The modernist tradition still drives our society and our scientific endeavors. Modernity stood for technology push, progress through industry, linearity, money, the abstract, and the logical. But it has resulted in a feeling of uneasiness, even coldness. That is why, we think, there is now such a drive to get human and societal values back in the equation: Think of human-centered engineering, the experience economy, funology, and the like. In this article we give an example of the direction interaction-design research might take. We describe an approach that exploits all human skills, including perceptual-motor and emotional skills. We then reflect on the question of why industry has been slow to adopt this approach.
Abstract:The central theme in Ambient Intelligence is that powerful computation, communication and storage facilities are available, but are invisible. We believe that objects will play an important role as mediators. In order to make models of mediation and to study the mediation of behaviour, traditional modelling techniques, such as foam models, rendering etc. fall short. Although it is easy to make two-dimensional models of screens and front-panels and connect actions to the corresponding buttons, this approach is inadequate for new types of interfaces and behaviouts which are not screen-based. Therefore we have experimented with an approach which we call 4D Sketching. The term 4D refers to the fact that it includes sketching in 3D space with the active behaviour adding a fourth, temporal dimension. We use foam, cardboard, a glue-gun, and other easy-to-use materials for the spatial sketching. We use a microprocessor, servo-motors and sensors to sketch active behaviour. The article describes the underlying philosophy, the technical aspects and a number of experiences gathered so-far, including student work from a project called Semotion.
In this position paper, we chart the internet's transition to Web 2.0 and the accompanying rise in user generated content. We trace back this transition to social needs: people's need for a sense of identity and a sense of belonging. We point out that working with digital content has become near impossible without the use of a PC: the PC has established itself as the 'spider in the web' of content capturing and rendering devices. We then argue that if we accept Web 2.0 leisure activities as a predominantly social phenomenon, these activities belong in the living room. However, for a number of reasons the PC is poorly suited to use in a living room context. As an alternative to a system configuration with centralized, PC-based control, we suggest that a network of dedicated, networked devices may be better suited to the home context.
This paper discusses the case study of the new research and education framework applied at the school of design at Northumbria University that aims at building an integrated sustainable design research community. This community concerns itself with developing design value propositions (new methods, new knowledge and new design IDEAS or applications) by combining the three broad domains of the discipline (forms of practice); practice through collaboration (new methods), discovery through research (new knowledge), and new solutions through engagement (new products, services). In both academic and commercial context this also culminates into a purposeful learning for all stakeholders.The authors explain that the methodological gap between design 'doers' and design scholars in an academic context makes the process of design leadership very difficult. The paper discusses the paradox that design in the academia needs to respond to the conflict between learning through doing (design) and learning through research of design. Additionally, the paper highlights the challenges that School of design at Northumbria came across while establishing this research community and also discusses everyday challenges of maintaining this community.
The paper proposes that design with a multidisciplinary student cohort as active partners can play the role of bringing the four different stakeholder groupings, namely, government, industry, society and academia together within the creative consortia, and create innovation for the greater good of the society.By studying a selection of social innovation projects undertaken by multidisciplinary student teams as connector-integrators, which engaged with companies, government bodies and community groups, we have examined a combination of 'four' different activities across different economic and cultural (human experience) contexts to assess their different degrees of appropriateness in creating future value.We apply these methods to establish 'creative consortia', which has enabled us to reframe the context of the problem space. We believe that the creative consortia has the potential to create more relevance in the solution space, greater engagement in realising the proposition into the future, and a higher opportunity for integration of such future principles into emerging government policy, and national innovation agendas.
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