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Manifestos Manifestos Presentation Transcript

  • PARADIGM CONSTRUCTION & MANIFESTOS IN INTERACTION DESIGN Rung-Huei Liang, Taiwan Tech jazzliang.wordpress.com 13年10月9⽇日星期三
  • FROM METHODOLOGY TO EPISTEMOLOGY 13年10月9⽇日星期三
  • EPISTEMOLOGY Research through Design (2007) Designerly ways of knowing (2007) The 3rd Paradigm (2007) 13年10月9⽇日星期三
  • RESEARCH THROUGH DESIGN (1) Process (2) Invention (3) Relevance (4) Extensibility Christopher Frayling, (1993) research through design Zimmerman, J. et al. (2007) research through design as a method for interaction design research 13年10月9⽇日星期三
  • DESIGNERLY WAYS Five aspects of designerly ways of knowing: • Designers tackle 'ill-defined' problems. • Their mode of problem-solving is 'solution-focused'. • Their model of thinking is 'constructive'. • They use 'codes' that translate abstract requirements into concrete objects. • They use these codes to both 'read' and 'write' in 'object languages'. Cross, N. (2007) Designerly Ways of Knowing 13年10月9⽇日星期三
  • MANIFESTOS Slow Technology (Redstrom, 2001) Ambiguity Design (Gaver et al., 2003) Ludic Design (Gaver et al., 2004) Reflective Design (Sengers, 2005) 13年10月9⽇日星期三
  • SLOW TECHNOLOGY Designing for reflection Simple material Complex form Lars Hallnäs and Johan Redström. 2001. Slow Technology – Designing for Reflection. Personal Ubiquitous Comput. 5, 3 (January 2001), 201-212. 13年10月9⽇日星期三
  • AMBIGUITY Ambiguity of information finds its source in the artifact itself ambiguity of context in the sociocultural discourses that are used to interpret it ambiguity of relationship in the interpretative and evaluative stance of the individual. Ambiguity can also be intriguing, mysterious, and delightful. William W. Gaver, Jacob Beaver, and Steve Benford. 2003. Ambiguity as a resource for design. InProceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '03). ACM, New York, NY, USA, 233-240. 13年10月9⽇日星期三
  • LUDIC DESIGN why task-oriented, focused, rational work ? 愉悅先於理解 設計不能只強化已知的愉悅, 必須提出新的 理論只能有限度地使⽤用 Gaver, design for homo ludens. still 13年10月9⽇日星期三
  • REFLECTIVE DESIGN Foundations of Reflective Design: 1. Participatory Design 2. Value-Sensitive Design 3. Critical Design 4. Ludic Design 5. Critical Technical Practice 6. Reflection-in-Action Phoebe Sengers, Kirsten Boehner, Shay David, and Joseph 'Jofish' Kaye. 2005. Reflective design. In Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility (CC '05), Olav W. Bertelsen, Niels Olof Bouvin, Peter G. Krogh, and Morten Kyng (Eds.). ACM, New York, NY, USA, 49-58. 13年10月9⽇日星期三
  • CRITICAL DESIGN Critical Design critical role for the current and past values Discursive Design critical role for the future & technological imagination Performative Design Design Activism 13年10月9⽇日星期三
  • CRITICAL DESIGN Shaowen Bardzell, Jeffrey Bardzell, Jodi Forlizzi, John Zimmerman, and John Antanitis. 2012. Critical design and critical theory: the challenge of designing for provocation. In Proceedings of the Designing Interactive Systems Conference (DIS '12). 13年10月9⽇日星期三
  • Arnall, T, & Marinussen E.S. (2010) Depth of Field: Discursive design research through film DISCURSIVE DESIGN 13年10月9⽇日星期三
  • UNDERGROUND LIBRARY 13年10月9⽇日星期三
  • Hobye, M., & Löwgren, J. (2011). Touching a stranger: Designing for engaging experience in embodied interaction.International Journal of Design, 5(3), 31-48. PERFORMATIVE DESIGN discursive & activism 13年10月9⽇日星期三
  • Performative & discursive Markussen, T. (2012) The Disruptive Aesthetics of Design Activism: Enacting Design Between Art and Politics, Design DESIGN ACTIVISM 13年10月9⽇日星期三
  • The City as Platform “Yes, That’s a nice urban data visualization. So what?” - The Mobile City blog DESIGN ACTIVISM 13年10月9⽇日星期三