Method card design dimensions: a survey of card-based design tools <s> Customization and use of new technology <s> In this paper we start from the position that sources of inspiration play an important role in the design process albeit in a frequently intangible way. We present the Inspiration Card Workshop as a collaborative method for combining findings from domain studies, represented in Domain Cards, with sources of inspiration from applications of technology, represented in Technology Cards, to create new concepts for design. We report our findings from three projects in which we have used the method and argue that the use of Inspiration Cards can successfully frame and guide workshops with disparate participants and bring various sources of inspiration into the design process. We furthermore compare the method to four related methods in the design process, namely Future Workshops, Metaphorical Design, Interaction Relabelling and Lateral Thinking. <s> BIB001 </s> Method card design dimensions: a survey of card-based design tools <s> Customization and use of new technology <s> Typical Human Robot Interaction (HRI) assumes that the user explicitly interacts with robots. However, explicit control with robots can be unnecessary or even undesirable in certain cases, such as dealing with domestic services (or housework). In this paper, we propose an alternative strategy of interaction: the user implicitly controls a robot by issuing commands on corresponding real world objects and the environment. Robots then discover these commands and complete them in the background. We implemented a paper-tag-based interface to support such implicit robot control in a sensor-augmented home environment. Our initial user studies indicated that the paper-tag-based interface is particularly simple to use and provides users with flexibility in planning and controlling their housework tasks in a simulated home environment. <s> BIB002 </s> Method card design dimensions: a survey of card-based design tools <s> Customization and use of new technology <s> In the context of an initiative to empower non-expert practitioners to perform sound design in games, we have been working on a collection of design patterns and in a deck of cards that function as tokens to those patterns. The deck serves both practitioners and researchers. Practitioners may appreciate a presentation of potential sound explorations in a format that is literally handy, with no need to be familiar with the formalism of design patterns. Researchers who are willing to evolve such patterns may explore the usage of cards as part of a setting designed to be auditable. This paper presents the results of a first experiment with the deck in a scenario of a game design session. The goal is to evidence information supporting foremost enhancements to the deck itself, to the process in which it has being explored and audited, and to the inscribed collection of patterns. <s> BIB003
It was surprising that only few examples were found that offer customization directly, or in some form of digital component to augment the tool. There is much interest in the development of robust technologies including QR codes, augmented reality, e-ink, etc. that bridge the gap between the digital and physical world with the aim of engaging people into complicated work processes BIB002 or to capture lasting impressions of work. Showing similarities between individual cards within different card systems could go much further to reduce the time spent in the design process searching for appropriate methods. Various digital technologies could facilitate this by showing connections virtually or presenting additional information augmented onto the cards on the table or wall. Designers could add their own notes to cards and share those with their team members, which was a future development suggested also in BIB001 , yet robust examples were not found in any of the card system except in BIB003 , however, it is not clear that the digital components are used for anything more than a repository. This does however go beyond the digital representation approach offered in the iPhone App for the IDEO Method Cards. There is no connection to the physical world except that all of the digital cards are copies of the physical cards-there is no customization other than adding cards to groups. In a sense, the digital app loses functionality-the designer can not look at more than one card at a time, can not write on the card itself, and there is no new information despite the content being more than ten years old. In our future work we intend to explore meaningful ways of connecting physical card-based tools with interactive digital elements.