Company type | private |
---|---|
Industry | Consulting Agency |
Founded | 1987 |
Founder | Joannes Vandermeulen |
Headquarters | Brussels , Belgium |
Key people | Joannes Vandermeulen, Kristel Van Ael |
Website | namahn.com |
Namahn is a human-centered design consultancy based in Brussels, Belgium. Considered a pioneer in human-centered design in Belgium, [1] Namahn is primarily active in the fields of interaction design, service design and safety-critical design.
Clients for Namahn's consultancy are mainly:
Namahn partners Joannes Vandermeulen and Kristel Van Ael were awarded the 2016 Henry van de Velde Lifetime Achievement award for their work in digital, user experience and service design. [3]
The original neoclassical townhouse [4] at the front of the property dates from the 1840s, and was the home to Maison Goemaere, printers and publishers to the Belgian Court, until the early 1990s. After Namahn acquired the building, award winning Belgian architect Wim Cuyvers [5] was in charge of two phases of renovation works that respect the integrity of the original structure while showing architecture's ability for freedom, inspiration and playfulness. [6]
A central hangar [7] with a huge brick stove and 90m2 wooden dance floor functions like a village square, with the other spaces clustered around it. These include a design studio, a small walled garden and a row of half glazed, wood-panelled cubicles that were originally the printers' offices.
The multi-stored front building hosts the main office spaces and a library, which currently serves as a meeting and workshop space.
Starting in 2003, Namahn has hosted a series of lectures by HCI practitioners and researchers on topics relevant to the HCI community. These lectures are intended to be accessible to both specialists and non-specialists. Well-known speakers include:
With so much space in the refurbished building, Namahn is happy to share it! Guests include:
A wide range of groups also use the Namahn spaces, on a regular or occasional basis. Among the regular users are a sewing class and an improvisation troupe. Performance artists (dance groups, for example) use the space for rehearsals and presentations, and professional organisations arrange lectures there.
Namahn is or has been involved in the following research projects:
Namahn staff teach at many higher education institutes in Belgium and elsewhere, including:
Students often visit Namahn to attend seminars or take part in workshops in the design studio.
Namahn was founded in 1987 by Joannes Vandermeulen. [14] Kristel Van Ael [15] became a partner in Namahn in 2008. For five years, Namahn co-owned Integration by Design, [16] a company Mr. Vandermeulen co-founded with Kris Vanstappen. When Mr. Vanstappen went on to found Human Interface Group [17] in 1992 with Christel Dehaes, the company changed its name to Using It, and later to Namahn.
In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology.
SCADA is a control system architecture comprising computers, networked data communications and graphical user interfaces for high-level supervision of machines and processes. It also covers sensors and other devices, such as programmable logic controllers, which interface with process plant or machinery.
Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." While interaction design has an interest in form, its main area of focus rests on behavior. Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field, as opposed to a science or engineering field.
In human–computer interaction, WIMP stands for "windows, icons, menus, pointer", denoting a style of interaction using these elements of the user interface. Other expansions are sometimes used, such as substituting "mouse" and "mice" for menus, or "pull-down menu" and "pointing" for pointer.
The following outline is provided as an overview of and topical guide to human–computer interaction:
Human-centered computing (HCC) studies the design, development, and deployment of mixed-initiative human-computer systems. It is emerged from the convergence of multiple disciplines that are concerned both with understanding human beings and with the design of computational artifacts. Human-centered computing is closely related to human-computer interaction and information science. Human-centered computing is usually concerned with systems and practices of technology use while human-computer interaction is more focused on ergonomics and the usability of computing artifacts and information science is focused on practices surrounding the collection, manipulation, and use of information.
User interface (UI) design or user interface engineering is the design of user interfaces for machines and software, such as computers, home appliances, mobile devices, and other electronic devices, with the focus on maximizing usability and the user experience. In computer or software design, user interface (UI) design primarily focuses on information architecture. It is the process of building interfaces that clearly communicate to the user what's important. UI design refers to graphical user interfaces and other forms of interface design. The goal of user interface design is to make the user's interaction as simple and efficient as possible, in terms of accomplishing user goals.
Cognitive ergonomics is a scientific discipline that studies, evaluates, and designs tasks, jobs, products, environments and systems and how they interact with humans and their cognitive abilities. It is defined by the International Ergonomics Association as "concerned with mental processes, such as perception, memory, reasoning, and motor response, as they affect interactions among humans and other elements of a system. Cognitive ergonomics is responsible for how work is done in the mind, meaning, the quality of work is dependent on the persons understanding of situations. Situations could include the goals, means, and constraints of work. The relevant topics include mental workload, decision-making, skilled performance, human-computer interaction, human reliability, work stress and training as these may relate to human-system design." Cognitive ergonomics studies cognition in work and operational settings, in order to optimize human well-being and system performance. It is a subset of the larger field of human factors and ergonomics.
Presentation–abstraction–control (PAC) is a software architectural pattern. It is an interaction-oriented software architecture, and is somewhat similar to model–view–controller (MVC) in that it separates an interactive system into three types of components responsible for specific aspects of the application's functionality. The abstraction component retrieves and processes the data, the presentation component formats the visual and audio presentation of data, and the control component handles things such as the flow of control and communication between the other two components.
Human–computer information retrieval (HCIR) is the study and engineering of information retrieval techniques that bring human intelligence into the search process. It combines the fields of human-computer interaction (HCI) and information retrieval (IR) and creates systems that improve search by taking into account the human context, or through a multi-step search process that provides the opportunity for human feedback.
William "Bill" Lawrence Verplank is a designer and researcher who focuses on interactions between humans and computers. He is one of the pioneers of interaction design, a field of design that focuses on users and technology, and a term he helped coin in the 1980s. He was previously a visiting scholar at Stanford University's CCRMA and was involved in Stanford's d.school. He also teaches and lectures internationally on interaction design.
William Arthur Stewart Buxton is a Canadian computer scientist and designer. He is regarded as one of the pioneers in the field of human–computer interaction and is currently active in research at the University of Toronto. He is especially known for his curation of his collection documenting the history of interactive devices. He was a partner researcher at Microsoft Research before leaving in December 2022.
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)".
Purdue Enterprise Reference Architecture (PERA), or the Purdue model, is a 1990s reference model for enterprise architecture, developed by Theodore J. Williams and members of the Industry-Purdue University Consortium for Computer Integrated Manufacturing.
Guy André Boy is a French and American scientist and engineer, Fellow of the International Council on Systems Engineering (INCOSE), the Air and Space Academy, and the International Academy of Astronautics. He is FlexTech chair holder at CentraleSupélec and ESTIA Institute of Technology. He is also a visiting scholar at ISAE-SUPAERO. He was a university professor and dean (2015–2017) at Florida Institute of Technology (FIT), where he created the Human-Centered Design Institute in 2010. He was senior research scientist at Florida Institute for Human and Machine Cognition (IHMC). He was Chief Scientist for Human-Centered Design at NASA Kennedy Space Center (KSC) from 2010 to 2016. He is known for his work on intelligent assistance, cognitive function analysis, human-centered design (HCD), orchestration of life-critical systems, tangible interactive systems, and human systems integration.
Feminist HCI is a subfield of human-computer interaction (HCI) that applies feminist theory, critical theory and philosophy to social topics in HCI, including scientific objectivity, ethical values, data collection, data interpretation, reflexivity, and unintended consequences of HCI software. The term was originally used in 2010 by Shaowen Bardzell, and although the concept and original publication are widely cited, as of 2020 Bardzell's proposed frameworks have been rarely used since.
Joëlle Coutaz is a French computer scientist, specializing in human-computer interaction (HCI). Her career includes research in the fields of operating systems and HCI, as well as being a professor at the University of Grenoble. Coutaz is considered a pioneer in HCI in France, and in 2007, she was awarded membership to SIGCHI. She was also involved in organizing CHI conferences and was a member on the editorial board of ACM Transactions on Computer-Human Interaction.
Susanne Bødker is a Danish computer scientist known for her contributions to human–computer interaction, computer-supported cooperative work, and participatory design, including the introduction of activity theory to human–computer interaction. She is a professor of computer science at Aarhus University, and a member of the CHI Academy.
A human-agent team is a system composed of multiple interacting humans and artificial intelligence systems. The artificial intelligence system may be a robotic system, a decision support system, or a virtual agent. Human agent teaming provides an interaction paradigm that differs from traditional approaches such as supervisory control, or user interface design, by enabling the computer to have a certain degree of autonomy. The paradigm draws from various scientific research fields, being strongly inspired by the way humans work together in teams, and constituting a special type of multi-agent system.
Wisdom is a software development process and method to design software-intensive interactive systems. It is based on object modelling, and focuses human-computer interaction (HCI) in order to model the software architecture of the system i.e. it is architecture-centric. The focus on HCI while being architecture-centric places Wisdom as a pioneer method within human-centered software engineering. Wisdom was conceived by Nuno Nunes and first published in the years 1999-2000 in order to close the gaps of existing software engineering methods regarding the user interface design.