Posts by Hugh Dubberly

Jan 1, 2010

Bio-cost: An Economics of Human Behavior

*Written for Guest Column in ASC / Cybernetics of Human Knowing* Much of human behavior is directed toward goals: finding food, selling services, curing cancer, making meaning. Achieving goals requires action. Action requires effort. Effort requires energy and attention applied over time. Effort overcomes obstacles. Obstacles tax our patience, sap our resolve, and cause us […]

Dec 1, 2009

Using Concept Maps in Product Development: Preparing to Redesign java.sun.com

a case study from *Exposing the Magic of Design: A Practitioner’s Guide to the Methods and Theory of Synthesis* edited by Jon Kolko Oxford University Press Dubberly Design Office consults on development of software and services. We follow a user-centered process that often involves mapping. We use concept maps to represent factors that influence the […]

Nov 1, 2009

A Model of Mobile Community: Designing User Interfaces to Support Group Interaction

*Written for Interactions magazine by Youngho Rhee and Juyoun Lee.* *Editor’s Note: * *This article proposes several models of community, including a model of “mobile community”—an extension of physical community merged with online community. The authors also provide examples of how these models have contributed to the development of community applications in their work at […]

Oct 1, 2009

Avaya Call Center Reporter

Avaya is a telecommunications company which specializes in enterprise network, telephony, and call center technology. The company was formerly the Business Communications unit of Lucent Technologies. DDO has worked with Avaya to design the interaction of products in several areas of business, including telephony and call center products.

Sep 1, 2009

Building Support for Use-Based Design into Hardware Products

*Written for Interactions magazine by Tim Misner.* *Editor’s Note: * *Use-based design is a new model of product development. It is a process of measuring user behavior and applying the resulting data to improve the next version of a product—creating a feedback loop between user and designer. (We might refer to the process as data-driven […]

Aug 7, 2009

10 Models of Teaching + Learning

Here we have collected 10 models, each of which answer the questions: What is teaching? What is learning? Each model is partial—incomplete. But each provides a point of view, a frame. The models are arranged from simple to complex. They begin with two open-loop processes. Model 1, the famous he Nuremberg Funnel, frames teaching as […]

May 1, 2009

What is conversation? How can we design for effective conversation?

*Written for Interactions magazine by Hugh Dubberly and Paul Pangaro.* Interaction describes a range of processes. A previous “On Modeling” article presented models of interaction based on the internal capacity of the systems doing the interacting [1]. At one extreme, there are simple reactive systems, such as a door that opens when you step on […]

Mar 20, 2009

A Model of The Creative Process

*Created in collaboration with Jack Chung, Shelley Evenson, and Paul Pangaro.* The creative process is not just iterative; it’s also recursive. It plays out “in the large” and “in the small”—in defining the broadest goals and concepts and refining the smallest details. It branches like a tree, and each choice has ramifications, which may not […]

Mar 1, 2009

Models of Models

*Written for Interactions magazine by Hugh Dubberly.* Models are ideas about the world—how it might be organized and how it might work. Models describe relationships: parts that make up wholes; structures that bind them; and how parts behave in relation to one another.

Jan 1, 2009

What is Interaction? Are There Different Types?

*Written for Interactions magazine by Hugh Dubberly, Usman Haque, and Paul Pangaro.* When we discuss computer-human interaction and design for interaction, do we agree on the meaning of the term “interaction”? Has the subject been fully explored? Is the definition settled?