103 research outputs found
PRINCIPLES OF METADESIGN Processes and Levels of Co-Creation in the New Design Space
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
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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
Autonomous Technologies and the Challenges of Probabilistic Design
In this talk, Giaccardi argues for fundamentally rethinking the ways in which we design. No longer a stabilising process, design must position the crafting of agency as foundational to our understanding of autonomous technologies as was once the notion of function to our understanding of tools. To illuminate this, Giaccardi introduces and discusses examples from healthcare, mobility and sustainability, unpacking how designers might consider what is uniquely human and uniquely artificial in the performance of agency, and how should they attend to the ethics of this co-performance as a decentralised act of design with probabilistic outcomes
The making(s) of more-than-human design : Introduction to the special issue on more-than-human design and HCI
Human activities have drastically altered the planet, with design playing a significant role. While design may intend to do good, its consequences are not always positive: from climate change to resource depletion to unforeseen social dynamics. These transformations also include ourselves, as our relationships with new technologies blur and complicate previous human and machine agency distinctions. Increasingly, design has become a matter of defining what it means to be human. This special issue explores the proposition that conventional human-centered design approaches may not adequately address the complex challenges we face, and that there is instead a need to ground design in more-than-human perspectives. This introduction outlines the evolving landscape of more-than-human design in the context of HCI. Articulating a series of emerging research trajectories, we aim to illuminate the transformative potential of more-than-human orientations to design, including how they both extend and depart from familiar lines of inquiry in HCI - for example, how designers are redefining data, interfaces, and responsibility, and reshaping posthuman knowledge through design. Ultimately, this special issue aims to explore new pathways for designing in the era of the more-than-human, challenging the perceived divide between practice and theory to imagine alternative futures for HCI
Design for resourceful ageing : intervening in the ethics of gerontechnology
This paper discusses an innovative approach to the design of technologies for older people. The approach contains a critique of âgerontechnologyâ as taking decisions out of the hands of older people and materializing what it means to live healthily and well into âfoolproofâ designs that easily become inappropriate in the variety of situations in which older people end up using them. The proposed design approach focuses on re-delegating such ethical decisions to the point at which technology is used. It does so by considering technologies as resources that can complement the ageing competences of older people and adapt in a variety of ways. To gain design knowledge of the way existing technologies as well as prototypes function as resources across webs of practices, and the dimensions of âopennessâ along which they may adapt within such practices, the approach enlists networks of everyday things as co-ethnographers
Social Design of Community Service Models with AIoT to Support Aging and Elders Well-Being -68
Along with the increase in average life expectancy, the worldâs elderly population is expected to grow to 2.1 billion by 2050. Ageing marks a sensitive and vulnerable period of life, bringing loss of roles and functions and increased dependence on others, often reflected in a decline in quality of life. As everyone experiences ageing, the need to achieve a satisfactory old age for all in the future means that more research and a better systematic understanding of ageing and elder well-being are needed as changing demographics put growing pressure on public health and finance, and the provision of long-term care becomes increasingly inadequate.
In this study, we have systematically scoped three streams of literature, design, social studies and digital technology based on Arksey and OâMalleyâs (2005) methodological framework. With this RSD presentation, we will report on our ongoing work, scoping our research on three core elements: Aging and elder well-being, Community services and AIoT (Artificial intelligence and Internet of Things).
Our preliminary review revealed a cluster of ethnographic studies on âageing in placeâ in which community services appeared to be of interest. Several survey studies confirm that most elders prefer to receive care from their families rather than in institutions. In a cluster with a systemic lens, community services have been studied to become an increasingly important model of long-term care a few have demonstrated that community services are more effective in supporting eldersâ interests and care preferences.
Within the digital technology stream, an emerging cluster of studies proposes Artificial intelligence and the Internet of Things (AIoT) as potential solutions to the challenges associated with an ageing society. AIoT integrated into elderly care expands the range of services and supports social well-being. Experimental studies with prototyped technologies are studied in relation to outcomes of improving the self-care experience of elders at home and how AIoT facilitates the development and sharing of their unique coping strategies, thereby maintaining their vitality and independence. However, the volume of the literature shows that only a few studies have included AIoT as part of community service.
Overall, our systemic review work in progress unpacks the relevant literature into different clusters and categories, including theoretical lenses, research methods, findings and outcomes. The initial charting of the studies indicates that despite the accumulation of previous research, the current body of knowledge on the interplay of ageing and elder well-being, community services, and AIoT is underdeveloped, with unresolved issues at multiple levels of the community care model, including policy, organisation, services and individuals
Unmaking-with AI : Tactics for Decentering through Design
This article explores the intersections and resonances between unmaking and more-than-human design. We begin by aligning unmaking with decentering, a fundamental practice in more-than-human design, through their shared movement and materiality. Using Lindström and StĂ„hlâs notion of the double movement in un/making, we analyze a series of workshops focused on designing with AI, annotating what was un/made and de/centered during the workshopsâ activities. Through this analysis, we introduce two key contributions that highlight some opportunities in the diffractive alignment between unmaking and more-than-human design: firstly, the notion of âunmaking-withâ as an emergent concept to describe a posthumanist unmaking practice, and secondly, three decentering tacticsâsituating, materializing, and enactingâthat instantiate this practice through design. Finally, we discuss how unmaking can enrich more-than-human design and, conversely, how more-than-human design can help define the epistemological scope of unmaking
Making everyday things talk:Speculative conversations into the future of voice interfaces at home
What if things had a voice? What if we could talk directly to things instead of using a mediating voice interface such as an Alexa or a Google Assistant? In this paper, we share our insights from talking to a pair of boots, a tampon, a perfume bottle, and toilet paper among other everyday things to explore their conversational capabilities. We conducted Thing Interviews using a more-than-human design approach to discover a thing's perspectives, worldviews and its relations to other humans and nonhumans. Based on our analysis of the speculative conversations, we identified some themes characterizing the emergent qualities of people's relationships with everyday things. We believe the themes presented in the paper may inspire future research on designing everyday things with conversational capabilities at home
Exploring the future of data-driven product design
Connected devices present new opportunities to advance design through data collection in the wild, similar to the way digital services evolve through analytics. However, it is still unclear how live data transmitted by connected devices informs the design of these products, going beyond performance optimisation to support creative practices. Design can be enriched by data captured by connected devices, from usage logs to environmental sensors, and data about the devices and people around them. Through a series of workshops, this paper contributes industry and academia perspectives on the future of data-driven product design. We highlight HCI challenges, issues and implications, including sensemaking and the generation of design insight. We further challenge current notions of data-driven design and envision ways in which future HCI research can develop ways to work with data in the design process in a connected, rich, human manner
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