Mollon, M. (2015). Designer pour faire réfléchir : état de mes recherches sur la téléprésence (“Designing to trigger reflection: state of my telepresence researches”). In Cécile Martin (teacher). Presented at Université Paris-8, Master 2 Numérique : enjeux & technologies (NET), Paris. (Dec. 15th).
(2015) Speculation and the uncanny, design approaches to probe the acceptableMax Mollon
Mollon, M. (2015). Spéculation et étrangeté, une méthode de design pour sonder l'acceptabilité (“Speculation and the uncanny, design approaches to probe the acceptable”). Presented in Journée i3 : Théorie et méthodes de la conception. At Mines ParisTech, Paris. (Dec. 10th).
DOI: 10.13140/RG.2.2.34823.80800
Design fiction, designer pour une société qui n'existe pas (encore) (TEACHING)Max Mollon
Intervention présentant le design fiction – sa provenance, ses méthodes, quelques exemples et une partie de mon travail comme introduction – au DSAA du Pôle supérieur design Villefontaine (France).
• http://dsaa.designvillefontaine.com
• http://dsaa.designvillefontaine.com/
(2014) The Rhetoric of Design for Debate: triggering conversation with an “un...Max Mollon
Mollon, M., & Gentes, A. (2014). The Rhetoric of Design for Debate: triggering conversation with an “uncanny enough” artefact (pp. 1–13). In the proceedings of the Design Research Society International Consortium (DRS), Umeå, Sweden. (June 18th)
DOI: 10.13140/RG.2.2.27693.49123
–
Retrieved from: http://bit.ly/DRS14-mollon
Martin brynskov future internet assembly - smart cities - valenciaMartin Brynskov
Cities are complex organisms, but lived life is much more than coordination and safety. How should the Future Internet support "the other half", which is hardly less complex? Building on research within the Center for Digital Urban Living (www.digitalurbanliving.dk), from journalism and civic communication to media architecture and cultural experiences, Martin Brynskov will outline some core opportunities and challenges we face as city planning becomes increasingly digitised and dynamic.
FutureEverything - The City as Living Lab or Play SpaceDrew Hemment
My keynote presentation at Metropolis Lab in Copenhagen on 28 June on the FutureEverything festival as a living lab, an approach developed in collaboration with ImaginationLancaster.
A few weeks ago I had a chance to represent Edigma at the Zoom Smart Cities 2016 conference and talk a little bit about interactivity, art and technology in the public space.
From Neuromancer to the Internet: the Role of Science Fiction Culture in Designnicolas nova
Keynote speech at the Junior Research Day - Swiss Design Network Basel, October 28th, 2010.
This talk was intended to give students an overall perspective of the relationships between Sci-Fi and design.
(2015) Speculation and the uncanny, design approaches to probe the acceptableMax Mollon
Mollon, M. (2015). Spéculation et étrangeté, une méthode de design pour sonder l'acceptabilité (“Speculation and the uncanny, design approaches to probe the acceptable”). Presented in Journée i3 : Théorie et méthodes de la conception. At Mines ParisTech, Paris. (Dec. 10th).
DOI: 10.13140/RG.2.2.34823.80800
Design fiction, designer pour une société qui n'existe pas (encore) (TEACHING)Max Mollon
Intervention présentant le design fiction – sa provenance, ses méthodes, quelques exemples et une partie de mon travail comme introduction – au DSAA du Pôle supérieur design Villefontaine (France).
• http://dsaa.designvillefontaine.com
• http://dsaa.designvillefontaine.com/
(2014) The Rhetoric of Design for Debate: triggering conversation with an “un...Max Mollon
Mollon, M., & Gentes, A. (2014). The Rhetoric of Design for Debate: triggering conversation with an “uncanny enough” artefact (pp. 1–13). In the proceedings of the Design Research Society International Consortium (DRS), Umeå, Sweden. (June 18th)
DOI: 10.13140/RG.2.2.27693.49123
–
Retrieved from: http://bit.ly/DRS14-mollon
Martin brynskov future internet assembly - smart cities - valenciaMartin Brynskov
Cities are complex organisms, but lived life is much more than coordination and safety. How should the Future Internet support "the other half", which is hardly less complex? Building on research within the Center for Digital Urban Living (www.digitalurbanliving.dk), from journalism and civic communication to media architecture and cultural experiences, Martin Brynskov will outline some core opportunities and challenges we face as city planning becomes increasingly digitised and dynamic.
FutureEverything - The City as Living Lab or Play SpaceDrew Hemment
My keynote presentation at Metropolis Lab in Copenhagen on 28 June on the FutureEverything festival as a living lab, an approach developed in collaboration with ImaginationLancaster.
A few weeks ago I had a chance to represent Edigma at the Zoom Smart Cities 2016 conference and talk a little bit about interactivity, art and technology in the public space.
From Neuromancer to the Internet: the Role of Science Fiction Culture in Designnicolas nova
Keynote speech at the Junior Research Day - Swiss Design Network Basel, October 28th, 2010.
This talk was intended to give students an overall perspective of the relationships between Sci-Fi and design.
A argument for academics to get on board the open-source sea change in digital media creation and teach their students new tools for digital creativity beyond proprietary software applications, but programming skills to make their own along with stunning creations.
Rate this item (0 votes)font size Print Be the first to co.docxcatheryncouper
Rate this item (0 votes)
font size Print Be the first to comment!
Greg Lynn
Hernán Díaz Alonso
Tom Wiscombe
Patterns
David Clovers
Jason Payne
Ball Nogues
words Justin McGuirk
Like Be the first of your friends to like this.
ICON MAGAZINE ONLINE | The new LA school | icon 52 | October 2007 ... http://www.iconeye.com/read-previous-issues/icon-052-|-october-2007/t...
1 of 10 9/4/2012 5:06 PM
The new LA school is a band of digital revolutionaries. Obsessed with form and technique, this generation of young architects is
milking the city’s resources – from Hollywood to the aerospace industry – to redefine how architecture is made.
In 1980, Domus magazine published a feature entitled “The young architects of California”. Aside from a 51-year-old Frank Gehry
– pictured on the cover with black hair and an Inspector Clouseau moustache – the group included Thom Mayne, Michael
Rotondi, Eric Owen Moss, Robert Mangurian and Coy Howard, most of whom were in their early thirties. Their edgy
postmodernism, showing the first signs of later deconstructivist tendencies, was establishing LA as a place that was unafraid of
new ideas. “Historicism and contextualism are empty words in a city that has no history, no tradition and no context,” said Gehry at
the time.
A quarter of a century later, both that attitude and that spirit of adventure have been revived by a group for whom LA is a place
where geometric, biological and pop culture fantasies can be made real. From the sci-fi baroque creations of Hernán Díaz Alonso
to the bio-engineering of Tom Wiscombe and the hairy architecture of Jason Payne, the city is a breeding ground for
experimentalists.
Most are not native to LA, but migrated here from the east coast or Argentina, many of them after studying at Columbia University
in New York. They all came for the same reasons and in many respects they were all following a pattern set by Greg Lynn. Lynn
saw the potential in the city to start prototyping the kind of work that he had been designing with computer animation software.
The workshops that had grown up in LA around the automotive and aerospace industries, as well as the prop-making and set
design needs of Hollywood, were the perfect resource for modelling his curved and folded surfaces.
Far more than any local architectural vernacular, this is the context that the city offers its young architecture pioneers – hence
sci-fi and blockbuster movie references abound in the work.
Yet, a more specific factor links almost all of the architects gathered in this round-up, and that is the Southern California Institute
of Architecture (SCI-Arc), where most of them teach. Invited there five years ago by architect Neil Denari and critic Michael
Speaks, they have transformed the school into a hotbed of digital design practice, and the kind of place where students are
almost as likely to leave for careers as 3D animators as they are as architects.
In the sense that the protagonists are al ...
Extended Reality as Interactive Digital NarrativesHartmutKoenitz
XR projects are a form of narrative under interactive conditions, of interactive digital narrative (IDN). As such they challenge many conventional notions of narrative. Building on earlier work by Brenda Laurel (1991), Pamela Jennings (1996) Janet Murray (1997/2016) on the topic, as well as warnings about the limitations of earlier approaches (Hausken 2004), this talk will engage the question of what interactive digital narrative means from both theoretical and practical perspectives. In particular, it will argue for the need of speciifc theoretical approaches and present the SPP model (system process product) (Koenitz 2015) as a means to conceptualize IDN. Building on cybernetics, system theory and cybernetic art (Ascott 1963/1968), the SPP model foregrounds aspects of system building, dynamic instantiation, participatory co-creation, and replay. The implications of this specific turn in IDN for scholarly and practical work will be discussed, with the final part focusing on implications for design and the potential of XR to represent complex topics.
NYUs Center for Data Science Lunch Seminar, Dec 14th, 2016
Researchers have used large quantities of online data to study dynamics in novel ways. Consider the specific case of online networked individuals (e.g., users of Twitter, Instagram, Flickr). Can their social dynamics be used to build better tools for future cities? To answer this question, our research has focused on understanding how people psychologically experience cities. As a result, we have created new mapping tools that leverage senses and emotions, thus complementing the corporate idea of an efficient and predictable smart city, with the ultimate goal of reaching urban happiness. The work presented in this talk mixes data mining, urban informatics, and computational social science to show how a creative use of social media and network-generated data can capture the aesthetic, olfactory and sonic layers of our cities at scale.
Information System Interface Design Engineering: Suggested Basic Skills for P...Ting-Han Chen
Suggested basic skills for Tunghai University undergraduate students based on my explorations on design engineering, information space, and interaction design business practice.
A brief presentation given at the GeoCity Smart City Symposium at the China Museum of Digital Art, (CMoDA) Beijing. It discusses and illustrates ideas around the themes of public interactivity, remodulating relationships and the research project augmented_studio.
Personas como sensores; personas como actores.pcd.unia
Conferencia de Fabien Girardin en el ciclo "La Ciudad Híbrida. VIsualización Urbana y Mapeo Colaborativo" dirigido por José Luis de Vicente para el Espacio-Red de Prácticas y Culturas Digitales de la Universidad Internacional de Andalucía.
Las tecnologías ubicuas que nos ofrecen diariamente una nueva flexibilidad que facilita nuestra vida personal proporcionan al mismo tiempo los medios para localizarnos. Esta presentación examinará cómo las interacciones registradas con infraestructuras “soft” contemporáneas revelan elementos de nuestra movilidad e indicadores para evaluar el entorno híbrido urbano. Consideraré la aspereza y las grietas de esta emergente capa de información. Sin embargo, en vez de analizar una perspectiva utilitarista que modela la ciudad como un sistema y busca mejorar su eficiencia, me centraré en el lado humano de los datos y cómo su subjetividad y contingencia alteran nuestra relación con el espacio.
A argument for academics to get on board the open-source sea change in digital media creation and teach their students new tools for digital creativity beyond proprietary software applications, but programming skills to make their own along with stunning creations.
Rate this item (0 votes)font size Print Be the first to co.docxcatheryncouper
Rate this item (0 votes)
font size Print Be the first to comment!
Greg Lynn
Hernán Díaz Alonso
Tom Wiscombe
Patterns
David Clovers
Jason Payne
Ball Nogues
words Justin McGuirk
Like Be the first of your friends to like this.
ICON MAGAZINE ONLINE | The new LA school | icon 52 | October 2007 ... http://www.iconeye.com/read-previous-issues/icon-052-|-october-2007/t...
1 of 10 9/4/2012 5:06 PM
The new LA school is a band of digital revolutionaries. Obsessed with form and technique, this generation of young architects is
milking the city’s resources – from Hollywood to the aerospace industry – to redefine how architecture is made.
In 1980, Domus magazine published a feature entitled “The young architects of California”. Aside from a 51-year-old Frank Gehry
– pictured on the cover with black hair and an Inspector Clouseau moustache – the group included Thom Mayne, Michael
Rotondi, Eric Owen Moss, Robert Mangurian and Coy Howard, most of whom were in their early thirties. Their edgy
postmodernism, showing the first signs of later deconstructivist tendencies, was establishing LA as a place that was unafraid of
new ideas. “Historicism and contextualism are empty words in a city that has no history, no tradition and no context,” said Gehry at
the time.
A quarter of a century later, both that attitude and that spirit of adventure have been revived by a group for whom LA is a place
where geometric, biological and pop culture fantasies can be made real. From the sci-fi baroque creations of Hernán Díaz Alonso
to the bio-engineering of Tom Wiscombe and the hairy architecture of Jason Payne, the city is a breeding ground for
experimentalists.
Most are not native to LA, but migrated here from the east coast or Argentina, many of them after studying at Columbia University
in New York. They all came for the same reasons and in many respects they were all following a pattern set by Greg Lynn. Lynn
saw the potential in the city to start prototyping the kind of work that he had been designing with computer animation software.
The workshops that had grown up in LA around the automotive and aerospace industries, as well as the prop-making and set
design needs of Hollywood, were the perfect resource for modelling his curved and folded surfaces.
Far more than any local architectural vernacular, this is the context that the city offers its young architecture pioneers – hence
sci-fi and blockbuster movie references abound in the work.
Yet, a more specific factor links almost all of the architects gathered in this round-up, and that is the Southern California Institute
of Architecture (SCI-Arc), where most of them teach. Invited there five years ago by architect Neil Denari and critic Michael
Speaks, they have transformed the school into a hotbed of digital design practice, and the kind of place where students are
almost as likely to leave for careers as 3D animators as they are as architects.
In the sense that the protagonists are al ...
Extended Reality as Interactive Digital NarrativesHartmutKoenitz
XR projects are a form of narrative under interactive conditions, of interactive digital narrative (IDN). As such they challenge many conventional notions of narrative. Building on earlier work by Brenda Laurel (1991), Pamela Jennings (1996) Janet Murray (1997/2016) on the topic, as well as warnings about the limitations of earlier approaches (Hausken 2004), this talk will engage the question of what interactive digital narrative means from both theoretical and practical perspectives. In particular, it will argue for the need of speciifc theoretical approaches and present the SPP model (system process product) (Koenitz 2015) as a means to conceptualize IDN. Building on cybernetics, system theory and cybernetic art (Ascott 1963/1968), the SPP model foregrounds aspects of system building, dynamic instantiation, participatory co-creation, and replay. The implications of this specific turn in IDN for scholarly and practical work will be discussed, with the final part focusing on implications for design and the potential of XR to represent complex topics.
NYUs Center for Data Science Lunch Seminar, Dec 14th, 2016
Researchers have used large quantities of online data to study dynamics in novel ways. Consider the specific case of online networked individuals (e.g., users of Twitter, Instagram, Flickr). Can their social dynamics be used to build better tools for future cities? To answer this question, our research has focused on understanding how people psychologically experience cities. As a result, we have created new mapping tools that leverage senses and emotions, thus complementing the corporate idea of an efficient and predictable smart city, with the ultimate goal of reaching urban happiness. The work presented in this talk mixes data mining, urban informatics, and computational social science to show how a creative use of social media and network-generated data can capture the aesthetic, olfactory and sonic layers of our cities at scale.
Information System Interface Design Engineering: Suggested Basic Skills for P...Ting-Han Chen
Suggested basic skills for Tunghai University undergraduate students based on my explorations on design engineering, information space, and interaction design business practice.
A brief presentation given at the GeoCity Smart City Symposium at the China Museum of Digital Art, (CMoDA) Beijing. It discusses and illustrates ideas around the themes of public interactivity, remodulating relationships and the research project augmented_studio.
Personas como sensores; personas como actores.pcd.unia
Conferencia de Fabien Girardin en el ciclo "La Ciudad Híbrida. VIsualización Urbana y Mapeo Colaborativo" dirigido por José Luis de Vicente para el Espacio-Red de Prácticas y Culturas Digitales de la Universidad Internacional de Andalucía.
Las tecnologías ubicuas que nos ofrecen diariamente una nueva flexibilidad que facilita nuestra vida personal proporcionan al mismo tiempo los medios para localizarnos. Esta presentación examinará cómo las interacciones registradas con infraestructuras “soft” contemporáneas revelan elementos de nuestra movilidad e indicadores para evaluar el entorno híbrido urbano. Consideraré la aspereza y las grietas de esta emergente capa de información. Sin embargo, en vez de analizar una perspectiva utilitarista que modela la ciudad como un sistema y busca mejorar su eficiencia, me centraré en el lado humano de los datos y cómo su subjetividad y contingencia alteran nuestra relación con el espacio.
NOTES OF THE PDF PRESENTATION
-
Mollon, M. (2016), Conflictual design artefacts reveal vertical power relationships (work in progress). Presented at the Intersectional perspectives on design, politics and power symposium. School of Arts and Communication (K3), Malmö University, Malmö (Sweden). (Nov. 14-15th).
–
Event page: http://bit.ly/designIntesect
–
Abstract
Contemporary issues of occidental society are multi-faceted and addressing them needs bringing multiple points of views around the table. However, making every voices heard is a challenge, especially the ones in the margins. On the other hand, the concept of intersectionality allows to consider how various categories – including sectarian ones as race, gender, age, ability… – simultaneously compose traits of one's identity. Here, rather than focusing on identity constitution or intersections of various categories, I address “domination” as a common attribute to these vertical relationships. In fact, many of these oppressions remain silent, because of being untold, unthought-of or unknown. They remain embedded and hidden in everyday life and everyday objects. Indeed, human-made objects often support these state of power – as they involve many actors and assumptions in their making and using. But they can also allow to identify them and to interfere with them, opening a space for horizontal discussion. I argue that “Speculative and Critical Design” (SCD) artefacts have this potential when bringing a state of “dissensus”.
The present text is a work in progress. Its main contributions are: a case study using a conflictual artefact to trigger participant responses, using SCD in collective discussion context; the firsts empirical results; and the future research directions that emerged from them. These research leads – based on new connections between existing academic works – are open to discussion with the symposium members before further development. The case study does not directly allow to avoid oppression to take place, neither to unveil it publicly. Rather, it allowed me to spot it, it allowed the participants to talk about the conflictual artefact, but most of all it allowed them to talk to each other despite the state of power. Based on this I briefly enumerate research directions and related literatures, under two main strategies: seating in-between; and breaching the norm. And I promote the use of the “dissensus” in “Participatory Design” contexts.
(2016) Conflictual design artefacts reveal vertical power relationships (work...Max Mollon
Mollon, M. (2016), Conflictual design artefacts reveal vertical power relationships (work in progress). Presented at the Intersectional perspectives on design, politics and power symposium. School of Arts and Communication (K3), Malmö University, Malmö (Sweden). (Nov. 14-15th).
–
Event page: http://bit.ly/designIntesect
–
Abstract
Contemporary issues of occidental society are multi-faceted and addressing them needs bringing multiple points of views around the table. However, making every voices heard is a challenge, especially the ones in the margins. On the other hand, the concept of intersectionality allows to consider how various categories – including sectarian ones as race, gender, age, ability… – simultaneously compose traits of one's identity. Here, rather than focusing on identity constitution or intersections of various categories, I address “domination” as a common attribute to these vertical relationships. In fact, many of these oppressions remain silent, because of being untold, unthought-of or unknown. They remain embedded and hidden in everyday life and everyday objects. Indeed, human-made objects often support these state of power – as they involve many actors and assumptions in their making and using. But they can also allow to identify them and to interfere with them, opening a space for horizontal discussion. I argue that “Speculative and Critical Design” (SCD) artefacts have this potential when bringing a state of “dissensus”.
The present text is a work in progress. Its main contributions are: a case study using a conflictual artefact to trigger participant responses, using SCD in collective discussion context; the firsts empirical results; and the future research directions that emerged from them. These research leads – based on new connections between existing academic works – are open to discussion with the symposium members before further development. The case study does not directly allow to avoid oppression to take place, neither to unveil it publicly. Rather, it allowed me to spot it, it allowed the participants to talk about the conflictual artefact, but most of all it allowed them to talk to each other despite the state of power. Based on this I briefly enumerate research directions and related literatures, under two main strategies: seating in-between; and breaching the norm. And I promote the use of the “dissensus” in “Participatory Design” contexts.
(2016) Dissensus: for a situated critical design, out of museums – At ARD#11Max Mollon
Mollon, M. (2016), Dissensus : pour un design critique situé, en dehors du musée (“Dissensus: for a critical design situated, out of museums”). Presented at ARD11 (Ateliers de la Recherche en Design), Beyrouth (Nov. 09-12th).
-
Event page: http://bit.ly/ARD-11
(2015) Designers, don’t be afraid of design research methods! (TEACHING)Max Mollon
Mollon, M. (2015 Nov. 16th). Designers, n’aillez pas peur des méthodes de recherche en design! (“Designers, don’t be afraid of design research methods!”). in Tiphaine Kazi-Tani (Teacher). Presented at Condé, Global design master program. Paris.
(2016) From producing answers to delivering questionsMax Mollon
Mollon, M. (2016). De produire des réponses à chercher des questions (“From producing answers to delivering questions”). in Anne-Catherine Suter-Meister (Ed.), Chercheur-Designer : un “vrai” métier ?. Focus Recherche Design. Presented at HEAD – Geneva, Switzerland. (Mar. 7th).
-
Event page: http://bit.ly/HEADfocusResearch
(2015) Audience Construction & The Uncanny – At Goldsmith DFMax Mollon
Mollon, M. (2015). Audience Construction & The Uncanny. Presented in Tobie Kerridge (Ed.). Speculation as Design Research. At Goldsmith Design Festival, Goldsmith University, London. (Sept. 4th).
DOI: 10.13140/RG.2.2.22660.32645
-
Speculation as Design Research was a symposium organised by Tobie Kerridge, part of the Goldsmith design festival 2015 Oct. O4th. With Luiza Prado de O. Martins, Max Mollon, Alison Thomson.
My initial reply to Tobie’s demand:
In my work, I argue SCD uses design speculations to look into “people's reactions” when facing alternative views to the world they know. Indeed, “people’s reactions are the true product” of these practices – as James Auger puts it, in his thesis. For that reason, I feel the word empiric to echo with the relationship of SCD to its audiences. Empirical Speculation can refer to specific phases of the design process: collecting the audience reactions.
Collecting people’s reactions can occur along two phases: the production & the reception of the artefact.
First, showing the project to potential users allows to crash-test the relevance of a speculation (regarding a specific audience’s background). These experiments allow to test the ability of a proposition to elicit “meaningful reactions” and so, to ensure good reception conditions for the project (eg. avoiding unintended debates). This is close to classical design’s pre-release user-testing, enabling to fine-tune the project. I like to call it “potential-user testing”.
The second step happens in live conditions of diffusion, collecting actual reactions of an audience. To put it in one word, Empirical Speculation is less about verifying the accuracy of a conjecture than its effect on people. It is therefore all about ensuring the relevance of a speculation to a public and collecting its reactions.
For a matter of brevity, we will not go deeper into the questions of unintended debates, and situated audiences, yet.
(2015) The three stances of the designer in a research team – At EAD#11Max Mollon
Gourlet, P., & Mollon, M. (2015). The three stances of the designer in a research team (pp. 1-14), Presented at the 11th European Academy of Design conference (EAD): The Value of Design Research (Paris). (APR. 22nd). DOI: 10.13140/RG.2.2.12593.99684
-
Event page: http://bit.ly/EAD-11
-
This paper proposes a typology of “stances” that designers occupy when collaborating with research teams from other disciplines. The integration of designers has been discussed previously (Sanders & Stappers 2008) as well as the recognition of an emerging design practice of “co-design”. Along the research process, designers produce artifacts that are intermediary steps for mutual understanding and that team members can mobilize to orient the progress of the research. The concept of “intermediary objects” has already attracted a great deal of interest in studies on collaboration processes. Nevertheless, this double vision of the artifacts produced during the research process (intermediary objects) and the resulting collaboration, regarding the mutation of the design practice has not yet been described.
This new perspective on the role of designers in collaborative practices emerged from the observation of an ongoing experience where two designers worked on similar tasks but separately, feeding into the research needs of the same multidisciplinary group. We compared the artifacts produced, observed interactions in the team and collected feedbacks from the designers and from some researchers of the team. Based on our observations we propose a description of two designer “stances” toward collaboration. We expose their singularities, their interest for the research conducted, the collaboration modes they allow, as well as their limitations. Then we discuss the opportunities and the interest research projects to encourage a third mode.
Keywords: collaboration, design, research, intermediary objects, classical design, co-design, participatory design
(2011) Introducing the Abysses Project from Salone del Mobile de Milano 2010Max Mollon
Mollon, M. (2011). Introducing the Abysses Project from Salone del Mobile de Milano 2010 (pp. 1–39). Talk presented at the Pôle supérieur de design, JPO (“Open days”), Villefontaine (38), France (Mar. 18th).
EnsadLab/ Sociable Media conducted a seminar on design & research, proposed by Remy Bourganel, given by Jean-Baptiste Labrune, Ioana Ocnarescu with Pauline Gourlet, Jeremie Lasnier, Emeline Brulé, Max Mollon, Jeremy Boy (leader of the TimeLine Project), Ferdinand Dervieux & Louis Eveillard (Leaders of the Cartography project).
Throughout this seminar, we intended to contribute to the definition of design research, its practice and its means. This work in progress is delivered under an open source format, calling for contributions and improvements.
More info here:
• http://sociablemedia.ensadlab.fr/design-research-seminar-conference-ensad-report/
• http://nala.io/design-recherche
• Timeline & Cartography projects: http://sociablemedia.ensadlab.fr/portfolio/design-researcher-tools-cartography-timeline/
• Photos: https://flic.kr/s/aHsjYguXwa
• Video: https://www.youtube.com/watch?v=ycOIUnR2Q6I
The Misbehavior of Animated Objects – Workshop at TEI2014 – EnsadLab & MIT Me...Max Mollon
This is the slide presentation of an introductory talk given by our team for the “The Misbehavior of Animated Objects” workshop. The Workshop and the MisB Kit was developed for the TEI 2014 conference in relationship to the MIT Medialab–Tangible Media Group; initiated by EnsadLab/ Reflective Interaction (program under the direction of Samuel Bianchini),
with Emanuele Quinz, Cécile Bucher, Benoît Verjat and Alexandre Saunier; and EnsadLab/ Sociable Media (Program under the direction of Rémy Bourganel), with Émeline Brulé and Max Mollon; in collaboration with Didier Bouchon, Martin Gautron; with the participation of Jean-Baptiste Labrune and Nicolas Nova; and with the support of the Bettencourt Schueller Foundation.
• http://www.tei-conf.org/14/studios.php#s9
• http://misbehaviour.ensadlab.fr
• http://diip.ensadlab.fr/fr/projets/article/the-misb-kit
• http://sociablemedia.ensadlab.fr/workshop-misbehaviours/
Design for debate, an introduction to design fiction and my research topic (T...Max Mollon
Mollon, M. (2013 Mar. 19th). Design for debate, an introduction to my research topic. Presented at Pôle supérieur de design, DSAA Interaction Design program, Villefontaine (38), France. – http://www.designvillefontaine.com/
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7 Alternatives to Bullet Points in PowerPointAlvis Oh
So you tried all the ways to beautify your bullet points on your pitch deck but it just got way uglier. These points are supposed to be memorable and leave a lasting impression on your audience. With these tips, you'll no longer have to spend so much time thinking how you should present your pointers.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Expert Accessory Dwelling Unit (ADU) Drafting Services
(2015) Designing to trigger reflection: state of my telepresence researches
1. 15/12/2015 – MAX MOLLON – PARIS 8 – MASTER N.E.T. (NUMÉRIQUE ENJEUX TECHNOLOGIES)
HELLO!
MAX MOLLON
DESIGNER POUR FAIRE RÉFLÉCHIR – LE CAS DE LA TÉLÉPRÉSENCE
DOCTORANT EN DESIGN & SCIENCES DE L’INFOCOM
SUPERVISION:
ANNIE GENTES – TELECOM PARISTECH
EMMANUEL MAHÉ – ENSADLAB
REMY BOURGANEL – ENSADLAB
1
2. 15/12/2015 – MAX MOLLON – PARIS 8 – MASTER N.E.T. (NUMÉRIQUE ENJEUX TECHNOLOGIES)
MAX MOLLON
UNE SÉRIE DE PROJETS PERSONNELS QUI:
• QUESTIONNENT L’EXISTANT ET
• EXPLORENT DES ALTERNATIVES
AUX MOYENS TECHNIQUES QUI PERMETTENT
DE VIVRE ENSEMBLE, MALGRÉ LA DISTANCE
2
3.
4. 15/12/2015 – MAX MOLLON – PARIS 8 – MASTER N.E.T. (NUMÉRIQUE ENJEUX TECHNOLOGIES) 4
• VILLEFONTAINE
• NOTTINGHAM
• LIMOGES
• GENÈVE
• PARIS
Pôle Supérieur Du Design •
Nottingham Trent Univ. •
Licence Du Web Sensoriel •
HEAD •
PSL SACRe+ Telecom Paristech+ EnsadLab •
5. 15/12/2015 – MAX MOLLON – PARIS 8 – MASTER N.E.T. (NUMÉRIQUE ENJEUX TECHNOLOGIES) 5
• À DISTANCEVivre Ensemble •
6. 15/12/2015 – MAX MOLLON – PARIS 8 – MASTER N.E.T. (NUMÉRIQUE ENJEUX TECHNOLOGIES) 6
ERICH SALOMON. (1930). MARLENE DIETRICH, FIRST TELEPHONE EXPERIENCE.
7. 15/12/2015 – MAX MOLLON – PARIS 8 – MASTER N.E.T. (NUMÉRIQUE ENJEUX TECHNOLOGIES) 7
8. 15/12/2015 – MAX MOLLON – PARIS 8 – MASTER N.E.T. (NUMÉRIQUE ENJEUX TECHNOLOGIES) 8
18. 15/12/2015 – MAX MOLLON – PARIS 8 – MASTER N.E.T. (NUMÉRIQUE ENJEUX TECHNOLOGIES) 18
INDUSTRY
DESIGNER
CONSUMERS
19. 15/12/2015 – MAX MOLLON – PARIS 8 – MASTER N.E.T. (NUMÉRIQUE ENJEUX TECHNOLOGIES) 19
Science & technology
— VS —
Society
Prior
social debate
Innovation
live tests
20. 15/12/2015 – MAX MOLLON – PARIS 8 – MASTER N.E.T. (NUMÉRIQUE ENJEUX TECHNOLOGIES) 20
Speculative Design, Conceptual Design,
Contestable Futures, Cautionary Tales, Activism,
Design For Debate, Design Fiction, Discursive Design,
Interrogative Design, Probe Design, Radical Design,
Satire, Social Fiction… ”
“
DUNNE, A. PERSONAL COMMUNICATION AT THE IXDA CONFERENCE, DUBLIN, FEBRUARY 03RD, 2012
21. 15/12/2015 – MAX MOLLON – PARIS 8 – MASTER N.E.T. (NUMÉRIQUE ENJEUX TECHNOLOGIES) 21
JAMES AUGER (RCA),JIMMY LOIZEAU (GOLDSMITH UNIVERSITY), FIONA RABBY (UAA VIENNA), ANTHONY DUNNE (RCA),
JULIAN BLEEKER (NEARFUTURELAB), PAUL GARDIEN (PHILIPS), BILL GAVER (GOLDSMITH),JULIAN OLIVER (DE),
ARCHIGRAM (UK) (T-LEFT TO B-RIGHT)
26. “Design fiction does not have users, it has an audience”
– Bruce Sterling à Lift Conferences 2013.
27. AUGER,J. (2011). ALTERNATIVE PRESENTS AND SPECULATIVE FUTURES:DESIGNING
FICTIONS THROUGH THE EXTRAPOLATION AND EVASION OF PRODUCT LINEAGES.,
NEGOTIATING FUTURES / DESIGN FICTIONS, SWISS DESIGN NETWORK 2011, BASEL.
AUGER,J. (2013). SPECULATIVE DESIGN:CRAFTING THE SPECULATION, DIGIT. CREAT.,
VOL. 24, NO. 1, PP. 11--35, 2013.
BASSETT, C., STEINMULLER, E. & VOSS, G. (2013). BETTER MADE UP:THE MUTUAL
INFLUENCE OF SCIENCE FICTION AND INNOVATION”, NESTA WORKING PAPER 13/07.
BLEECKER,J. (2009). DESIGN FICTION:A SHORT ESSAY ON DESIGN, SCIENCE, FACT
AND FICTION, NEAR FUTURE LABORATORY, LOS ANGELES, CA,
BLEECKER, (2011). DESIGN FICTION:FROM PROPS TO PROTOTYPES, NEGOTIATING
FUTURES / DESIGN FICTIONS, SWISS DESIGN NETWORK 2011, BASEL.
BLEECKER,J. & NOVA, N., (2009). A SYNCHRONICITY:DESIGN FICTIONS FOR
ASYNCHRONOUS URBAN COMPUTING.THE ARCHITECTURAL LEAGUE OF NEW YORK,
NEW YORK, NY.
CANDY, S. (2010).THE FUTURES OF EVERYDAY LIFE:POLITICS AND THE DESIGN OF
EXPERIENTIAL SCENARIOS, PHD THESIS.THE UNIVERSITY OF HAWAI.
DISALVO, CARL. (2012). SPECTACLES AND TROPES:SPECULATIVE DESIGN AND
CONTEMPORARY FOOD CULTURES.THE FIBRECULTURE JOURNAL(20).
DUNNE, A. & RABY, F. (2011). DESIGN NOIR:THE SECRET LIFE OF ELECTRONIC
OBJECTS. BASEL:BIRKHÄUSER, 2001.
DUNNE, A. & RABY, F. (2014). SPECULATIVE EVERYTHING:DESIGN, FICTION AND
SOCIAL DREAMING. MIT PRESS.
FORLANO, L. (2013). ETHNOGRAPHIES FROM THE FUTURE:WHAT CAN
ETHNOGRAPHERS LEARN FROM SCIENCE FICTION AND SPECULATIVE DESIGN?,
ETHNOGRAPHY MATTERS.
FRANKE, B. (2011). DESIGN FICTION IS NOT NECESSARILY ABOUT THE FUTURE,
NEGOTIATING FUTURES / DESIGN FICTIONS, SWISS DESIGN NETWORK 2011, BASEL.
GALLOWAY, A. (2013).TOWARDS FANTASTIC ETHNOGRAPHY AND SPECULATIVE
DESIGN, ETHNOGRAPHY MATTERS.
GRAND, S. & WIEDMER, M. (2010). DESIGN FICTION:A METHOD TOOLBOX FOR DESIGN
RESEARCH IN A COMPLEX WORLD, DRS, 2010.
HALES, D. (2013). DESIGN FICTIONS AN INTRODUCTION AND PROVISIONAL
TAXONOMY, DIGITAL CREATIVITY, 24:1, 1-10
GOING
FURTHER
JAIN, A., ARDERN,J. & PICKARD,J. (2012). DESIGN FUTURESCAPING,JOURNAL OF
FUTURES STUDIES.
JOHNSON, B.D. (2009).“SCIENCE FICTION PROTOTYPES OR:HOW I LEARNED TO STOP
WORRYING ABOUT THE FUTURE AND LOVE SCIENCE FICTION”, IN INTELLIGENT
ENVIRONMENTS 2009 – PROCEEDINGS OF THE 5TH INTERNATIONAL CONFERENCE
ON INTELLIGENT ENVIRONMENTS, IOS PRESS, BARCELONA PP. 3-8.
JOHNSON, B.D. (2011).“LOVE AND GOD AND ROBOTS:THE SCIENCE BEHIND THE
SCIENCE FICTION PROTOTYPE “MACHINERY OF LOVE AND GRACE””, IN WORKSHOP
PROCEEDINGS OF THE 7TH INTERNATIONAL CONFERENCE ON INTELLIGENT
ENVIRONMENTS, IOS PRESS, NOTTINGHAM PP. 99-127.
KIRBY, D. (2010).THE FUTURE IS NOW:DIEGETIC PROTOTYPES AND THE ROLE OF
POPULAR FILMS IN GENERATING REAL-WORLD TECHNOLOGICAL DEVELOPMENT.
SOCIAL STUDIES OF SCIENCE 40 (1), PP. 41-70.
KIRBY, D., 2011 LAB COATS IN HOLLYWOOD:SCIENCE, SCIENTISTS AND CINEMA. MIT
PRESS, CAMBRIDGE, MA.
MARKUSSEN & KNUTZ (2013) 'THE POETICS OF DESIGN FICTION' HTTP://
DL.ACM.ORG/CITATION.CFM?ID=2513531
MARKUSSEN & KNUTZ (2013) 'THE ROLE OF FICTION IN EXPERIMENTS WITHIN
DESIGN, ART & ARCHITECTURE' HTTP://WWW.RE-AD.DK/FILES/40099442/
THEROLEOFFICTIONIN_EXPERIMENTS.PDF
MORRISON, A. (2014). DESIGN PROSPECTS:INVESTIGATING DESIGN FICTION VIA A
ROGUE URBAN DRONE, IN PROCEEDINGS OF DRS 2014 CONFERENCE. UMEÅ,
SWEDEN.:16.06.2014– 19.06.2014
RAFORD, NOAH. (2012). FROM DESIGN TO EXPERIENTIAL FUTURES,THE FUTURE OF
FUTURES:THE ASSOCIATION OF PROFESSIONAL FUTURISTS.
SHEDROFF N. & NOESSEL C. (2012). MAKE IT SO INTERACTION
DESIGN LESSONS FROM SCIENCE FICTION. SAN FRANCISCO:ROSENFELD.
STERLING, B. (2009), DESIGN FICTION, INTERACTIONS 16 (3), PP. 20-24.
WARD, M. (2013). DESIGN FICTION AS PEDAGOGIC PRACTICE TOWARDS A
FICTIONALLY BIASED DESIGN EDUCATION, MEDIUM.
ZELLER, L. (2011) WHATYOU SEE IS WHATYOU DON’T GET:ADDRESSING
IMPLICATIONS OF INFORMATION TECHNOLOGY THROUGH DESIGN FICTION” LECTURE
NOTES IN COMPUTER SCIENCE 6770 PP. 329-336.
(LIST
COMPLETED
THANKS TO
NICOLAS
NOVA)
28. WHAT:Designing for a world that does not exist (yet)
WHY: Aiming at sparking discussions on the values
that influence the current world
84. PROBLÈMES =
ABSENCE DU NON-VERBAL
L’INTERFACE INTERFÈRE
OBSESSION DU FACE À FACE
PRÉSENCE PARFAITE = INTRUSION
ILLUSION PARFAIRE = FRUSTRATION ULTIME
85. PROBLÈMES =
ABSENCE DU NON-VERBAL
L’INTERFACE INTERFÈRE
OBSESSION DU FACE À FACE
PRÉSENCE PARFAITE = INTRUSION
ILLUSION PARFAIRE = FRUSTRATION ULTIME
CO-PRÉSENCE ≠ RESSENTI DE PRÉSENCE
86.
87. 15/12/2015 – MAX MOLLON – PARIS 8 – MASTER N.E.T. (NUMÉRIQUE ENJEUX TECHNOLOGIES) 87
88. 15/12/2015 – MAX MOLLON – PARIS 8 – MASTER N.E.T. (NUMÉRIQUE ENJEUX TECHNOLOGIES) 88
91. PROBLÈMES =
ABSENCE DU NON-VERBAL
L’INTERFACE INTERFÈRE
OBSESSION DU FACE À FACE
PRÉSENCE PARFAITE = INTRUSION
ILLUSION PARFAIRE = FRUSTRATION ULTIME
CO-PRÉSENCE ≠ RESSENTI DE PRÉSENCE
=
ATTENTION PARTAGÉE
93. PROBLÈMES =
ABSENCE DU NON-VERBAL
L’INTERFACE INTERFÈRE
OBSESSION DU FACE À FACE
PRÉSENCE PARFAITE = INTRUSION
ILLUSION PARFAIRE = FRUSTRATION ULTIME
CO-PRÉSENCE ≠ RESSENTI DE PRÉSENCE
=
ATTENTION PARTAGÉE
ASSUMER LA DISTANCE
102. PROBLÈMES =
ABSENCE DU NON-VERBAL
L’INTERFACE INTERFÈRE
OBSESSION DU FACE À FACE
PRÉSENCE PARFAITE = INTRUSION
ILLUSION PARFAIRE = FRUSTRATION ULTIME
CO-PRÉSENCE ≠ RESSENTI DE PRÉSENCE
=
ATTENTION PARTAGÉE
ASSUMER LA DISTANCE
VIVRE AVEC LA DISTANCE
103. 15/12/2015 – MAX MOLLON – PARIS 8 – MASTER N.E.T. (NUMÉRIQUE ENJEUX TECHNOLOGIES) 103
104. 15/12/2015 – MAX MOLLON – PARIS 8 – MASTER N.E.T. (NUMÉRIQUE ENJEUX TECHNOLOGIES)
MERCI!
MAXMOLLON@GMAIL.COM
DESIGNER POUR FAIRE RÉFLÉCHIR – LE CAS DE LA TÉLÉPRÉSENCE
DOCTORANT EN DESIGN & SCIENCES DE L’INFOCOM
SUPERVISION:
ANNIE GENTES – TELECOM PARISTECH
EMMANUEL MAHÉ – ENSADLAB
REMY BOURGANEL – ENSADLAB
104