2,052 research outputs found

    Situated Sketching and Enactment for Pervasive Displays

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    International audienceSituated sketching and enactment aim at grounding designs in the spatial, social and cultural practices of a particular place. This is particularly relevant when designing for public places in which human activities are open-ended, multi-faceted, and difficult to anticipate, such as libraries, train stations, or commercial areas. In order to investigate situated sketching and enactment, we developed Ébauche. It enables designers to collaboratively sketch interfaces, distribute them across multiple displays and enact use cases. We present the lessons learned from six situated sketching and enactment workshops on public displays with Ébauche, and a controlled study with 8 pairs of designers who used paper and Ébauche. We describe how participants leveraged the place, and how paper or Ébauche influenced the integration of their designs in the place. Looking at the design outcomes, our results suggest that paper leads to broader exploration of ideas and deeper physical integration in the environment. Whereas Ébauche leads to more refined sketches and more animated enactments

    Embodied-self-monitoring

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    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles

    A fieldwork of the future with user enactments

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    Designing radically new technology systems that people will want to use is complex. Design teams must draw on knowledge related to people’s current values and desires to envision a preferred yet plausible future. However, the introduction of new technology can shape people’s values and practices, and what-we-know-now about them does not always translate to an effective guess of what the future could, or should, be. New products and systems typically exist outside of current understandings of technology and use paradigms; they often have few interaction and social conventions to guide the design process, making efforts to pursue them complex and risky. User Enactments (UEs) have been developed as a design approach that aids design teams in more successfully investigate radical alterations to technologies ’ roles, forms, and behaviors in uncharted design spaces. In this paper, we reflect on our repeated use of UE over the past five years to unpack lessons learned and further specify how and when to use it. We conclude with a reflection on how UE can function as a boundary object and implications for future work

    From the Ground Up: Designerly Knowledge in Human-Drone Interaction

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    There are flying robots out there — you may have seen and heard them, droning over your head. Drones have expanded our human capacities, lifting our sight to the skies, but not without generating intricate experiences. How are these machines being designed and researched? What design methods, approaches, and philosophies are relevant to the study of the development (or decline) of drones in society? In this thesis, I argue that we must re-frame how drones are studied, from the ground up, through a design stance. I invite you to take a journey with me, with changing lenses from the work of others to my own intimate relationship with this technology. My work relies on exploring the fringes of design research: understudied groups such as children, alternative design approaches such as soma design, and peripheral methods such as autoethnography.This thesis includes four articles discussing perspectives on designerly knowledge, composing a frame surrounding the notion that we may be missing out on some of the aspects of the wicked nature of human-drone interaction (HDI) design. The methods are poised on phenomenology and narratives, and supported by the assumption that any subject of study is a sociotechnical assemblage. Starting through a first-person perspective, I offer a contribution to the gap in research through a longitudinal autoethnographic study conducted with my children. The second paper comes in the form of a pictorial expressing a first-person experience during a design research workshop, and what that meant for my relationship with drones as a research material. The third paper leaps into a Research through Design project, challenging the solutionist drone and offering instead the first steps in a concept-driven design of the unlikely pairing of drones and breathing. The fourth paper returns to the pictorial form, suggesting a method for visual conversations between researchers through the tangible qualities of sketches and illustrations. Central to this thesis, is the argument for designerly approaches in HDI and championing the need for alternative forms of publication and research. To that end, I include two publications in the form of pictorials: a publication format relying on visual knowledge and with growing interest in the HCI community

    Creating traces, sharing insight : explorations in embodied cognition design

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    This investigation explores relations between 1) a theory of human cognition, called Embodied Cognition, 2) the design of interactive systems and 3) the practice of ‘creative group meetings’ (of which the so-called ‘brainstorm’ is perhaps the best-known example). The investigation is one of Research-through-Design (Overbeeke et al., 2006). This means that, together with students and external stakeholders, I designed two interactive prototypes. Both systems contain a ‘mix’ of both physical and digital forms. Both are designed to be tools in creative meeting sessions, or brainstorms. The tools are meant to form a natural, element in the physical meeting space. The function of these devices is to support the formation of shared insight: that is, the tools should support the process by which participants together, during the activity, get a better grip on the design challenge that they are faced with. Over a series of iterations I reflected on the design process and outcome, and investigated how users interacted with the prototypes

    "Arte Factus" : estudo e co-design socialmente consciente de artefatos digitais socioenativos

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    Orientador: Maria Cecília Calani BaranauskasTese (doutorado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: Atualmente, a tecnologia computacional tornou-se cada vez mais pervasiva por meio de computadores de diferentes tamanhos, formas e capacidades. Mas avanços tecnológicos, embora necessários, não são suficientes para tornar a interação com tecnologia computacional mais transparente, como preconizado pela computação ubíqua. Sistemas computacionais atuais ainda exigem um vocabulário técnico de entradas e saídas para serem utilizados. No campo da Interação Humano-Computador (IHC), a adoção da teoria da cognição enativa pode lançar luz sobre um novo paradigma de interação que preenche a lacuna entre ação e percepção. Sistemas computacionais enativos são um promissor tema de pesquisa, mas seu design e avaliação ainda são pouco explorados. Além disso, sistemas enativos, como já proposto na literatura, carecem de consideração do contexto social. O objetivo desta tese de doutorado é contribuir para o design de tecnologia computacional dentro de uma abordagem da cognição enativa, além de também sensível à aspectos sociais. Portanto, esta tese investiga os conceitos de sistemas enativos e socioenativos por meio do co-design de arte interativa e instalações. Para atingir esse objetivo, é proposto um arcabouço teórico-metodológico chamado "Arte Factus" para apoiar o estudo e o co-design socialmente consciente de artefatos digitais. O arcabouço "Arte Factus" foi utilizado em três estudos de design relatados nesta tese: InterArt, InstInt e InsTime. Esses estudos envolveram a participação de 105 estudantes de graduação e pós-graduação em Ciência da Computação e Engenharia de Computação no co-design de 19 instalações. O processo envolveu o uso de tecnologia pervasiva do tipo Faça-Você-Mesmo ("Do-It-Yourself, DIY"), e algumas dessas instalações foram estudadas em oficinas de prática situada que ocorreram em cenários educacionais (escola e museu exploratório de ciências). O arcabouço "Arte Factus", como a principal contribuição desta tese de doutorado, mostrou-se eficaz no apoio ao co-design socialmente consciente de instalações interativas que materializam o conceito de artefatos digitais socioenativos. Além disso, através do estudo dos artefatos criados no contexto desta investigação, esta tese também contribui para a construção teórica do conceito de sistemas socioenativosAbstract: Currently, computational technology has become more and more pervasive with computers of different sizes, shapes, and capacities. But technological advancements, although necessary, are not enough to make the interaction with computational technology more transparent, as preconized by the ubiquitous computing. Current computational systems still require a technical vocabulary of inputs and outputs to be interacted with. Within the field of Human-Computer Interaction (HCI), the adoption of the enactive cognition theory can shed light on a new interaction paradigm that bridges the gap between action and perception. Enactive computational systems are a promising subject of research, but their design and evaluation are still hardly explored. Furthermore, enactive systems as already proposed in the literature lack a social context consideration. The objective of this doctoral thesis is to contribute towards the design of computational technology within an enactive approach to cognition, while also being sensitive to social aspects. Therefore, this thesis investigates the concepts of enactive and socioenactive systems by enabling the co-design of interactive art installations. To achieve this objective, a theoretical-methodological framework named "Arte Factus" is proposed to support the study and socially aware co-design of digital artifacts. The "Arte Factus" framework was used in three design studies reported in this thesis: InterArt, InstInt, and InsTime. These studies involved the participation of 105 Computer Science and Computer Engineering undergraduate and graduate students in the co-design of 19 installations. The process involved the use of pervasive "Do-It-Yourself" (DIY) technology, and some of these installations were further studied in workshops of situated practice that took place in educational scenarios (school and exploratory science museum). The "Arte Factus" framework, as the main contribution of this doctoral thesis, has shown effective in supporting the socially aware co-design of interactive installations that materialize the concept of socioenactive digital artifacts. Moreover, through the study of the artifacts created in the context of this investigation, this thesis also contributes towards the theoretical construction of the concept of socioenactive systemsDoutoradoCiência da ComputaçãoDoutor em Ciência da Computação2017/06762-0FAPESPCAPE

    Designing physical-digital artefacts for the public realm

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    The exploration of new types of everyday interactions enabled by the increasing integration of digital technologies with the physical world is a major research direction for interaction design research (Dourish, 2004), and a focus on materials and materiality is also of growing significance, e.g.: Internet of Things; interactive architecture; the intersection of craft and technology. Increasingly, designer-researchers from a range of material-focused creative design disciplines are starting to address these themes. Previous studies indicate that new approaches, methods and concepts are required to investigate the evolving field of physical-digital synthesis in the built environment. Addressing this, the thesis asks one central question: What resources for design research can help practitioners and researchers from multiple creative design disciplines improve the design of physical-digital artefacts located in the public realm? A detailed Scoping Study explored experimental research methods for this thesis and produced an overview of physical-digital artefacts in outdoor public space. This scoping influenced the subsequent research: an in-depth field study of the design culture and practices of fifty material-focused designer-researchers; four case studies of physical-digital artefacts in outdoor public spaces; a formative creative design workshop with fourteen participants to test the findings from the research. The chief contribution of this thesis to interaction design research is the development of two resources for design research (the Experiential Framework and the Conceptual Materials for Design Research) and the practical application of these new tools as a method for design research in a simulated ‘real-world’ creative workshop setting. Both resources are intended to co-exist and be integrated with established design research methods and emerging approaches. Hence, the outputs from this thesis are intended to support designer-researchers from a range of creative design backgrounds to conceptualise and design physical-digital artefacts for urban outdoor public spaces that provide richer interaction paradigms for future city dwellers

    Design and semantics of form and movement : DeSForM 2006

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