First class trouble matchmaking
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Actions, artifacts, and embodiments are all encapsulated within virtual locales. These multiuser virtual environments are based on a computational client–server architecture to distribute a 2- or 3-dimensional digital presentation of a shared space. Collaborative virtual environments are computer-based places or spaces wherein people can converse with each other through text, audio, or video channels. We are involved in a project to explore the potential for virtual environments at work.
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Finally, we discuss implications of the work activity for future innovations on the underlying technology. We then examine one of these domains in greater depth to validate our characterization of the work. We give four examples of user domains that we expect to match those characteristics. Then, using those capabilities, we describe characteristics of work activity that might benefit from such technologies. Following the four-step process illustrated in Figure 1, we first describe the capabilities of the technology that interest us. We detail how our research has moved from a focus on general properties of a technology, virtual environments, to a focus on work domains and user-centered design. In this paper, we offer an example of our experience in design through matchmaking. Through this initial matchmaking we ensure that a basic synergy exists the basis for further user-centered co-design of the technology and work practice. Rather, the process is a matchmaking process between the capabilities of a technology and the user domains wherein those capabilities may have the most impact. Nor does it begin with a completed artifact of technology ready for testing. This process does not follow traditional idealized design models: moving from the capture of user requirements to design specification to iterative prototyping of tools and systems. Our approach is design through matchmaking. We consider here a design process for situations when a class of technologies already exists, but when user domains for codevelopment are not clearly established.
First class trouble matchmaking how to#
However, these methods say little about how to identify potential user domains when a technology already exists. Most approaches underline the importance of identifying existing situational requirements first and then working with users to co-design new technologies iteratively to fulfill those requirements. Involving users in all aspects of design and evaluation is a growing trend. Characterizing the work of the example sites to verify whether they match technology's capabilities.Identifying work domains and specific example sites on the basis of the work activities, and.Mapping those capabilities to associated work activities,.
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Describing the capabilities of the technology,.Our matchmaking process involves four steps: But how can you incorporate user domain knowledge "after the fact" into early design when a technology prototype already exists? We suggest a four-step matchmaking process to move from a design centered on technology to one centered on users. Every designer knows the value of studying users to determine requirements for technology development.