18 research outputs found
Emotion Work in Experience-Centred Design
Experience Centred Design (ECD) implores us to develop empathic relationships and understanding of participants, to actively work with our senses and emotions within the design process. However, theories of experience-centred design do little to account for emotion work undertaken by design researchers when doing this. As a consequence, how a design researcherâs emotions are experienced, navigated and used as part of an ECD process are rarely published. So, while emotion is clearly a tool that we use, we donât share with one another how, why and when it gets used. This has a limiting effect on how we understand design processes, and opportunities for training. Here, we share some of our experiences of working with ECD. We analyse these using Hochschildâs framework of emotion work to show how and where this work occurs. We use our analysis to question current ECD practices and provoke debate
Programming for Moving Bodies
QC 20190916KAW 2015.0080, Engineering theInterconnected Society: Information, Control, Interactio
Biosensing and ActuationâPlatforms Coupling Body Input-Output Modalities for Affective Technologies
Research in the use of ubiquitous technologies, tracking systems and wearables within
mental health domains is on the rise. In recent years, affective technologies have gained
traction and garnered the interest of interdisciplinary fields as the research on such technologies
matured. However, while the role of movement and bodily experience to affective experience is
well-established, how to best address movement and engagement beyond measuring cues and signals
in technology-driven interactions has been unclear. In a joint industry-academia effort, we aim to
remodel how affective technologies can help address body and emotional self-awareness. We present
an overview of biosignals that have become standard in low-cost physiological monitoring and show
how these can be matched with methods and engagements used by interaction designers skilled in
designing for bodily engagement and aesthetic experiences. Taking both strands of work together offers
unprecedented design opportunities that inspire further research. Through first-person soma design,
an approach that draws upon the designerâs felt experience and puts the sentient body at the forefront,
we outline a comprehensive work for the creation of novel interactions in the form of couplings that
combine biosensing and body feedback modalities of relevance to affective health. These couplings lie
within the creation of design toolkits that have the potential to render rich embodied interactions to
the designer/user. As a result we introduce the concept of âorchestrationâ. By orchestration, we refer
to the design of the overall interaction: coupling sensors to actuation of relevance to the affective
experience; initiating and closing the interaction; habituating; helping improve on the usersâ body
awareness and engagement with emotional experiences; soothing, calming, or energising, depending
on the affective health condition and the intentions of the designer. Through the creation of a
range of prototypes and couplings we elicited requirements on broader orchestration mechanisms.
First-person soma design lets researchers look afresh at biosignals that, when experienced through
the body, are called to reshape affective technologies with novel ways to interpret biodata, feel it,
understand it and reflect upon our bodies
Unpacking Non-Dualistic Design: The Soma Design Case
We report on a somaesthetic design workshop and the subsequent analytical work aiming to demystify what is entailed in a non-dualistic design stance on embodied interaction and why a first-person engagement is crucial to its unfoldings. However, as we will uncover through a detailed account of our process, these first-person engagements are deeply entangled with second- and third-person perspectives, sometimes even overlapping. The analysis furthermore reveals some strategies for bridging the body-mind divide by attending to our inner universe and dissolving or traversing dichotomies between inside and outside; individual and social; body and technology. By detailing the creative process, we show how soma design becomes a process of designing with and through kinesthetic experience, in turn letting us confront several dualisms that run like fault lines through HCI's engagement with embodied interaction
Kommunikation med synligt ljus som ett design material
Visible light communication (VLC) is a novel complement to Radio Frequency Communication (RFC) and has many applications in wireless communication, indoor positioning and where RFC is not applicable. The problem is that the technology is black-boxed and therefore hard to apply in todayâs design process. For designers to be able to use VLC in their creative process, this study uses the Inspirational Bits approach to expose the materiality of VLC by asking the question: How can we design artefacts that allow designers to engage in a conversation with Visible Light Communication as a material? Through Constructive Design Research, the technology was studied in iterations by building prototypes and reflecting on them. The prototypes are evaluated in two design workshops through observation and gathered feedback from 11 participants. As a result, seven artefacts were constructed to expose seven potential material properties of VLC. The observations and collected feedback show also that the artefacts help designers to gain tacit knowledge about VLC. The artefacts use the Arduino platform and standard electrical components. A by-product of this study is the "lumoino" toolkit for tinkering and prototyping with VLC. Eventually, strengths and weaknesses are discussed, and future work sections show the potential extensions of the artefacts and expansions of the toolkit.âKommunikation med synligt ljusâ (VLC) som ett design material Ă€r ett komplement till âradio frekvens kommunikationâ och har mĂ„nga applikationer inom trĂ„dlös kommunikation, Inomhuspositionering, och situationer dĂ€r RFC inte Ă€r applicerbart. Problematiken med teknologi Ă€r att den ofta inte Ă€r synlig, och dĂ€rför Ă€r svĂ„r att inkludera i dagens design processer. För att designers ska kunna anvĂ€nda sig av VLC i deras kreativa process, utgĂ„r denna studie frĂ„n âInspirational Bitsâ förhĂ„llningsĂ€tt till design, och Ă€mnar utforska följande frĂ„gestĂ€llning: Hur kan vi designa artefakter som tillĂ„ter designers att engagera sig i en konversation med âkommunikation med synligt ljusâ (VLC) som ett design material? Genom âkonstruktiv designforskningâ, studerades prototyper av teknologin följt av analys. Processen upprepades med ett flertal modeller. Prototyperna utvĂ€rderades i tvĂ„ design-workshops, genom observation av och respons frĂ„n 11 deltagare. Som resultat, byggdes sju stycken artefakter för att belysa sju stycken potentiella materiella egenskaper av VLC. Observationerna och den samlade responsen visade ocksĂ„ att artefakterna hjĂ€lpte designers att fĂ„ taktil kunskap om VLC. Artefakterna baserades pĂ„ âthe Arduino Platformâ och elektriska standard komponenter. En biprodukt av denna studie Ă€r âthe lumoino toolkit for tinkering and prototyping with VLCâ. Eventuella styrkor och svagheter diskuteras och stycket framtida arbete visar potentiella utvecklingar och expantioner av âthe lumoino toolkitâ
Shape and Being Shaped : Sketching with Haptics in Soma Design
Sketching is an integral part of the design process, and it often occurs in the early ideation phase where the focus is on expressing ideas, thoughts, and emotions, allowing them to take shape and making it possible to share them with others to propel the design process forwards. In principle, sketching is a process of externalising thoughts into visualisations, and it influences the creator and collaborators by enabling them to realise and reflect on the possibility and viability of their ideas and develop them further by adding to or subtracting from the sketches. This process of creation and reflection cannot be achieved by merely imagining ideas in the abstract, especially when working in teams. In interaction design, sketching is an essential activity. It is (often) done on paper, pro- viding a way to externalise interaction ideas. Sketching in interaction design is usually followed by methods that have a similar goal but are done differently, and an example of that is concept formation or prototyping. In this regard, prototyping is a commitment to shift early, sketched ideas into concrete, refined, and specific artefacts attainable for testing and presentation. Prototypes are, in that sense, more âclosedâ and harder to change and are thereby less evocative and inspirational than a sketch. This thesis focuses on soma design, a process that aims to incorporate our whole living bodies into the design process. Soma design applications often engage with technology on or around the entire body, but the processes can be used for a diverse set of design challenges and interaction modalities. Common to soma design processes is how sketching is done with and through the body, integrating, acknowledging, and encouraging a first-person, subjective design stance. When digital technology enters a soma design pro- cess, the fluency of sketching slows down as every nuance of the technology, its aesthetic potential, and its affordances need to be repeatedly felt and shaped, engaging all senses. However, there is a gap in the methods and tools necessary to make digital technology fit for the sensuous, explorative, felt work done in soma design processes. This becomes particularly problematic as digital technology, social practices, and somatic change are seen as entangled in soma design and should thus be explored together. Through a constructive design research (CDR) process, I have explored how haptic materials can be introduced in the sketching phase of a soma design process. In this regard, I created a toolkit named the Soma Bits. The Soma Bits are simple one-bit haptic actuators that enable heat, vibration, or shape-change onto the body through simple interactions. They can be combined and connected to sensors through an MIDI interface. The Soma Bits toolkit allows designers to craft haptic sketches. The Soma Bits toolkit (in different incarnations) was developed and used in a range of soma design processes. By analysing the process of using the Soma Bits repeatedly with other groups of designers, I uncovered a key property of sketching that I frame as malleable permanence. A sketch, be it on paper or in haptic materials, needs to be expressed where others can see or touch it, creating a shared understanding of the design ideaâ that is, it needs to have some permanence. At the same time, changing it and, and adding or detracting elements from it should be easy, thus making it malleable. For haptic ma- terials, malleable permanence supports a mindset I frame as feeling-shaping-feeling. This mindset resonates with the aims of soma design to engage with âthe lived, sentient, bodily subjectivity.â Ultimately, the Soma Bits toolkit allows for this malleable permanence, adding a designerly, crafting, creative stance to soma design and thus making the haptics materials sketchable Att skissa aÌr en integrerad del av designprocessen, saÌrskilt i den tidiga ideÌutformnings- fasen, daÌr fokus ligger paÌ att uttrycka ideÌer, tankar och kaÌnslor, laÌta dem ta form och goÌra det moÌjligt att dela dem med andra foÌr att driva designprocessen framaÌt. Skiss- ande aÌr en process foÌr att externalisera tankar genom visualiseringar som paÌverkar baÌde kreatoÌren och medarbetare. Processen laÌter dem inse och reflektera oÌver potentialen och genomfoÌrbarheten av ideÌer samt vidareutveckla dem genom att modifiera skisserna. Denna process aÌr omoÌjlig att genomfoÌra enbart genom att foÌrestaÌlla sig ideÌer i det abstrakta, speciellt naÌr man arbetar i team. Inom interaktionsdesign aÌr skissande en central aktivitet. Det goÌrs (ofta) paÌ papper, vilket ger ett saÌtt att externalisera interaktionsideÌer. Skissande foÌljs vanligtvis av andra metoder som har liknande maÌl men utfoÌrs paÌ ett annat saÌtt, som konceptualisering eller prototypframstaÌllning. Till skillnad fraÌn skissande inbegriper prototypframstaÌllning ett aÌtagande att foÌrvandla skissartade ideÌer till konkreta, genomarbetade och specifika artefakter som kan testas och presenteras paÌ ett tidigt stadium. I den meningen aÌr prototyper mer âstaÌngdaâ och svaÌrare att aÌndra, och daÌrmed ocksaÌ mindre suggestiva och inspirerande aÌn skisser. Arbetet i denna avhandling fokuserar paÌ soma design, en process som syftar till att infoÌrliva hela vaÌra levande kroppar i designprocessen. Soma designapplikationer inbegriper ofta teknik paÌ eller runt hela kroppen, men soma designprocessen i sig kan anvaÌndas foÌr en maÌngd olika designutmaningar och interaktionsmodaliteter. Gemens- amt foÌr soma designprocesser aÌr hur man skissar med och genom kroppen, integrerar, erkaÌnner och uppmuntrar ett foÌrstapersons, subjektivt designperspektiv. NaÌr digital teknik kommer in i en soma designprocess, saktar skissnings processen ner eftersom varje nyans av tekniken, dess estetiska potential och dess moÌjligheter maÌste upplevas och omformas upprepade gaÌnger, vilket engagerar alla sinnen. Idag finns en brist paÌ metoder och verktyg foÌr att goÌra digital teknik laÌmplig foÌr den sortens sinnliga, ut- forskande, upplevda arbete som utfoÌrs i soma designprocesser. Detta blir saÌrskilt prob- lematiskt daÌ digital teknik, sociala praktiker och somatisk foÌraÌndring ses som beroende av varandra i soma design och daÌrfoÌr boÌr utforskas tillsammans. Att skissa Ă€r en integrerad del av designprocessen, sĂ€rskilt i den tidiga idĂ©utformnings- fasen, dĂ€r fokus ligger pĂ„ att uttrycka idĂ©er, tankar och kĂ€nslor, lĂ„ta dem ta form och göra det möjligt att dela dem med andra för att driva designprocessen framĂ„t. Skiss- ande Ă€r en process för att externalisera tankar genom visualiseringar som pĂ„verkar bĂ„de kreatören och medarbetare. Processen lĂ„ter dem inse och reflektera över potentialen och genomförbarheten av idĂ©er samt vidareutveckla dem genom att modifiera skisserna. Denna process Ă€r omöjlig att genomföra enbart genom att förestĂ€lla sig idĂ©er i det abstrakta, speciellt nĂ€r man arbetar i team. Inom interaktionsdesign Ă€r skissande en central aktivitet. Det görs (ofta) pĂ„ papper, vilket ger ett sĂ€tt att externalisera interaktionsidĂ©er. Skissande följs vanligtvis av andra metoder som har liknande mĂ„l men utförs pĂ„ ett annat sĂ€tt, som konceptualisering eller prototypframstĂ€llning. Till skillnad frĂ„n skissande inbegriper prototypframstĂ€llning ett Ă„tagande att förvandla skissartade idĂ©er till konkreta, genomarbetade och specifika artefakter som kan testas och presenteras pĂ„ ett tidigt stadium. I den meningen Ă€r prototyper mer âstĂ€ngdaâ och svĂ„rare att Ă€ndra, och dĂ€rmed ocksĂ„ mindre suggestiva och inspirerande Ă€n skisser. Arbetet i denna avhandling fokuserar pĂ„ soma design, en process som syftar till att införliva hela vĂ„ra levande kroppar i designprocessen. Soma designapplikationer inbegriper ofta teknik pĂ„ eller runt hela kroppen, men soma designprocessen i sig kan anvĂ€ndas för en mĂ€ngd olika designutmaningar och interaktionsmodaliteter. Gemens- amt för soma designprocesser Ă€r hur man skissar med och genom kroppen, integrerar, erkĂ€nner och uppmuntrar ett förstapersons, subjektivt designperspektiv. NĂ€r digital teknik kommer in i en soma designprocess, saktar skissnings processen ner eftersom varje nyans av tekniken, dess estetiska potential och dess möjligheter mĂ„ste upplevas och omformas upprepade gĂ„nger, vilket engagerar alla sinnen. Idag finns en brist pĂ„ metoder och verktyg för att göra digital teknik lĂ€mplig för den sortens sinnliga, ut- forskande, upplevda arbete som utförs i soma designprocesser. Detta blir sĂ€rskilt prob- lematiskt dĂ„ digital teknik, sociala praktiker och somatisk förĂ€ndring ses som beroende av varandra i soma design och dĂ€rför bör utforskas tillsammans. Genom en Constructive Design Research (CDR) process har jag utforskat hur haptis- ka material kan introduceras i skissfasen av en soma designprocess genom att skapa en verktygslĂ„da kallad Soma Bits. Soma Bits verktygslĂ„dan lĂ„ter designers skapa haptiska skisser genom att kombinera enkla stĂ€lldon och sensorer via ett MIDI-grĂ€nssnitt. Skisserna gör det möjligt att genom enkla interaktioner uppleva vĂ€rme, vibration eller formförĂ€ndring direkt pĂ„ kroppen. Soma Bits-verktygslĂ„dan (i dess olika inkarnationer) utvecklades och anvĂ€ndes i enrad soma-designprocesser. Genom att analysera anvĂ€ndandet av Soma Bits upprepade gĂ„nger med olika grupper av designers, avslöjade jag en nyckelegenskap hos skissande som jag ramar in som formbar bestĂ€ndighet. En skiss, vare sig den Ă€r gjord pĂ„ papper eller i haptiska material, mĂ„ste uttryckas sĂ„ att andra kan se eller röra den, vilket skapar en gemensam förstĂ„else för designidĂ©n. Det vill sĂ€ga: den mĂ„ste ha en viss bestĂ€ndighet. Samtidigt ska skissen vara lĂ€tt att Ă€ndra, t.ex genom att lĂ€gga till eller ta bort element frĂ„n den, vilket gör den formbar. För haptiska material stödjer formbar bestĂ€ndighet ett tĂ€nkesĂ€tt jag benĂ€mner som kĂ€nna-forma-kĂ€nna. Detta tĂ€nkesĂ€tt överenstĂ€mmer med mĂ„let att engagera sig i âden levda, kĂ€nnande, kroppsliga subjektiviteten.â inom soma design. Soma Bits verktygslĂ„dan gör det möjligt att skissa med haptiska material genom att tillĂ„ta formbar bestĂ€ndighet och lĂ€gger dĂ€rigenom till en designmĂ€ssig, hantverksmĂ€ssig, kreativ hĂ„llning till soma design, vilket gör de haptiska materialen skissbara. QC 20230511</p
Shape and Being Shaped : Sketching with Haptics in Soma Design
Sketching is an integral part of the design process, and it often occurs in the early ideation phase where the focus is on expressing ideas, thoughts, and emotions, allowing them to take shape and making it possible to share them with others to propel the design process forwards. In principle, sketching is a process of externalising thoughts into visualisations, and it influences the creator and collaborators by enabling them to realise and reflect on the possibility and viability of their ideas and develop them further by adding to or subtracting from the sketches. This process of creation and reflection cannot be achieved by merely imagining ideas in the abstract, especially when working in teams. In interaction design, sketching is an essential activity. It is (often) done on paper, pro- viding a way to externalise interaction ideas. Sketching in interaction design is usually followed by methods that have a similar goal but are done differently, and an example of that is concept formation or prototyping. In this regard, prototyping is a commitment to shift early, sketched ideas into concrete, refined, and specific artefacts attainable for testing and presentation. Prototypes are, in that sense, more âclosedâ and harder to change and are thereby less evocative and inspirational than a sketch. This thesis focuses on soma design, a process that aims to incorporate our whole living bodies into the design process. Soma design applications often engage with technology on or around the entire body, but the processes can be used for a diverse set of design challenges and interaction modalities. Common to soma design processes is how sketching is done with and through the body, integrating, acknowledging, and encouraging a first-person, subjective design stance. When digital technology enters a soma design pro- cess, the fluency of sketching slows down as every nuance of the technology, its aesthetic potential, and its affordances need to be repeatedly felt and shaped, engaging all senses. However, there is a gap in the methods and tools necessary to make digital technology fit for the sensuous, explorative, felt work done in soma design processes. This becomes particularly problematic as digital technology, social practices, and somatic change are seen as entangled in soma design and should thus be explored together. Through a constructive design research (CDR) process, I have explored how haptic materials can be introduced in the sketching phase of a soma design process. In this regard, I created a toolkit named the Soma Bits. The Soma Bits are simple one-bit haptic actuators that enable heat, vibration, or shape-change onto the body through simple interactions. They can be combined and connected to sensors through an MIDI interface. The Soma Bits toolkit allows designers to craft haptic sketches. The Soma Bits toolkit (in different incarnations) was developed and used in a range of soma design processes. By analysing the process of using the Soma Bits repeatedly with other groups of designers, I uncovered a key property of sketching that I frame as malleable permanence. A sketch, be it on paper or in haptic materials, needs to be expressed where others can see or touch it, creating a shared understanding of the design ideaâ that is, it needs to have some permanence. At the same time, changing it and, and adding or detracting elements from it should be easy, thus making it malleable. For haptic ma- terials, malleable permanence supports a mindset I frame as feeling-shaping-feeling. This mindset resonates with the aims of soma design to engage with âthe lived, sentient, bodily subjectivity.â Ultimately, the Soma Bits toolkit allows for this malleable permanence, adding a designerly, crafting, creative stance to soma design and thus making the haptics materials sketchable Att skissa aÌr en integrerad del av designprocessen, saÌrskilt i den tidiga ideÌutformnings- fasen, daÌr fokus ligger paÌ att uttrycka ideÌer, tankar och kaÌnslor, laÌta dem ta form och goÌra det moÌjligt att dela dem med andra foÌr att driva designprocessen framaÌt. Skiss- ande aÌr en process foÌr att externalisera tankar genom visualiseringar som paÌverkar baÌde kreatoÌren och medarbetare. Processen laÌter dem inse och reflektera oÌver potentialen och genomfoÌrbarheten av ideÌer samt vidareutveckla dem genom att modifiera skisserna. Denna process aÌr omoÌjlig att genomfoÌra enbart genom att foÌrestaÌlla sig ideÌer i det abstrakta, speciellt naÌr man arbetar i team. Inom interaktionsdesign aÌr skissande en central aktivitet. Det goÌrs (ofta) paÌ papper, vilket ger ett saÌtt att externalisera interaktionsideÌer. Skissande foÌljs vanligtvis av andra metoder som har liknande maÌl men utfoÌrs paÌ ett annat saÌtt, som konceptualisering eller prototypframstaÌllning. Till skillnad fraÌn skissande inbegriper prototypframstaÌllning ett aÌtagande att foÌrvandla skissartade ideÌer till konkreta, genomarbetade och specifika artefakter som kan testas och presenteras paÌ ett tidigt stadium. I den meningen aÌr prototyper mer âstaÌngdaâ och svaÌrare att aÌndra, och daÌrmed ocksaÌ mindre suggestiva och inspirerande aÌn skisser. Arbetet i denna avhandling fokuserar paÌ soma design, en process som syftar till att infoÌrliva hela vaÌra levande kroppar i designprocessen. Soma designapplikationer inbegriper ofta teknik paÌ eller runt hela kroppen, men soma designprocessen i sig kan anvaÌndas foÌr en maÌngd olika designutmaningar och interaktionsmodaliteter. Gemens- amt foÌr soma designprocesser aÌr hur man skissar med och genom kroppen, integrerar, erkaÌnner och uppmuntrar ett foÌrstapersons, subjektivt designperspektiv. NaÌr digital teknik kommer in i en soma designprocess, saktar skissnings processen ner eftersom varje nyans av tekniken, dess estetiska potential och dess moÌjligheter maÌste upplevas och omformas upprepade gaÌnger, vilket engagerar alla sinnen. Idag finns en brist paÌ metoder och verktyg foÌr att goÌra digital teknik laÌmplig foÌr den sortens sinnliga, ut- forskande, upplevda arbete som utfoÌrs i soma designprocesser. Detta blir saÌrskilt prob- lematiskt daÌ digital teknik, sociala praktiker och somatisk foÌraÌndring ses som beroende av varandra i soma design och daÌrfoÌr boÌr utforskas tillsammans. Att skissa Ă€r en integrerad del av designprocessen, sĂ€rskilt i den tidiga idĂ©utformnings- fasen, dĂ€r fokus ligger pĂ„ att uttrycka idĂ©er, tankar och kĂ€nslor, lĂ„ta dem ta form och göra det möjligt att dela dem med andra för att driva designprocessen framĂ„t. Skiss- ande Ă€r en process för att externalisera tankar genom visualiseringar som pĂ„verkar bĂ„de kreatören och medarbetare. Processen lĂ„ter dem inse och reflektera över potentialen och genomförbarheten av idĂ©er samt vidareutveckla dem genom att modifiera skisserna. Denna process Ă€r omöjlig att genomföra enbart genom att förestĂ€lla sig idĂ©er i det abstrakta, speciellt nĂ€r man arbetar i team. Inom interaktionsdesign Ă€r skissande en central aktivitet. Det görs (ofta) pĂ„ papper, vilket ger ett sĂ€tt att externalisera interaktionsidĂ©er. Skissande följs vanligtvis av andra metoder som har liknande mĂ„l men utförs pĂ„ ett annat sĂ€tt, som konceptualisering eller prototypframstĂ€llning. Till skillnad frĂ„n skissande inbegriper prototypframstĂ€llning ett Ă„tagande att förvandla skissartade idĂ©er till konkreta, genomarbetade och specifika artefakter som kan testas och presenteras pĂ„ ett tidigt stadium. I den meningen Ă€r prototyper mer âstĂ€ngdaâ och svĂ„rare att Ă€ndra, och dĂ€rmed ocksĂ„ mindre suggestiva och inspirerande Ă€n skisser. Arbetet i denna avhandling fokuserar pĂ„ soma design, en process som syftar till att införliva hela vĂ„ra levande kroppar i designprocessen. Soma designapplikationer inbegriper ofta teknik pĂ„ eller runt hela kroppen, men soma designprocessen i sig kan anvĂ€ndas för en mĂ€ngd olika designutmaningar och interaktionsmodaliteter. Gemens- amt för soma designprocesser Ă€r hur man skissar med och genom kroppen, integrerar, erkĂ€nner och uppmuntrar ett förstapersons, subjektivt designperspektiv. NĂ€r digital teknik kommer in i en soma designprocess, saktar skissnings processen ner eftersom varje nyans av tekniken, dess estetiska potential och dess möjligheter mĂ„ste upplevas och omformas upprepade gĂ„nger, vilket engagerar alla sinnen. Idag finns en brist pĂ„ metoder och verktyg för att göra digital teknik lĂ€mplig för den sortens sinnliga, ut- forskande, upplevda arbete som utförs i soma designprocesser. Detta blir sĂ€rskilt prob- lematiskt dĂ„ digital teknik, sociala praktiker och somatisk förĂ€ndring ses som beroende av varandra i soma design och dĂ€rför bör utforskas tillsammans. Genom en Constructive Design Research (CDR) process har jag utforskat hur haptis- ka material kan introduceras i skissfasen av en soma designprocess genom att skapa en verktygslĂ„da kallad Soma Bits. Soma Bits verktygslĂ„dan lĂ„ter designers skapa haptiska skisser genom att kombinera enkla stĂ€lldon och sensorer via ett MIDI-grĂ€nssnitt. Skisserna gör det möjligt att genom enkla interaktioner uppleva vĂ€rme, vibration eller formförĂ€ndring direkt pĂ„ kroppen. Soma Bits-verktygslĂ„dan (i dess olika inkarnationer) utvecklades och anvĂ€ndes i enrad soma-designprocesser. Genom att analysera anvĂ€ndandet av Soma Bits upprepade gĂ„nger med olika grupper av designers, avslöjade jag en nyckelegenskap hos skissande som jag ramar in som formbar bestĂ€ndighet. En skiss, vare sig den Ă€r gjord pĂ„ papper eller i haptiska material, mĂ„ste uttryckas sĂ„ att andra kan se eller röra den, vilket skapar en gemensam förstĂ„else för designidĂ©n. Det vill sĂ€ga: den mĂ„ste ha en viss bestĂ€ndighet. Samtidigt ska skissen vara lĂ€tt att Ă€ndra, t.ex genom att lĂ€gga till eller ta bort element frĂ„n den, vilket gör den formbar. För haptiska material stödjer formbar bestĂ€ndighet ett tĂ€nkesĂ€tt jag benĂ€mner som kĂ€nna-forma-kĂ€nna. Detta tĂ€nkesĂ€tt överenstĂ€mmer med mĂ„let att engagera sig i âden levda, kĂ€nnande, kroppsliga subjektiviteten.â inom soma design. Soma Bits verktygslĂ„dan gör det möjligt att skissa med haptiska material genom att tillĂ„ta formbar bestĂ€ndighet och lĂ€gger dĂ€rigenom till en designmĂ€ssig, hantverksmĂ€ssig, kreativ hĂ„llning till soma design, vilket gör de haptiska materialen skissbara. QC 20230511</p
Crafting Crank-Powered Interactions
AbstractWe report on three ongoing human-powered interactionexplorations with a focus on batteryless interactions using hand cranking movements. Importantly, our explorations concerned not only the matter of powering but also using human physical engagement for controlling interactive systems, and how to support designers in testing, exploring, and making such interactions. The three demonstrators consist of a) a hand cranked quote reader, b) an email sending device, and 3) a new bit for exploring this mode of interaction within the LittleBits ecosystem.QC 20201021</p
Crafting Crank-Powered Interactions
AbstractWe report on three ongoing human-powered interactionexplorations with a focus on batteryless interactions using hand cranking movements. Importantly, our explorations concerned not only the matter of powering but also using human physical engagement for controlling interactive systems, and how to support designers in testing, exploring, and making such interactions. The three demonstrators consist of a) a hand cranked quote reader, b) an email sending device, and 3) a new bit for exploring this mode of interaction within the LittleBits ecosystem.QC 20201021</p
Crafting Crank-Powered Interactions
AbstractWe report on three ongoing human-powered interactionexplorations with a focus on batteryless interactions using hand cranking movements. Importantly, our explorations concerned not only the matter of powering but also using human physical engagement for controlling interactive systems, and how to support designers in testing, exploring, and making such interactions. The three demonstrators consist of a) a hand cranked quote reader, b) an email sending device, and 3) a new bit for exploring this mode of interaction within the LittleBits ecosystem.QC 20201021</p