18 research outputs found

    Visual Methods for the Design of Shape-Changing Interfaces

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    Shape-changing interfaces use physical change in shape as input and/or output. As the field matures, it will move from technology-driven design toward more formal processes. However, this is challenging: end-users are not aware of the capabilities of shape-change, devices are difficult to demonstrate, and presenting single systems can ‘trap’ user-thinking into particular forms. It is crucial to ensure this technology is developed with requirements in mind to ensure successful end-user experiences. To address this challenge, we developed and tested (n = 50) an approach that combines low-fidelity white-box prototypes and high-fidelity video footage with end-user diagram and scenario sketching to design context dependent devices. We analysed the outputs of our test process and identified themes in device design requirements, and from this constructed a shape-change stack model to support practitioners in developing, classifying, and synthesising end-user requirements for this novel technology

    KÀytettÀvyystutkimus: Internet kauppapaikka http://kauppa.unicef.fi

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    Design Research as Conceptual Designing:The Manhattan Design Concept

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    The term ‘conceptual designing’ refers to an activity that various practitioners already undertake, but for which we lack a clear definition. This article provides that definition and uses an example of a design concept called ‘Manhattan’ to present how exactly this type of process happens. We define conceptual designing as a constructive framing and re-framing activity, which is mediated by and targeted at the creation of new design concepts. Conceptual designing as an approach is valuable for addressing the fuzziness and ambiguity typical of research that explores novel areas with new partners, methods and resources. It is by no means a new phenomenon, and the main contribution of the article is the clarification of conceptual designing as a particular approach to designing and researching. The approach embraces openness, resource-construction and collaboration. We conclude that conceptual designing can be especially useful in research and design projects that bring different kinds of people, organizations, technologies and domains together into the forming of new well-founded proposals for development. The presentation of conceptual designing in this paper is written with an intention to provide designers and researchers with terminology and concepts that they may use to structure their work as well as to become more resourceful in reflecting upon their projects. c The Author 2015

    Using Video with Active Markers

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    Designing web-connected physical artefacts for the 'aesthetic'of the home

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    Web-based technologies are often built to capitalize on the flexibility and fluidity that is supported by the internet, with the value of 'access anywhere'underpinning a blurring of boundaries across home and work. Yet the home is well known in HCI to have a unique set of qualities that can usefully be drawn upon when designing to support domestic life. In this paper we ask what it means to design domestic web-connected technologies, placing the aesthetic and material properties intrinsic to the home and home life at the centre of our design exploration. We present three concepts that were selected and prototyped from a broader process of research-through-design: Tokens of Search provides tangible handles to web resources; Hole in Space connects the home intimately to a remote place; and Manhattan enables the tangible exploration of events in the community, putting the home at the centre. Discussions in the paper consider not only how aesthetics is articulated in the material and digital properties of the artefacts, but also how a consideration of the properties of the home can create a potentially new design space to explore
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