Journey mapping
    Abstract

    If you've been in the field of user experience design, usability testing, or marketing for anytime at all, you've almost certainly come across the use of personas to help members of a cross functional design team communicate with one another about the impacts that design decisions will have on a particular user demographic. As Adlin and Pruitt (2006) explain, personas are useful because they put an individual, human face on demographic and ethnographic data which would otherwise be difficult to explain to software engineers, project managers, information product developers, and other stakeholders in a way they can easily conceptualize and apply. Usually on one sheet of paper, a persona will provide a photo of the character for the persona; a memorable name for the persona; a short bio or background information about the persona; the persona's goals for using the product being developed; a short and memorable quote from the persona which usually conveys their ethos ; and other information relevant to the use of the product being designed such as training; previous experience with similar products, or physical disabilities (such as arthritis or poor eye sight---see http://www.clemson.edu/caah/caah_mockups/persona_clemsongrad.html for an example of personas developed for the redesign of a College's website).

    doi:10.1145/2644448.2644451
  4. Review of <i>Cross-cultural technology design: creating culture-sensitive technology for local users</i> by Sun, H. (2012), New York, NY: Oxford University Press, Inc.
    Abstract

    In Huatong Sun's recent book, Cross-cultural technology design: Creating culture-sensitive technology for local users , the author presents a study of text messaging usage in both American and Chinese culture. Sun introduces the field to her "design philosophy and model of Culturally Localized User Experience" or "CLUE" (xiv-xv). Using the CLUE approach, Sun explores the differences in how a technology such as text messaging has developed, and has been interpreted by users, within each culture, including case studies of specific users. Sun breaks up her book into three distinctive parts: Grounding, Experiences, and Implications.

    doi:10.1145/2644448.2644458
  5. Review of <i>Cross-cultural design for IT products and services</i> by Pei-Luen Patrick Rau, Tom Plocher, &amp; Yee-Yin Choong. (2013), CRC Press
    Abstract

    The culture we are part of tells us what aspects of design constitute "good" both in terms of aesthetics and usability. When it comes to technologies, these factors must be addressed for a given item to be successfully adopted by and correctly used within a particular culture. To put these ideas into practice, consider the following: A given interface might be very easy for the members of a particular culture to use, but if its aesthetic appeal is so jarring that individuals avoid it almost instinctively (i.e., before they actually use it), then the benefits of that interface are lost. Similarly, an aesthetically appealing interface might entice the members of a given culture to try it, but if the interface is difficult to use, then the initially interested audience is likely to abandon it. Effective communication design for international contexts thus becomes a matter of recognizing and addressing both aspects associated with "good." And as online media increasingly link the world together via information technologies, the need to understand and address such factors becomes increasingly important.

    doi:10.1145/2644448.2644459
  6. What's in a name?
    Abstract

    By describing cultural usability work as "information architecture," I knew I would be waging a continuous rearguard battle with database designers. Eventually the cost of bickering over turf outweighed the clarity the term brought, even considering its lineage. Richard Saul Wurman first recognized Information Anxiety in the late 1980s and described those working as Information Architects in the 1990s. Here, I remind readers that Wurman goes by the nickname "Ted." Wurman's vision of widespread attention to Technology, Education, and Design resulting in the popular TED talks---although he has an uneasy relationship with his own creation. "When he speaks about TED Talks, he clearly struggles to identify with the organisation today and is adamant that it has lost its vision." [http://www.universityobserver.ie/2012/10/31/interview-richard-saul-wurman-ted-talks/] At our current moment of media convergence, it helps to remember that the 20 minute flipped pedagogical lecture itself is the result of thirty years of dedication to disseminating disruptive ideas. If Ted Wurman can let TED go, I can let go of Information Architecture.

    doi:10.1145/2644448.2644450
  7. A comparative approach to enhance information interaction design of visual analytics systems
    Abstract

    This paper introduces a novel comparative strategy to access, synthesize, and redesign a mobile visual analytics (VA) system. Designing, evaluating, and improving VA tools are challenging because of the exploratory and unpredicted nature of their users' analysis activities in a real context. Often the system development approach is running rounds of iteration based on one or a few design ideas and related references. Inspired by ideation and design selection from design-thinking literature, we start to redesign systems from comparison and filtering based on a broad range of design ideas. This approach focuses on the information interaction design of systems; integrates design principles from information design, sensorial design, and interaction design as guidelines; compares VA systems at the component level; and seeks unique and adaptive design solutions. The Visual Analytics Benchmark Repository provides a rich collection of the Visual Analytics Science and Technology (VAST) challenges submission reports and videos. For each challenge design problem, there are multiple creative and mature design solutions. Based on this resource, we conducted a series of empirical user studies to understand the user experience by comparing different design solutions, enhanced one visual analytics system design MobileAnalymator by synthesizing new features and removing redundant functions, and accessed the redesign outcomes with the same comparative approach.

    doi:10.1145/2644448.2644455
  8. "That usability course"
    Abstract

    The approach to usability adopted by many technical communication programs often conceptually separates usability from other subject matter areas and places it at the tail-end of a project. Such an approach creates conceptual barriers with regard to how usability fits in a design project. As a result, students do not engage in the critical work of designing and testing iteratively in the formative phase of a product. We should broaden usability into user experience, enable students to see user experience as an iterative and agile process, and provide in-depth knowledge of user research methods.

    doi:10.1145/2644448.2644454

February 2014

  1. Remediation in data visualization
    Abstract

    Our poster is an exploration of the effects of quantifying physical experiences and refashioning them into new, interactive, live experiences through data visualization; the poster explores how data visualizations are designed to teach and effect change. Specifically, the authors explore two topics: athletic training and teacher training. Both of these fields have been inundated by data analysis tactics; sports data visualizations are highly developed and hypermediate while teacher training data are still largely immediate and static Through an analysis of these two topics in relation to theories of phenomenography and remediation, the poster discusses how the use of real-time data analysis and data visualization common in sports training might inform how that we effect change in other fields, such as teaching.

    doi:10.1145/2597469.2597474
  2. Technology and communication design
    Abstract

    As I prepare to teach the latest iteration of my course in Visualizing Information, I am struck by how quickly visualization software and techniques are advancing. As an academic, whose primary job is as a researcher and teacher, my relationship with technology is rooted at the crossroads of excitement and dread; of just catching up and being perpetually behind. I feel excitement that advancements in web functionality and design, visualization techniques, and other technology-enabled practices are finally happening and can benefit my work and the work of my students. Conversely I am filled with dread that I rarely feel fully in-the-know, much less at the bleeding edge of these developments because my job doesn't necessarily reward that kind of knowledge. As a graduate student in the fall of 2000 (Is that really 14 years ago?) I earned a webmaster certification and followed that by helping in the redesign of several websites at my university. A decade later, as an assistant professor on the tenure clock, I was composing an academic webtext and I found myself needing the help of an undergraduate student to teach me how to integrate something called jQuery into my HTML5. I was dismayed over how rusty my skills had become once my tenure responsibilities had taken over.

    doi:10.1145/2597469.2597472
  3. Social media in disaster response: how experience architects can build for participation by L. Potts, (2013). New York, NY: Routledge
    Abstract

    Liza Potts' recent book, Social media in disaster response: How experience architects can build for participation , explores the ways in which social web tools provide researchers and practitioners with opportunities to address disaster communication and information design for building participatory cultures. All too often, researchers and design practitioners in both the academy and industry think of social web tools as static, as "single-serving interfaces, systems, documents and silos" (1). In order to meet the progressive needs of contemporary knowledge workers, interdisciplinary teams that include humanists, social scientists, and technologists must build better architectures for everyday experiences users encounter in social media. Although issues of social media experience and participation may seem of concern to only a small group of information and experience designers---or, "experience architects," as Potts terms them---Potts argues that anyone who cares about writing, communication, social web design, and development should be deeply concerned with these issues, especially as they relate to how information is located and distributed as knowledge across the social web during times of disaster.

    doi:10.1145/2597469.2597476
  4. Global UX: design and research in a connected world by W. Quesenbery and D. Szuc; Waltham, MA: Morgan Kaufmann and A web for everyone: designing accessible user experiences by S. Horton and W. Quesenbery; Brooklyn, NY: Rosenfeld media
    Abstract

    In Global UX: Design and research in a connected world , Quesenbery and Szuc present a thoughtful and adaptable guide for the reader's individual needs or projects in relation to UX (user experience), regardless of the reader's experience level. Quesenbery and Szuc gathered material from 65 interviews of UX practitioners across the globe, and analyzed over 70 hours of interviews to represent current trends and personal experiences with UX. To highlight different voices and perspectives gathered from the interviews, the authors chose to provide multiple quotations and anecdotal, yet practical, stories to define UX terminology and concepts. Quesenbery and Szuc share many effective strategies for this process, while highlighting, through vignettes from their interviews, some of the difficulties and problem-solving strategies useful when working in UX on a global (or even local) scale. The book is divided into short, easily digestible chapters with infographics that summarize each chapter succinctly. This book provides enough structure to guide novice UX practitioners, while providing innovative anecdotes, tips, and strategies for more seasoned practitioners, as well. In addition, the information gathered from the interviews highlights the passion of those in UX, helping the reader to feel passionate about UX as well.

    doi:10.1145/2597469.2597477
  5. Building better help
    Abstract

    The goal of this study is to examine the effect of user help seeking characteristics on their perception of library help design principles, formats and tools. Structural equation modeling (SEM) of a questionnaire survey results showed a number of significant regression relationships. Analysis of open-ended survey questions revealed existing user behaviors such as preferred help formats and gave insights into the likelihood of using a help system.

    doi:10.1145/2597469.2597473
  6. The mobile situation
    Abstract

    Written communication and its accumulated principles of applied design often serve conservative and preservationist goals. Literacy and its various, sprawling technological apparatuses of production and distribution preserve ideas and prepare them for uptake and adaptation. What is preserved in writing speaks with greater reliability over time and choices about design can influence the validity or appropriateness of those texts, by invoking proper voices and suggesting or demanding appropriate relationships between people and institutions organized around those texts. While this may seem an inhospitable way to open a column in a journal on communication design, my point is not intentionally disparaging. Instead it is to draw a contrast between types of communication design work: that which works to affiliate discourse with a location and practices of uptake and that which creates and works across those locations.

    doi:10.1145/2597469.2597470
  7. Toward a more integrated view of technical communication
    Abstract

    For the past few years, I have attended a number of industry conferences focused on content management (CM); reviewed a wealth of CM-focused publications, including trade books, white papers, newsletters, and blogs; and followed numerous CM-focused online discussions. Through these experiences and readings I have learned a great deal about the affordances and challenges of CM. But the message that has most impacted my thinking about CM---and what it means for the field of Technical Communication (TC)---is this: the era of document-based information development (ID), which has shaped all aspects of TC research, training, and practice since the field's inception, is coming to an end.

    doi:10.1145/2597469.2597471

November 2013

  1. Rhetorical Accessability: At the Intersection of Technical Communication and Disability Studies, edited by Lisa Meloncon, Amityville, New York: Baywood, 2013. 247 pp.
    Abstract

    Meloncon's Rhetorical Accessability explores the connections between critical work in disability studies and technical communication. The first collection of its kind, included essays combine theory and practice to emphasize the value of placing disability studies at the forefront of design, workplace practices, and pedagogies. Echoing the diversity of scholarship that has contributed to this emerging area of study---from disability studies, technical communication, rhetoric, and literacy studies--- the collection emphasizes technical communication as a crucial multidisciplinary ground for critical discourse regarding disability and accessibility. As a whole, Meloncon's collection initiates a broader scholarly conversation centered on issues of accessibility in various technical communication contexts.

    doi:10.1145/2559866.2559872
  2. Technical writers @ Lisbon
    Abstract

    EuroSIGDOC, the SIGDOC European Chapter, has promoted workshops and conferences since 2010 in Europe. These events bring together researchers, academia and industry, focused on information systems, design communication, documentation and open source.

    doi:10.1145/2559866.2559870
  3. Networked knowledges
    Abstract

    As Information and Communication Technologies (ICTs) utilized in workplaces, classrooms, and community organizations continue to proliferate, it follows that the kinds of knowledge necessary to assemble those technologies in order to engage in effective professional communication are becoming increasingly complex. This article details a study conducted of two student teams engaged in a service-learning class in which they were tasked with producing high-quality digital products---a mini-documentary and a simple, but interactive website---for client organizations---an art classroom in a local public school and a mentoring initiative within a local non-profit. The main findings of this study are that students mobilized a variety of resources and created a flexible network of technologies, knowledges, people, and modes of communication in order to address issues pertinent to their clients. In addition, I argue that the most important resource students mobilized was knowledge itself, indicating that one of the most important aspects of digital composing may be in-depth, practical knowledge of technologies, modes, and the genres they involve. Ultimately, the implications of this limited, classroom-based case study are that a situated understanding of how to assemble knowledges for the effective design of communication within a given communication infrastructure may be more important than access to the most cutting-edge modes and technologies, especially when working with resource-poor organizational clients.

    doi:10.1145/2559866.2559868
  4. The UX book: Process and guidelines for ensuring a quality user experience by Rex Hartson and Pardha A. Pyla, San Diego: Morgan Kaufmann. 2012.
    Abstract

    Immediately, the Preface and introduction of Rex Hartson and Pardha A. Pyla's (2012) co-authored The UX Book: Process and Guidelines for Ensuring a Quality User Experience , grounds the reader in a specific overview of the practical and pedagogical components of the UX design process. The practical aspect of the text centers on what the authors call the UX lifecycle, a highly structured framework that orchestrates the many different design and evaluative stages of system or product completion. The pedagogical approach of the text is an awareness of audience that translates into a customizable book. Both authors encourage their readers to decide what parts of the text are of interest and to focus on those sections only. Central to the text's overall approach is the refrain "user experience is more than usability" (pg. xi). Within this approach, for instance, Hartson and Pyla address some of the ineffective metaphors that cloud or muddle the UX lifecycle process. Previous models often rely on testing, or lab-based metaphors that fail to generate a quality user experience. With the rise of design-oriented techniques today, the development process has been wrested from previously-held beliefs that a system or product can be generated independent of the user's environment.

    doi:10.1145/2559866.2559873
  5. Icon design to improve communication of health information to older adults
    Abstract

    This paper describes the studies undertaken in order to improve and simplify communication of health information for a Remote Patient Monitoring (RPM) devices, specifically the BL Healthcare Access Tablet, to older adults. Current icon and information design of the RPM devices are not well designed to reflect the needs, experiences and limitations of the older adults. In addition to this, compliance with self-management schedules is often poor due to complex and unclear instructions and information design. The issue of compliance, with the need for effective communication between chronic disease patients and healthcare professionals emphasize the need for the appropriate information design and communication technology. Communication of health information was improved from the perspective of the user experience (UX) design and information design. For the purpose of addressing the UX redesign, usability studies were conducted, followed by the information redesign and icons design. Although medical peripherals, such as an electronic thermometer, are required to measure the patient information, a mobile or tablet application can easily be used to record, send and view this data. A concept for the RPM mobile application is developed, that could be used on existing tablets and smartphones, thus eliminating the need for the current costly hardware.

    doi:10.1145/2559866.2559867

August 2013

  1. Chickens, MRIs, and graphics
    Abstract

    Last semester I gave a talk to a small group of graduate students and faculty in the Department of Animal and Food Sciences in the College of Agriculture on my campus. As one of several invited speakers for the department's graduate seminar series, the purpose, I was told, was straightforward: model an effective presentation for the students. I teach courses in technical and professional communication so I imagined it might also be useful to discuss presentation strategies. I concluded by giving an overview of my own research interests---broadly, visual communication---and briefly described a project I am working on related to scientific graphics and historic public health maps.

    doi:10.1145/2524248.2524258
  2. Design of communication open research questions
    Abstract

    This issue considers the question of what are (or should be) the major current research problems that researchers within Design of Communication should be addressing.

    doi:10.1145/2524248.2524249
  3. From research to design
    Abstract

    As a scholarly researcher and architect working in industry, the most critical questions facing communication designers tackle complex ecosystems of people, technologies, and culturally situated practices. The field of Technical Communication is uniquely equipped to tackle these challenges (Hart-Davidson, 2001). Carolyn Rude (2009) states that scholars in the field of Technical Communication must explore how "texts (print, digital, multimedia, visual, verbal) and relative communication practices mediate knowledge, values, and action in a variety of social and professional contexts" (p. 176). She argues that research within the field must be situated at the intersection of creative practices that produce different types of texts, the cultures that provide meaningful context to such activities, and the technologies that support the production of both texts and meaning. But, where does Rude's call to action point Technical Communication as a field, now? What new research questions have emerged at the intersection that she describes?

    doi:10.1145/2524248.2524254
  4. A program of research for technical communication
    Abstract

    Distinct from prose essays as cultural expression, we use technical communication for functional purposes, addressing questions of how people learn as we craft our communications. Aristotle set out psychological principles of how people learn -- or are persuaded to change their minds -- when he laid down his foundational advice for rhetors to cultivate "the faculty of observing in any given case the available means of persuasion on almost any subject presented to us." Building on this foundational principle, technical communicators since World War II have studied how to achieve persuasion (or change) by making information accessible, formatting documents, writing at designated reading levels, and setting out instruction steps clearly. Recently, we have also become interested in how, through the concept of rhetoric, oral and written language acquires poignant social, ethical and technical dimensions, situating Aristotle's "faculties" of persuasion within specific cultural and political contexts.

    doi:10.1145/2524248.2524252

April 2013

  1. Dynamic system models and the construction of complexity
    Abstract

    Humans routinely fail to comprehend complexity and anticipate long-term consequences. Systems dynamicists try to overcome these weaknesses by developing computer-supported models that can account for multiple variables in non-linear relationships. Using programs such as STELLA and Vensim, systems dynamicists create stock-and-flow diagrams, equations, and, ultimately, interfaces that enable others to interact with the model. This paper describes how one such model was developed and speculates on roles that technical communicators might play in future projects.

    doi:10.1145/2466489.2466495
  2. Visualizing complexity and uncertainty about climate change and sea level rise
    Abstract

    In this paper, we discuss the use of visual representations to assist people in understanding complex information about sea level rise and climate change. We report on the results of a 2011 study in which we conducted plus-minus document usability evaluations of documents describing the mechanisms and consequences of sea-level rise in coastal areas. The protocol included 40 participant interviews and post interview quizzes. We tested with three documents, one that presented information for the U.S. southeastern coastal region and two that presented information "localized" for the two areas in which we conducted the research. Findings indicate that participants had difficulty with information presented in graphs and maps and that, while they indicated preferences for localized information, localized images did not improve understanding of complex information.

    doi:10.1145/2466489.2466499
  3. Transforming contracts from legal rules to user-centered communication tools
    Abstract

    In this paper, we illustrate how merging contract design with information design, especially visualization, can help to transform contracts (and people's perceptions about contracts) from legal rules to communication tools. We argue that improved human-contract interaction can maximize the value of commercial relationships, minimize risk, and prevent workplace frustration. Viewing contracts as boundary objects and changing their design to overcome the current challenges offer unexplored opportunities for both research and practice.

    doi:10.1145/2466489.2466498
  4. Researching and communicating the complexity of IT image management
    Abstract

    Today, the process of image management is extremely time-consuming for IT administrators. Until now, this complicated process has not been extensively explored by design researchers. During a recent research study at Citrix, we interviewed 17 IT professionals. We used a process we call "adaptive interviewing," a flexible methodology that could accommodate the various infrastructures of IT organizations and the diversity of ways that administrators handle image management. While conducting our interviews, we worked with our information designer to create several visualizations of our data. Ultimately, we found that supplementing interviews with information visualizations is a powerful way to explore, understand, and explain the complex system of IT image management.

    doi:10.1145/2466489.2466496
  5. Visual communication in environmental health
    Abstract

    Disciplinary differences cause multiple problems with trying to create a research study that gauges readers' comprehension of complex scientific information. This paper provides a case study of the some of the issues associated with research methods and methodologies on an on an interdisciplinary team.

    doi:10.1145/2466489.2466497
  6. Cargo cults in information design
    Abstract

    There are a multitude of rules of writing and design. Cargo cult design occurs when designers rigidly apply a design rule without a clear understanding of why the rule exists or whether it applies to the situation. The rules moved into the status of being a rule for a reason. It is important for designers to understand those reasons so they can critically analyze the situation and make decisions about the applicability of the rule. Successful design requires deeply understanding and working within the situational context and not blindly applying generic rules.

    doi:10.1145/2466489.2466501
  7. ReaderCentric writing for the prosumer marketplace
    Abstract

    As usability experts describe the appropriate models for writing in digital, they consistently express the need to write in a user-centric format. While I agree with the importance of efficient navigation in Web content, I suggest that user-centric writing only applies to part of the content we find in a website. Other styles of writing are almost always required. Two additional styles are persuasion-centric and quality-centric writing. These two styles are required by almost all marketing writing and especially marketing writing for the prosumer community. In this article I extend the ideas found in user centered design to include user-centric, persuasion-centric, and quality-centric writing (which combination I call ReaderCentric writing ). I believe this impacts information architecture in a number of important ways, perhaps most notably in the way the various writing styles impact the mindset of the information architect. I will explain why these writing models are important and demonstrate what happens when the models are ignored or not understood, plus how they may be successfully applied to marketing documents on the Internet. Finally, I will speculate on how information architecture may be adjusted to meet the needs of the content, writer, and reader.

    doi:10.1145/2466489.2466493
  8. It's not about usability
    Abstract

    Traditional usability firms (or usability groups within large companies) tend to focus on evaluation, and their design process typically ends at the Discover phase. For organizations (or individuals) that tout themselves as "User Experience", the goal is to have the research and data dictate design, going so far as to have the research person creating wireframes - defining screen layout, interaction models and information architecture. After all, isn't a research-based interface what we're after?

    doi:10.1145/2466489.2466500

January 2013

  1. I see you're talking #HPV
    Abstract

    This poster reports data from a pilot study of communication practices in the microblogging site Twitter. A content analysis was conducted on a random sample of 50 tweets from the #hpv (human papillomavirus) stream in order to determine any recurring practices such as use of links, retweets, uses of the @ symbol, and other phenomena. The pilot study found that, unlike studies conducted on communication patterns in Twitter streams, the participants in the #hpv stream use it to primarily broadcast information as opposed to interacting and conversing with one another, and collaboration, while present indirectly, is minimal. The researcher plans to expand the sample set to 900 tweets and continue the process of content analysis in order to determine more solid findings for practices of communication in this space. The researcher also plans to examine other spaces relevant to the exchange of information on HPV, conduct content analyses for them, and compare them to the findings on Twitter. The goal is to use these findings for both health and technical communication so that better systems can be designed to optimize the power of participant generated information spaces.

    doi:10.1145/2448926.2448930
  2. Prefab interface development and the problem of ease
    Abstract

    To elaborate on a recent tweet by Dan Cederholm of the development studio, SimpleBits, and author of the standards-focused Bulletproof Web Design , current web development practice, with its many device, format, and user contingencies, is creating an ever-expanding and increasingly complex geography for novice web writers and developers to navigate and learn. For a novice to output the ceremonial "Hello world" in 2013 is to greet a world of web writing barely comparable to the inline-styled, table-formatted, and JavaScript-leery World Wide Web which many veteran developers first learned.

    doi:10.1145/2448926.2448929
  3. The next generation on design of communication
    Abstract

    Supporting the next generation of design of communication scholars is a core mission for Communication Design Quarterly. Beginning with this issue, we hope to highlight the exciting research that our younger generations are contributing to the field.

    doi:10.1145/2448926.2448927
  4. Characterizing the analog-like and digital-like attributes of interactive systems
    Abstract

    In this paper we analyze the works of the Keio-NUS CUTE Center at the National University of Singapore in order to uncover the dispositions of "analogness" and "digitalness" in regards to the relationship between users and interfaces. By comparing concepts of embodiment from a philosophical perspective, paired with the computer science treatment of analog and digital data, we derive a contingent definition for analog-like and digital-like interaction. With case studies as reference, we outline a continuum to describe types of interfaces based on these dispositions, which could then be further analyzed using characteristics for designing analog-like, digital-like or hybrid-like interactive systems. We then propose a new methodology for designing novel interactive systems that are analog in nature, called interactive analog media (IAM) and finally describe a prototype system called Linetic, which exemplifies some of the characteristics described in this paper.

    doi:10.1145/2448926.2448928

September 2012

  1. The value of computing, ambient data, ubiquitous connectivity for changing the work of communication designers
    Abstract

    Our experiences as part of the Writing in Digital Environments (WIDE) Research Center have led to a complete break with the notion that we are concerned with the effective communication of idea to an audience or even with the related idea that we design technologies for that purpose. At least this is the stance that we take in this very short essay.

    doi:10.1145/2448917.2448921
  2. Defining the design of communication
    Abstract

    Welcome to your newly redesigned SIGDOC newsletter. Nearly a year ago, we began having conversations about publishing opportunities for cutting-edge (and often bleeding-edge) research in our field. The kind of work that includes pilot studies, exploratory research happening inside labs, centers, and in the field. The kind of work that has trouble getting recognition and funding because it is new, does not have years of research behind it, and is often risky to take on. Cutting-edge work is also the kind of research and application work that needs to find a publishing venue as quickly as possible to encourage further exploration, discussion, and refinement. Other relevant work would be surprising and interesting results of a usability test or development project. Although this work may not be as bleeding edge (and may not even qualify as a "full research project,") the knowledge the project team gained can help other groups and needs a venue on which that communication can occur.

    doi:10.1145/2448917.2448918