99 research outputs found

    Interactive Technologies for the Public Sphere Toward a Theory of Critical Creative Technology

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    Digital media cultural practices continue to address the social, cultural and aesthetic contexts of the global information economy, perhaps better called ecology, by inventing new methods and genres that encourage interactive engagement, collaboration, exploration and learning. The theoretical framework for creative critical technology evolved from the confluence of the arts, human computer interaction, and critical theories of technology. Molding this nascent theoretical framework from these seemingly disparate disciplines was a reflexive process where the influence of each component on each other spiraled into the theory and practice as illustrated through the Constructed Narratives project. Research that evolves from an arts perspective encourages experimental processes of making as a method for defining research principles. The traditional reductionist approach to research requires that all confounding variables are eliminated or silenced using methods of statistics. However, that noise in the data, those confounding variables provide the rich context, media, and processes by which creative practices thrive. As research in the arts gains recognition for its contributions of new knowledge, the traditional reductive practice in search of general principles will be respectfully joined by methodologies for defining living principles that celebrate and build from the confounding variables, the data noise. The movement to develop research methodologies from the noisy edges of human interaction have been explored in the research and practices of ludic design and ambiguity (Gaver, 2003); affective gap (Sengers et al., 2005b; 2006); embodied interaction (Dourish, 2001); the felt life (McCarthy & Wright, 2004); and reflective HCI (Dourish, et al., 2004). The theory of critical creative technology examines the relationships between critical theories of technology, society and aesthetics, information technologies and contemporary practices in interaction design and creative digital media. The theory of critical creative technology is aligned with theories and practices in social navigation (Dourish, 1999) and community-based interactive systems (Stathis, 1999) in the development of smart appliances and network systems that support people in engaging in social activities, promoting communication and enhancing the potential for learning in a community-based environment. The theory of critical creative technology amends these community-based and collaborative design theories by emphasizing methods to facilitate face-to-face dialogical interaction when the exchange of ideas, observations, dreams, concerns, and celebrations may be silenced by societal norms about how to engage others in public spaces. The Constructed Narratives project is an experiment in the design of a critical creative technology that emphasizes the collaborative construction of new knowledge about one's lived world through computer-supported collaborative play (CSCP). To construct is to creatively invent one's world by engaging in creative decision-making, problem solving and acts of negotiation. The metaphor of construction is used to demonstrate how a simple artefact - a building block - can provide an interactive platform to support discourse between collaborating participants. The technical goal for this project was the development of a software and hardware platform for the design of critical creative technology applications that can process a dynamic flow of logistical and profile data from multiple users to be used in applications that facilitate dialogue between people in a real-time playful interactive experience

    HCI Within Cross-Cultural Discourses of Globally Situated Rhetorical and Etymological Interactions

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    About forty years of thriving Human-Computer Interaction (HCI) have expanded into an affluent and apparent diverse and enriching field-for-all. Subsequently this has given way to other fields such as Human-Work Interaction Design (HWID), where a main focus stands on human-centred practices at work regarding productivity and the final fulfilment of humanly aims and goals. This is in stark contrast with other ways of accepting the world, thus of work. HCI for Development (HCI4D) often shows interdependences proposed in the Global North often fail in settings like in the East or also in the Global South. This is while technology permeates at rapid and unstoppable paces everywhere. If HCI4D thus-far shows scant positive results, traditional HWID is seemingly stagnated into modes of production having little to do with promoting actual satisfaction, nor environmental sustainability, to mention a few further options. As younger, novice participants enter academic and practitioner HCI grounds, concepts, definitions and terminology resemble confusion at times, while in occasions these appear to depict archaic modes of distribution, self-empowerment and development as inevitable in today’s technologically connected world. Questioning thus existing globalised status-quos related to concepts, definitions and deployments sparks into proposing fairer, more sustainable and micro-cultural approaches to life via and by HCI. To achieve the above, the disentanglement of established meanings through the dissemination of objects, concepts and HCI definitions and terminologies is proposed by applying a theoretical and a pragmatic analysis. This is done with the aim of shedding clarity via reflection and comprehension into mindfulness of ethical and integral possibilities. This paper presents, proposes and discusses an approach to concepts and words in everyday life such as work, interaction and development, as seen from a myriad of cultural perspectives, cases and understandings. The ultimate objective is to keep discerning past, present and future meanings in HCI, and the connotations of such commonly used terms and expressions

    PRINCIPLES OF METADESIGN Processes and Levels of Co-Creation in the New Design Space

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    In the tight of the material and cultural conditions of the present world and within the context of current design theories, this research aims to provide an understanding of Metadesign as emerging design cutture, and to integrate and advance its conceptual framework and principles through a tra nsdisci pli nary dialogue with the aesthetics and practice of Net Art. By rejecting the notion of Metadesign as an established design approach and practice, the creation of an etymological hypothesis based on the meanings of the prefix "-meta" (behind, together, between) becomes possible. Following this historical and cultural path, the research describes theories, frameworks and practices of Metadesign that have occurred in art, culture and media since the 1980s, in fields, such as, graphic design, industrial design, software engineering, information design, interaction design, biotechnotogical design, telecommunication art, experimental aesthetics, and architecture. The comparison and integration of all these approaches and viewpoints attows the identification of some design trends. More significantly, however, such an analysis enables the deconstruction of clusters of concepts and the production of a map of coherent etements. The anticipatory, participatory and sociotechnical issues raised 4 by the emerging and interconnected concepts that underlie Metadesign can be articulated and summarized in a three-fotd path based on the initial epistemological hypothesis. This can be characterized by three specific terms: 1) behind (designing design); 2) with (designing together); 3) betweenlamon3 (designing the "inbetween "). Interactive Art practitioners and theorists, both at an aesthetic and practical level, also share concerns about interaction, participation and co-creation. Compared to more financially oriented fields, Interactive Art, and collaborative practices of Net Art specificalty, have been We to answer to the new materiat and existentiat condition outlined by interconnectivity with a more dismantling experimentalism. The insights and advances they have produced in relation to the embodied and intersubjective dimension of human experience and creativity are stilt to be fully explored. Such insights can significantly fortify the three-fold path elaborated by this research, particutarty the third fo(d, which is concerned with the design of the 0rinbetween ". Focusing on collaborative systems for graphical interaction, as more suitable to the goal of understanding basic embodied and intersubjective processes of co-creation, the research identifies and analyses three projects of Net Art as case studies (GL&n6rateur Po*i 6tique, Open Studio, SITO Synergy Gridcosm). The results of these case studies provide an understanding of the experience of co-creation, a grasp of motivationat paths to co-creation, and a description of the features of the computationat environment which can sustain co-creation

    Critical by Design? Genealogies, Practices, Positions

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    In its constructive and speculative nature, design has the critical potential to reshape prevalent socio-material realities. At the same time, design is inevitably normative, if not often violent, as it stabilises the past, normalises the present, and precludes just and sustainable futures. The contributions rethink concepts of critique that influence the field of design, question inherent blind spots of the discipline, and expand understandings of what critical design practices could be. With contributions from design theory, practice and education, art theory, philosophy, and informatics, "Critical by Design?" aims to question and unpack the ambivalent tensions between design and critique

    Critical by Design?

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    In its constructive and speculative nature, design has the critical potential to reshape prevalent socio-material realities. At the same time, design is inevitably normative, if not often violent, as it stabilises the past, normalises the present, and precludes just and sustainable futures. The contributions rethink concepts of critique that influence the field of design, question inherent blind spots of the discipline, and expand understandings of what critical design practices could be. With contributions from design theory, practice and education, art theory, philosophy, and informatics, »Critical by Design?« aims to question and unpack the ambivalent tensions between design and critique

    User experience in cross-cultural contexts

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    This dissertation discusses how interdisciplinary UX teams can consider culturally sensitive design elements during the UX design process. It contributes a state-of-the-art meta review on UX evaluation methods, two software tool artifacts for cross-functional UX teams, and empirical insights in the differing usage behaviors of a website plug-in of French, German and Italian users, website design preferences of Vietnamese and German users, as well as learnings from a field trip that focused on studying privacy and personalization in Mumbai, India. Finally, based on these empirical insights, this work introduces the concept culturally sensitive design that goes beyond traditional cross-cultural design considerations in HCI that do not compare different approaches to consider culturally sensitive product aspects in user research

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge

    Critical by Design?

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    In its constructive and speculative nature, design has the critical potential to reshape prevalent socio-material realities. At the same time, design is inevitably normative, if not often violent, as it stabilises the past, normalises the present, and precludes just and sustainable futures. The contributions rethink concepts of critique that influence the field of design, question inherent blind spots of the discipline, and expand understandings of what critical design practices could be. With contributions from design theory, practice and education, art theory, philosophy, and informatics, »Critical by Design?« aims to question and unpack the ambivalent tensions between design and critique

    Staying with the Trouble through Design: Critical-feminist Design of Intimate Technology

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    This dissertation explores staying with the trouble through design as a design theory of intimacy and intimate technology. To research and design with the subject of intimacy is to trouble and to ask for trouble, and by staying with the trouble of intimacy, to paraphrase Donna Haraway, I articulate and perform a way of designing not as a way out of trouble, but as a way of making trouble and staying with the trouble. I argue that by staying with the trouble, designers may learn to be “truly present” and respond to social, cultural and political issues of intimate technology.The methodology interweaves design research, feminist technoscience, critical theory and software studies into a critical-feminist design methodology. As a response to design and designing intimate technology I have engaged in Donna Haraway’s “Staying with the Trouble” (Donna J. Haraway 2016) and solutionism as a critique of technology development, as well as feminist theories on fantasies of “the good life” and gender and technology, and critical theories on the role of intimacy in digital culture.Within the field of interaction design research, this dissertation’s contribution can be divided into three parts: 1) an exploration of the role of intimate technologies in our everyday lives and ways of being, 2) a critical and feminist design methodology of staying with the trouble through design, and 3) design proposals that stay with the trouble of designing with intimacy.My design research has evolved through four design projects that interweave different intimate topics and technologies through varied design practices: 1. PeriodShare: an internet-connected menstrual cup. 2. Marcelle: a wearable sex toy reacting on wifi-activity. 3. Ingrid: a woman living with electromagnetic hypersensitivity. And 4. Intimate Futures: two digital personal assistants where one is pushing back on sexual harassment and the other is assisting with hormone level tracking.The main contribution of the dissertation is the design methodology staying with the trouble through design, which is an anti-solutionist approach to design that interweaves the situated, personal and political role of design. By responding to/with trouble, rather than designing solutions to problems, staying with the trouble through design aims to better understand the conflicts and responsibilities involved in complex social, cultural and political issues, in order to imagine and design still possible futures. The design methodology interweaves three practices that unfold the self-reflective, ethnographic and collaborative process of staying with the trouble through design. The first practice, the willful practice of Staying with the Wrong, is a continuous process of becoming a feminist designer and it includes actively learning to be present; question the given as given, stay with the feelings you wish would go away, continuously practice self-reflection on own positionality and using feminist humour when designing with taboos. The second practice, Curious Visiting, encourages the designer to go beyond their own positionality, by listening to stories of pleasure and pain and visiting ongoing pasts and alternatives nows. This challenges the designer’s notion of the present by interweaving fact and fiction, and it highlights that this practice is never innocent but involves risks. Lastly, the third practice Collective Imagining highlights how design by proposing future change can respond to and/or with trouble and how we collectively can engage with futures to rewrite collective imaginings and tell other possible stories within and across social and cultural contexts. Together, these three interwoven practices propose a way of staying with the trouble through design, as a feminist contribution to current critical approaches within interaction design.
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