98 research outputs found

    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

    Autonomous Technologies and the Challenges of Probabilistic Design

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    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

    Design for resourceful ageing : intervening in the ethics of gerontechnology

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    This paper discusses an innovative approach to the design of technologies for older people. The approach contains a critique of “gerontechnology” as taking decisions out of the hands of older people and materializing what it means to live healthily and well into “foolproof” 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 ‘openness’ 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

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    Along with the increase in average life expectancy, the world’s 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 O’Malley’s (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 ‘ageing in place’ 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 elders’ 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

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    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„hl’s 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 workshops’ 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 ‘unmaking-with’ as an emergent concept to describe a posthumanist unmaking practice, and secondly, three decentering tactics–situating, materializing, and enacting–that 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

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    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

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    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

    Creativity support tools: report from a U.S. National Science Foundation sponsored workshop

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    International Journal of Human-Computer Interaction, 20(2): pp. 61-77.Creativity support tools is a research topic with high risk but potentially very high payoff. The goal is to develop improved software and user interfaces that empower users to be not only more productive but also more innovative. Potential users include software and other engineers, diverse scientists, product and graphic designers, architects, educators, students, and many others. Enhanced interfaces could enable more effective searching of intellectual resources, improved collaboration among teams, and more rapid discovery processes. These advanced interfaces should also provide potent support in hypothesis formation, speedier evaluation of alternatives, improved understanding through visualization, and better dissemination of results. For creative endeavors that require composition of novel artifacts (e.g., computer programs, scientific papers, engineering diagrams, symphonies, artwork), enhanced interfaces could facilitate exploration of alternatives, prevent unproductive choices, and enable easy backtracking. This U.S. National Science Foundation sponsored workshop brought together 25 research leaders and graduate students to share experiences, identify opportunities, and formulate research challenges. Two key outcomes emerged: (a) encouragement to evaluate creativity support tools through multidimensional in-depth longitudinal case studies and (b) formulation of 12 principles for design of creativity support tools. As Galileo struggled to view Jupiter through his newly built telescope, he adjusted the lenses and saw four twinkling points of light nearby. After recording their positions carefully, Galileo compared them to his drawings from previous nights. His conclusion that Jupiter had four moons circling it was a profound insight with far reaching implications
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