Peter Dalsgaard: Designing Engaging Interactive Environments

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    Peter Dalsgaard: Designing Engaging Interactive Environments - Presentation Transcript

    1. DESIGNING ENGAGING INTERACTIVE ENVIRONMENTS: A PRAGMATIST PERSPECTIVE PETER DALSGAARD
    2. FROM WORK-RELATED CONCERNS TO OTHER SPHERES OF HUMAN INTEREST AND ACTIVITY FROM A FOCUS FUNCTIONAL ASPECTS TOWARDS EXPERIENTIAL ISSUES FROM DESKTOP COMPUTING TO INTERACTIVE ENVIRONMENTS
    3. HOW CAN WE CONCEPTUALISE THE DESIGN AND USE OF ENGAGING INTERACTIVE ENVIRONMENTS? 1. A CONCEPTUAL FOUNDATION A pragmatist perspective on interaction design 2. MEANS FOR DESIGN AND REFLECTION Techniques for doing design and design research 3. PROTOTYPES AND INSTALLATIONS Crystallizations of research questions and key concerns
    4. DISSERTATION RESEARCH APPROACH PROJECTS AND PROTOTYPES PUBLICATIONS PRAGMATIST PERSPECTIVE
    5. AGENDA RESEARCH APPROACH PROJECTS AND PROTOTYPES 1 2 PUBLICATIONS PRAGMATIST PERSPECTIVE 3 4
    6. EXPERIENCE-ORIENTED TECHNOLOGIES MEDIA FAÇADES DIGITAL URBAN LIVING MAY 2006 APRIL 2009 PHD PROJECT AGENDA APPROACH PROJECTS 1 2 PUBLICATIONS PRAGMATISM 3 4
    7. RESEARCH ON DESIGN Focus on the product of design RESEARCH IN DESIGN Focus on the process of design RESEARCH THROUGH DESIGN Employing a designerly approach in research RESEARCH IN AND THROUGH DESIGN Directed at improving the understanding and practice of interaction design, using involvement in design experiments and projects as a catalyst for knowledge generation Motivation for this methodological choice: - access - closeness - experimentation and reflection - puts concepts and theories into play in practice
    8. PROJECTS AND CASES AGENDA APPROACH PROJECTS 1 2 PUBLICATIONS PRAGMATISM 3 4
    9. PROJECTS AND CASES
    10. 1. THE GUM FAÇADE Business-to-business trade show Provide product awareness and engage trade show visitors by use of interactive multi-user wall
    11. 2. BALDER’S FUNERAL PYRE Center for Children’s Literature Create engaging experiences for children by conveying the mood and narrative elements from Scandinavian mythology through the use of a corridor of flames
    12. 3. SILENCE AND WHISPERS Suomenlinna, a UNESCO world heritage site in Helsinki Engage visitors in place-specific storytelling using audio fragments distributed in caves
    13. 4. WARSAW MUSEUM OF MODERN ART Proposal for architectural competition Present visitor information and artwork visualizations by use of interactive displays that employ colour-changing concrete that is integraged into the museum building itself
    14. 5. AARHUS BY LIGHT Concert hall and public park Facilitate engaging, playful and social interaction around a media façade
    15. OVERVIEW OF PROJECTS Interactive environments Novel forms of interaction Span a broad scope - domains and situations - users - scales - content - levels of completion My involvement is motivated by gaining insights to inform my research agenda
    16. PUBLICATIONS AGENDA APPROACH PROJECTS 1 2 PUBLICATIONS PRAGMATISM 3 4
    17. PUBLICATIONS
    18. 1. INSPIRATION CARD WORKSHOPS Presents a workshop technique in which cards that represent different sources of inspiration serve as tools to collaboratively develop design concepts. DIS 2006. Co-author: K Halskov
    19. 2. THE EMERGENCE OF IDEAS Offers an in-depth analysis of how ideas emerge during an inspiration card workshop. The paper highlights the ways in which creativity is distributed across the participants and the inspiration cards, which in turn scaffold the exploration and transformation of emerging design ideas. International Journal of Co-Creation 2007. Co-author: Kim Halskov
    20. 3. MAPS FOR DESIGN REFLECTION Presents three types of maps for design reflection that capture key aspects of the design process and supports reflection upon them. The maps particularly focus on the ways in which design concepts are represented and transformed throughout the design process. Artifact 2009. Co-authors: K Halskov & R Nielsen
    21. 4. DESIGNING FOR INQUISITIVE USE Presents the notion of “inquisitive use” on the basis of pragmatism. Inquisitive use proposes a view on how to design for engaging interaction when challenging situations lead users to resourceful exploration. DIS 2008
    22. 5. PEEPHOLES AS MEANS OF ENGAGEMENT IN INTERACTION DESIGN Further explores the concept of inquiry through the notion of “peepholes”, a design strategy for developing engaging interactive environments that on the one hand reveal glimpses of hidden phenomena to evoke users’ interest, on the other hand offer ways of exploring these hidden layers. Nordes 2009. Co-author: Christian Dindler
    23. 6. STAGING URBAN INTERACTIONS WITH MEDIA FAÇADES Presents the development and study of Aarhus by Light and the ways in which the installation transformed the practices and experiences related to the concert hall and its surroundings. Interact 2009. Co-authors: M Brynskov, T Ebsen, J Fritsch, K Halskov, R Nielsen
    24. 7. PERFORMING PERCEPTION Presents the notion of “performing perception”, which states that when a person uses interactive systems in public spaces, he takes on the roles of operator, performer, and spectator at the same time. This has consequences for how both users and others experience interaction. TOCHI 2008. Co-author: Lone Koefoed Hansen
    25. OVERVIEW OF PUBLICATIONS Represent the scope and core activities of my research Address concerns relating to both use and design - understanding the use context is essential for design Some contain specific techniques for design Some contain means for reflecting upon design and use Some present design strategies and considerations They draw upon different strands of theory - pragmatism most prominent
    26. PRAGMATISM Primacy of practice Emergence Interaction Experimentation JOHN DEWEY Situation Inquiry Transformation Technology Experience AGENDA APPROACH PROJECTS 1 2 PUBLICATIONS PRAGMATISM 3 4
    27. INQUIRY The creative and transformative process we undertake in order to change an incoherent or undesirable situation into a meaningful and unifying one by employing our own repertoire of knowledge and competences as well as resources in the situation. Technology and creativity are two salient façets of inquiry
    28. TECHNOLOGY IN INQUIRY We draw upon available resources in inquiry, many of them technological Technologies in inquiry have experiential and transformative traits DESIGN SITUATIONS USE SITUATIONS EXPERIENTIAL ASPECTS Technologies in inquiry can frame our experience of the situation TRANSFORMATIVE ASPECTS Technologies in inquiry can support transformation of the situation
    29. CREATIVITY IN INQUIRY Inquiry is creative; it marks the departure from habit and leads us to change Creative inquiry has dialogical and distributed traits DESIGN SITUATIONS USE SITUATIONS DIALOGICAL TRAITS Creative inquiry exhibits traits of dialogue, both between imagination, action and reflection, and between person and environment DISTRIBUTED TRAITS Creativity may be distributed between users, objects and the environment
    30. SITUATION INQUIRY TRANSFORMATION TECHNOLOGY EXPERIENCE
    31. WHY PRAGMATISM? Addresses key themes with regards to my research question - emergence, interaction, situation, inquiry, transformation, technology, experience Strong affinity with designerly thinking - intervention and transformation - experimentation - tradition and transcendence Can yield insights into both design and use situations Can inform design research Existing contributions - towards a coherent conceptual scaffolding
    32. SUMMARY HOW CAN WE CONCEPTUALISE THE DESIGN AND USE OF ENGAGING INTERACTIVE ENVIRONMENTS? DISSERTATION CONTRIBUTIONS 1. A CONCEPTUAL FOUNDATION RESEARCH APPROACH PROJECTS AND PROTOTYPES - A PRAGMATIST PERSPECTIVE 2. MEANS FOR DESIGN AND REFLECTION - TECHNIQUES FOR DESIGN AND RESEARCH PUBLICATION PRAGMATIST PERSPECTIVE 3. PROTOTYPES AND INSTALLATIONS - CRYSTALLIZATIONS OF INQUIRIES
    33. FURTHER PERSPECTIVES Further examinations of pragmatism in interaction design AND FUTURE WORK - experiential qualities in design and use - dialogue with other conceptual framings Design documentation and reflection Creativity and innovation in design Closed installations vs. open-ended interactive environments
    34. THANK YOU!

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