1. LivingTom is a fictional product designed to provoke conversations about complex social and technological issues through subtle interactions and movements.
2. The designer explored various prototypes before settling on a single unit where pressing sensors on the surface would cause a plastic bag and fans inside to create subtle kinetic movements.
3. While fictional, the product is designed to seem realistic enough that people could imagine it in their own homes. This allows designers to comment on future scenarios and potentially inspire changes in technology, interactions and behaviors.
This document provides an overview of interaction design and human-computer interaction. It discusses how interaction design has evolved beyond traditional human-computer interaction to include new paradigms like ubiquitous and pervasive computing using wireless and collaborative technologies. The book aims to be up-to-date by including many examples of contemporary research. It defines interaction design as designing interactive products to support people in their everyday lives. The book includes 15 chapters that cover cognitive, social, and affective issues in interaction design and emphasize an iterative design process relying on both theory and practice. It is accompanied by a website providing additional resources, interactivities, and exercises for learning interaction design.
This document discusses Cindy Jian's environmental design thesis from fall 2012. It provides background on Cindy, including that she is 21 years old and has lived in Baltimore for 4 years while studying at MICA. The document discusses Cindy's interests in collaborative projects in Sao Tome, Africa and Copenhagen, Denmark. It also outlines Cindy's goal to develop a working process and methodology for community-inspired art and design projects. The document discusses Cindy's views on socially impactful design and democratic, collaborative design approaches.
Overview on Social Design for the "Living Quality by Design" presented by me as the graduate teaching assistant to the students at the Köln International School of Design.
This document presents a framework for empathy in design based on a review of how empathy has been discussed in design and psychology literature. The framework proposes that empathy in design involves a 4-phase process, and provides insight into how a designer's own experience can help them empathize with users. The framework can be applied to research, communication, and ideation activities to enhance empathy in the design process.
SUPPORTING NPD TEAMS IN INNOVATION: STRUCTURING USER DATA ON THE FOUNDATIONS ...Mahir Alkaya
This document presents a framework for structuring and communicating user data to new product development teams in large organizations. The framework is based on the theory of empathy in design and aims to enhance empathy within design teams. It structures user data into three phases - discovery, immersion, and connection - based on the empathic design process. In the discovery phase, demographic data and pictures are used to spark curiosity. The immersion phase utilizes raw user stories and data to help teams understand user experiences. In the connection phase, teams reflect on their own experiences to emotionally connect with users. The goal is to help teams develop innovative ideas by gaining a deeper understanding of users.
This document provides an overview of interaction design and human-computer interaction. It discusses how interaction design has evolved beyond traditional human-computer interaction to include new paradigms like ubiquitous and pervasive computing using wireless and collaborative technologies. The book aims to be up-to-date by including many examples of contemporary research. It defines interaction design as designing interactive products to support people in their everyday lives. The book includes 15 chapters that cover cognitive, social, and affective issues in interaction design and emphasize an iterative design process relying on both theory and practice. It is accompanied by a website providing additional resources, interactivities, and exercises for learning interaction design.
This document discusses Cindy Jian's environmental design thesis from fall 2012. It provides background on Cindy, including that she is 21 years old and has lived in Baltimore for 4 years while studying at MICA. The document discusses Cindy's interests in collaborative projects in Sao Tome, Africa and Copenhagen, Denmark. It also outlines Cindy's goal to develop a working process and methodology for community-inspired art and design projects. The document discusses Cindy's views on socially impactful design and democratic, collaborative design approaches.
Overview on Social Design for the "Living Quality by Design" presented by me as the graduate teaching assistant to the students at the Köln International School of Design.
This document presents a framework for empathy in design based on a review of how empathy has been discussed in design and psychology literature. The framework proposes that empathy in design involves a 4-phase process, and provides insight into how a designer's own experience can help them empathize with users. The framework can be applied to research, communication, and ideation activities to enhance empathy in the design process.
SUPPORTING NPD TEAMS IN INNOVATION: STRUCTURING USER DATA ON THE FOUNDATIONS ...Mahir Alkaya
This document presents a framework for structuring and communicating user data to new product development teams in large organizations. The framework is based on the theory of empathy in design and aims to enhance empathy within design teams. It structures user data into three phases - discovery, immersion, and connection - based on the empathic design process. In the discovery phase, demographic data and pictures are used to spark curiosity. The immersion phase utilizes raw user stories and data to help teams understand user experiences. In the connection phase, teams reflect on their own experiences to emotionally connect with users. The goal is to help teams develop innovative ideas by gaining a deeper understanding of users.
The document discusses trends in communication and connectivity. It explores how collaboration has shifted from individuals developing ideas independently to groups working together to develop ideas communally. It also examines how businesses and organizations are focusing more on social innovation and addressing societal needs rather than just profits. Additionally, it looks at how creativity is increasingly being viewed as something that can be taught and cultivated rather than just an innate skill.
The CIID students set up an open interaction design lab at the 2-day Reboot conference to act as consultants for any ideas conference participants wanted to share. The lab was located in the center of the venue. This was the first time Reboot tried this open lab approach. The students worked with participants and helped develop ideas that were then displayed and published. The following pages provide a diary of the students' experiences at Reboot 11.
New challenges in interactive media & video game localization projectsVictor Alonso Lion
How are globalization, technology and the rise of social networks and virtual communities affecting interactive media localization projects? Globalization and the increased access to new technology have opened new opportunities but also bring quite a few new challenges.
The game localization process cannot be considered at the end of the game production cycle anymore. Code and content internationalization has to be considered since the very beginning of the design process. Awareness of international requirements needs to be present at an early stage of the game creation.
Of course localization approaches vary depending on the specific needs and the global ambition of the developer. New online project management and collaboration tools, combined with an easier outsourcing, makes the creation of global teams possible for companies of all sizes. Many of the tasks that big developers could only perform in-house, now can be taken care by all types of external vendors. Cloud computing and virtualization is an important enabler of this trend.
The amount of content that needs to be localized has increased significantly. Developers and distributors need to consider alternative approaches for different types of content. Wikis, Forums and online Guides can now be managed by the players themselves. Those who consider Crowdsourcing as a cost saving approach are failing, while those who enable fan participation and use this approach to create a sense of community are creating solid networks of contributors and buyers.
An easier access to international markets also brings new challenges. A direct translation is not valid anymore to engage costumers. Players need to feel they are taken into consideration in the games they chose to play. Culturalization checks are now crucial, not because of legislation, but because a crowd of game players is scrutinizing every single detail. Localizers and developers have to work together in order to produce a set of products that will please the different markets. Localizers need to be proactive and propose changes, while developers need to code with a conscience that their game will need local adaptations.
The session will explore the mentioned topics and trends and will provide guidance on what works and what doesn’t. The reasons why a new global, community driven, and locally adapted mindset is necessary to succeed in such a competitive industry will be analyzed.
Eilidh is an interaction designer who recently graduated from the Copenhagen Institute of Interaction Design's pilot year program. For her final project, she is investigating how personal informatics tools can help people achieve balance in their lives by making them more aware of their lifestyle habits and enabling behavior changes. She is interested in whether tracking intangible information about daily actions can trigger changes and help people identify areas of fulfillment. Some existing personal informatics tools she has researched include Nike+ for running, Wattson for energy usage, Google Power Meter, Last.fm for music listening, and Dopplr for travel tracking.
This handbook provides guidance on how to put users at the heart of digital products by listening to users through various research methods. It encourages organizations to engage audiences before, during, and after developing digital projects in order to better understand user needs and optimize products. The handbook offers case studies of organizations that have improved their work and seen rewards by prioritizing user research.
Eilidh conducted user research on the topic of life balance through interviews and exercises with 12 participants from different stages of life. Her goal was to understand what balance means to people and how they achieve it. Key insights included that people only share certain events on shared calendars, diaries can motivate productivity, and periods of imbalance often coincide with life transitions. Eilidh analyzed the data and identified three themes: communication with family/friends, food/eating habits, and personal prioritizing/planning. She focused on prioritizing and developed "how might we" statements to explore challenges people face with an increased pace of life due to technology and how personal informatics could help with awareness and behavior change.
Feb 28th creative technologies and immersive experiences dmu games festivalDavid Wortley
The document provides an agenda for a one-day event on creative technologies and immersive experiences taking place at the Phoenix Arts Centre in Leicester. The event will include talks from 10:00-16:00 on topics ranging from using 3D immersive worlds for health and safety training to brain controlled interactive entertainment. Speakers include professionals from De Montfort University, Codemasters, and MyndPlay.
The document discusses the concept of a "Hub" which is a social enterprise and business incubator that aims to create an innovation ecosystem. It does this by providing (1) a platform to enhance social ventures, (2) access to multidisciplinary networks and collaborations, and (3) workspaces that respond to the needs of modern workers. The Hub formula brings together hub design, hosting, tools and social innovators to facilitate collaborative innovation. It supports the full life cycle of ideas from conception to market by connecting people from different backgrounds and providing resources and expertise.
This document is an introduction to a report summarizing discussions at the "HCI 2020" forum about the future of human-computer interaction. The forum brought together leading thinkers who debated how HCI must evolve to place human values at its core and ensure technology continues to benefit humanity. The resulting report describes how computers and society are changing, and how HCI can help build a future where technology reflects our shared human aspirations.
CURRENT - Emily Carr University of Art + Design Research Journal - Issue 2dshack
Current is an academic journal designed, edited, produced and marketed by undergraduates in communication design with article contributions from faculty, students in both the graduate and undergraduate programs, and alumni.
1. There are many local solutions for recycling available but they lack promotion and support from the government. Current recycling systems are not effective due to a lack of enforcement, segregation, and high quality raw materials.
2. Decentralizing collection and creating proper segregation systems at the source would help make recycling more effective but require public awareness campaigns and coordination between private collectors and local authorities.
3. Plastic is difficult to replace but alternative recycling methods exist including using plastic waste in roads, turning it back into crude, and upscaling plastic into new products. However, these methods lack sufficient support.
Ambient artifacts fostering energy awareness in private homesChristoph Mühlbauer
In this paper we describe the process of designing
prototypes of artifacts to empower private households
to monitor and compare their consumption of
electricity.
The document discusses the design of technologically mediated experiences for aging minds. It proposes an alternative to the traditional cognitive modeling approach called "transparency" which involves designing interfaces that fluctuate between visible reflection and invisible immersion for the user. An example called the Mind Cupola is described, which uses biofeedback, visualizations, and environmental adjustments to create an "enactive ecology" that co-constructs meaning between the user and system through feedback loops rather than predetermined outcomes. The document speculates that such transparent mediums could provide learning experiences better suited to aging users and integrate art and technology in inclusive human-computer interaction research.
Master of Exhibit Design at La Sapienza University, Introduction and Lesson 1Salvatore Iaconesi
This document discusses natural and ubiquitous interaction, screens, and the next steps of social networking. It focuses on three areas: natural and ubiquitous interaction, screens, and the next steps of social networking. The document also discusses three modalities: technologies, projects, and activation. It provides definitions and examples related to interaction, human-computer interaction, interaction design, user experience, and frameworks like goal-oriented design.
The document discusses several challenges or problems with traditional approaches to design and development:
1. The "designer divorce" problem, where the designer is separated from the implementer and user, leading to miscommunications.
2. The "linear thinking" problem, where design, development, and implementation are treated as sequential phases rather than iterative processes.
3. The "single owner" problem, where having an individual rather than a collaborative team handle the entire design process can limit perspectives and ideas.
Co-Creation with Lead Users on the Digital Research Platform www.dieNEONauten.deNicolas Loose
This is the presentation I held at the General Online research Conference in Düsseldorf on March 16th 2011. #gor11
Some great thoughts are taken from Christian Crumlish and Erin Malone whose social design patterns are truly inspiring for everyone who conducts qualitative digital research with communities.
A great thanks also goes to Eric von Hippel, who made his publications downloadable at http://web.mit.edu/evhippel/www/
Mobile retailing - if you don't do it, someone else willRik Veldhuizen
The document discusses how mobile technology is influencing the retail industry. It finds that retail is the industry most impacted by digital disruption. Mobile devices allow customers to check prices and reviews in-store, influencing their purchasing decisions. The constant connectivity of consumers means retailers must meet customer expectations across online and in-store shopping. To adapt, retailers should provide customers with product information on their preferred mobile channels and gain insights into customer shopping behaviors through mobile analytics. The challenges of an omnichannel customer experience require retailers to rethink their physical stores, pricing, and staff training to remain competitive in the new mobile era.
This document provides a summary and analysis of furniture trends observed at the 2011 International Contemporary Furniture Fair (ICFF). It identifies six key trends through the lenses of value, ubiquitous technology, recession rebound, and green majority. The first trend is "Mod Mix," which features modern designs updated with bold colors, refined surfaces, and attention to detail. The second trend is "Futureganic," which explores new materials and production methods to create delicate, motion-inspired forms. The document then analyzes and visualizes four other trends: "Strange Craft," "Curated Curiosities," "Nouveau Riche," and "Future Perfect." Overall, the summary examines emerging patterns in furniture design and how they relate
LivingTom is an electronic product designed for lonely people to provide companionship. It explores the role of technology in everyday objects for complex human emotions. The project is an early iteration that aims to have natural interactions without direct archetypes and invites conversations about its purpose. The designer plans to get user feedback and further iterate LivingTom to refine the physical and electronic interaction.
TurnBike is a system that aims to prevent bike and pedestrian accidents on the Williamsburg Bridge by recognizing users and guiding them to the appropriate paths. It would use speed detectors and metal detectors to recognize whether an individual is a bike or pedestrian and then send alert signals and light guidance to direct them correctly. The current signage is ineffective at clearly delivering messages to users about entering the proper lanes. TurnBike seeks to implement smarter signage and technology to more efficiently solve the separation issue between bikes and pedestrians on the bridge.
The document discusses trends in communication and connectivity. It explores how collaboration has shifted from individuals developing ideas independently to groups working together to develop ideas communally. It also examines how businesses and organizations are focusing more on social innovation and addressing societal needs rather than just profits. Additionally, it looks at how creativity is increasingly being viewed as something that can be taught and cultivated rather than just an innate skill.
The CIID students set up an open interaction design lab at the 2-day Reboot conference to act as consultants for any ideas conference participants wanted to share. The lab was located in the center of the venue. This was the first time Reboot tried this open lab approach. The students worked with participants and helped develop ideas that were then displayed and published. The following pages provide a diary of the students' experiences at Reboot 11.
New challenges in interactive media & video game localization projectsVictor Alonso Lion
How are globalization, technology and the rise of social networks and virtual communities affecting interactive media localization projects? Globalization and the increased access to new technology have opened new opportunities but also bring quite a few new challenges.
The game localization process cannot be considered at the end of the game production cycle anymore. Code and content internationalization has to be considered since the very beginning of the design process. Awareness of international requirements needs to be present at an early stage of the game creation.
Of course localization approaches vary depending on the specific needs and the global ambition of the developer. New online project management and collaboration tools, combined with an easier outsourcing, makes the creation of global teams possible for companies of all sizes. Many of the tasks that big developers could only perform in-house, now can be taken care by all types of external vendors. Cloud computing and virtualization is an important enabler of this trend.
The amount of content that needs to be localized has increased significantly. Developers and distributors need to consider alternative approaches for different types of content. Wikis, Forums and online Guides can now be managed by the players themselves. Those who consider Crowdsourcing as a cost saving approach are failing, while those who enable fan participation and use this approach to create a sense of community are creating solid networks of contributors and buyers.
An easier access to international markets also brings new challenges. A direct translation is not valid anymore to engage costumers. Players need to feel they are taken into consideration in the games they chose to play. Culturalization checks are now crucial, not because of legislation, but because a crowd of game players is scrutinizing every single detail. Localizers and developers have to work together in order to produce a set of products that will please the different markets. Localizers need to be proactive and propose changes, while developers need to code with a conscience that their game will need local adaptations.
The session will explore the mentioned topics and trends and will provide guidance on what works and what doesn’t. The reasons why a new global, community driven, and locally adapted mindset is necessary to succeed in such a competitive industry will be analyzed.
Eilidh is an interaction designer who recently graduated from the Copenhagen Institute of Interaction Design's pilot year program. For her final project, she is investigating how personal informatics tools can help people achieve balance in their lives by making them more aware of their lifestyle habits and enabling behavior changes. She is interested in whether tracking intangible information about daily actions can trigger changes and help people identify areas of fulfillment. Some existing personal informatics tools she has researched include Nike+ for running, Wattson for energy usage, Google Power Meter, Last.fm for music listening, and Dopplr for travel tracking.
This handbook provides guidance on how to put users at the heart of digital products by listening to users through various research methods. It encourages organizations to engage audiences before, during, and after developing digital projects in order to better understand user needs and optimize products. The handbook offers case studies of organizations that have improved their work and seen rewards by prioritizing user research.
Eilidh conducted user research on the topic of life balance through interviews and exercises with 12 participants from different stages of life. Her goal was to understand what balance means to people and how they achieve it. Key insights included that people only share certain events on shared calendars, diaries can motivate productivity, and periods of imbalance often coincide with life transitions. Eilidh analyzed the data and identified three themes: communication with family/friends, food/eating habits, and personal prioritizing/planning. She focused on prioritizing and developed "how might we" statements to explore challenges people face with an increased pace of life due to technology and how personal informatics could help with awareness and behavior change.
Feb 28th creative technologies and immersive experiences dmu games festivalDavid Wortley
The document provides an agenda for a one-day event on creative technologies and immersive experiences taking place at the Phoenix Arts Centre in Leicester. The event will include talks from 10:00-16:00 on topics ranging from using 3D immersive worlds for health and safety training to brain controlled interactive entertainment. Speakers include professionals from De Montfort University, Codemasters, and MyndPlay.
The document discusses the concept of a "Hub" which is a social enterprise and business incubator that aims to create an innovation ecosystem. It does this by providing (1) a platform to enhance social ventures, (2) access to multidisciplinary networks and collaborations, and (3) workspaces that respond to the needs of modern workers. The Hub formula brings together hub design, hosting, tools and social innovators to facilitate collaborative innovation. It supports the full life cycle of ideas from conception to market by connecting people from different backgrounds and providing resources and expertise.
This document is an introduction to a report summarizing discussions at the "HCI 2020" forum about the future of human-computer interaction. The forum brought together leading thinkers who debated how HCI must evolve to place human values at its core and ensure technology continues to benefit humanity. The resulting report describes how computers and society are changing, and how HCI can help build a future where technology reflects our shared human aspirations.
CURRENT - Emily Carr University of Art + Design Research Journal - Issue 2dshack
Current is an academic journal designed, edited, produced and marketed by undergraduates in communication design with article contributions from faculty, students in both the graduate and undergraduate programs, and alumni.
1. There are many local solutions for recycling available but they lack promotion and support from the government. Current recycling systems are not effective due to a lack of enforcement, segregation, and high quality raw materials.
2. Decentralizing collection and creating proper segregation systems at the source would help make recycling more effective but require public awareness campaigns and coordination between private collectors and local authorities.
3. Plastic is difficult to replace but alternative recycling methods exist including using plastic waste in roads, turning it back into crude, and upscaling plastic into new products. However, these methods lack sufficient support.
Ambient artifacts fostering energy awareness in private homesChristoph Mühlbauer
In this paper we describe the process of designing
prototypes of artifacts to empower private households
to monitor and compare their consumption of
electricity.
The document discusses the design of technologically mediated experiences for aging minds. It proposes an alternative to the traditional cognitive modeling approach called "transparency" which involves designing interfaces that fluctuate between visible reflection and invisible immersion for the user. An example called the Mind Cupola is described, which uses biofeedback, visualizations, and environmental adjustments to create an "enactive ecology" that co-constructs meaning between the user and system through feedback loops rather than predetermined outcomes. The document speculates that such transparent mediums could provide learning experiences better suited to aging users and integrate art and technology in inclusive human-computer interaction research.
Master of Exhibit Design at La Sapienza University, Introduction and Lesson 1Salvatore Iaconesi
This document discusses natural and ubiquitous interaction, screens, and the next steps of social networking. It focuses on three areas: natural and ubiquitous interaction, screens, and the next steps of social networking. The document also discusses three modalities: technologies, projects, and activation. It provides definitions and examples related to interaction, human-computer interaction, interaction design, user experience, and frameworks like goal-oriented design.
The document discusses several challenges or problems with traditional approaches to design and development:
1. The "designer divorce" problem, where the designer is separated from the implementer and user, leading to miscommunications.
2. The "linear thinking" problem, where design, development, and implementation are treated as sequential phases rather than iterative processes.
3. The "single owner" problem, where having an individual rather than a collaborative team handle the entire design process can limit perspectives and ideas.
Co-Creation with Lead Users on the Digital Research Platform www.dieNEONauten.deNicolas Loose
This is the presentation I held at the General Online research Conference in Düsseldorf on March 16th 2011. #gor11
Some great thoughts are taken from Christian Crumlish and Erin Malone whose social design patterns are truly inspiring for everyone who conducts qualitative digital research with communities.
A great thanks also goes to Eric von Hippel, who made his publications downloadable at http://web.mit.edu/evhippel/www/
Mobile retailing - if you don't do it, someone else willRik Veldhuizen
The document discusses how mobile technology is influencing the retail industry. It finds that retail is the industry most impacted by digital disruption. Mobile devices allow customers to check prices and reviews in-store, influencing their purchasing decisions. The constant connectivity of consumers means retailers must meet customer expectations across online and in-store shopping. To adapt, retailers should provide customers with product information on their preferred mobile channels and gain insights into customer shopping behaviors through mobile analytics. The challenges of an omnichannel customer experience require retailers to rethink their physical stores, pricing, and staff training to remain competitive in the new mobile era.
This document provides a summary and analysis of furniture trends observed at the 2011 International Contemporary Furniture Fair (ICFF). It identifies six key trends through the lenses of value, ubiquitous technology, recession rebound, and green majority. The first trend is "Mod Mix," which features modern designs updated with bold colors, refined surfaces, and attention to detail. The second trend is "Futureganic," which explores new materials and production methods to create delicate, motion-inspired forms. The document then analyzes and visualizes four other trends: "Strange Craft," "Curated Curiosities," "Nouveau Riche," and "Future Perfect." Overall, the summary examines emerging patterns in furniture design and how they relate
LivingTom is an electronic product designed for lonely people to provide companionship. It explores the role of technology in everyday objects for complex human emotions. The project is an early iteration that aims to have natural interactions without direct archetypes and invites conversations about its purpose. The designer plans to get user feedback and further iterate LivingTom to refine the physical and electronic interaction.
TurnBike is a system that aims to prevent bike and pedestrian accidents on the Williamsburg Bridge by recognizing users and guiding them to the appropriate paths. It would use speed detectors and metal detectors to recognize whether an individual is a bike or pedestrian and then send alert signals and light guidance to direct them correctly. The current signage is ineffective at clearly delivering messages to users about entering the proper lanes. TurnBike seeks to implement smarter signage and technology to more efficiently solve the separation issue between bikes and pedestrians on the bridge.
1. LivingTom is a fictional product designed to provoke conversations about complex social and technological issues through subtle interactions and movements.
2. The design process involved prototyping movements of a plastic bag within a dome structure to create a seamless experience for the user.
3. The designer argues that well-designed fictional products can be powerful communication tools to deliver messages and inspire changes in thinking, even if the products themselves may not reach the market.
This document discusses the role of product designers in the 21st century and how design can be used as a medium for critical thinking and social change. It argues that designers should create products that invite users to have conversations about critical issues and propose new ways of interacting that can lead to social, economic, and cultural opportunities. The document also examines how technology and emotional design can be incorporated into products to make them feel familiar, usable, and social in order to facilitate important conversations through designed objects.
This document discusses parametric design and how it connects code with computer numerical control (CNC) machines and 3D printers. Parametric design uses 3D modeling software and scripting languages to leverage algorithms for repetition and recursion in design. Digital fabrication plays a role in parametric design by joining architecture, product design, manufacturing, and construction through the use of 3D modeling and CNC machines like CNC routers, laser cutters, and high force knife cutters. These machines can accurately fabricate digital models by reading code that represents CNC functions.
Alvaro Soto presented on a concept for product designers to utilize ambient data sources like sound as the informational basis for design decisions and formal aspects of objects. This allows for programmable complexity and flexibility without increased costs. Designers can work in an explicit yet flexible manner by being open to algorithmic exploration and variation rather than predefined shapes. New techniques are needed to achieve cost-effective design iteration and complexity using these data-driven and computationally-inspired approaches to small-scale local production.
Shoppers are expected to spend more on back-to-school shopping this year, with an average of $488 anticipated to be spent. Most shoppers will do the majority of their shopping in physical stores, though technology purchases are more likely to be made online. Research is done digitally before purchases are made in stores. Spending is heaviest on traditional items like clothing, shoes, and school supplies, though those buying computers or gadgets will spend the most overall. Early shopping and following school-recommended lists influences higher spending.
Essential things that should always be in your carEason Chan
A driver can bail out of a lot of sticky situations if he plans ahead. More often than not, things go south on you when you think nothing could go wrong. So it pays to hope for the best and plan for the worst, especially on the road. Here are some things that should always be kept in your car for all those just in case moments.
What happens when the digital tools and platforms we make and use for communication and entertainment are hijacked for terrorism, violence against the vulnerable and nefarious transactions? What role do designers and developers play? Are we complicit as creators of these technologies and products? Should we police them or fight back? As Portfolio Lead for Northern Lab, Northern Trust's internal innovation startup focused on client and partner experience, Antonio will share a mix of provocative scenarios torn from today's headlines and compelling stories where activism and technology facilitated peace—and war.
As a call-to-action for designers and developers to engage in projects capable of transformational change, he'll explore the question: How might technology foster new experiences to better accelerate social activism and make the world a smarter, safer place?
IxD & UX Design - Personifying Digital InteractionsJayan Narayanan
Interaction design is one of the most challenging area in digital space. Especially when we understand the context of complex lifestyle we are living. It is my try to understand what is happening in the area of interaction design and how design principles & psychological approaches can help us on this area.
Originally this presentation created for present in person in front of a group of people hence you may find some gaps in continuity. I am in a process in fixing these gaps - meanwhile please let me know your views and opinion on the topic / presentation.
The document discusses the importance of understanding the problem that an architectural project aims to solve. It states that architects should start by thoroughly analyzing the problem, and that the goal of participation is cooperative learning between stakeholders. Successful architecture is described as solving problems through a participatory process that respects all viewpoints and tailors the approach to each situation.
Social Technologies: challenges and opportunities for participationPenny Hagen
This presentation was given at the Participatory Design Conference in Sydney in 2010. It explores how social technologies both enable and demand new participatory approaches to designing with our future communities, that push design out of the studio and ‘into the wild’.
"A Personal Design Philosophy". Paper for the I604 course "Design Theory" with Erik Stolterman. The presentation can be seen at http://www.slideshare.net/Tzek/my-design-philosophy.
Conceptualizing the Maker: Empowering Personal Identity through Creative Appr...Binaebi Akah
This research thesis attempts to define an existing subset of end users as makers.
These makers bridge the gaps between technological gadgets, creative appropriation, and identity through their bricolage of hacking, crafting, online tutorials, and the materials and knowledge ready at hand. Further, in studying makers this thesis refers to the exploding online and offline culture of Steampunk as a case study.
What can the field of Human-computer Interaction learn from the Steampunk makers? What will you, as an interaction designer, do to empower and facilitate such personally identifiable creative acts?
What will you do to make appropriation possible?
The impact of social media on innovation cultureandrew_tan7
Social media has positively impacted innovation culture in two main ways. First, it has enabled opportunity recognizers to connect with idea generators, allowing ideas to be developed further. It also helps capture institutional knowledge as communications are stored online rather than just in emails. Second, social media supports more flexible and decentralized organizational structures that are better for innovation, as it helps form weak connections between people in different parts of an organization and facilitates collaboration across boundaries. It allows organizations to function more like a symphony orchestra with one conductor rather than a rigid hierarchy.
This document summarizes Marina Brant's MS thesis from Pratt Institute on using design to promote human connection. It discusses how digital technology is isolating and the goal of using human-centered design to create analog experiences that stimulate participation and interaction. The research covers post-digital, interaction design and participatory design approaches. Case studies show how installations translate digital to physical or analog media to involve people. The thesis proposes creating an installation in a public space that invites collaborative interaction through analog tools or translating digital attributes into a tactile library collection co-created by an audience.
This paper discusses situated research and design for people with disabilities. It provides examples of how designers can be involved in the daily lives of users through situated action to better understand their experiences and needs. The paper emphasizes the importance of user participation in design processes from the beginning. It also discusses designing for experience and using methods like STEP (Security, ConText, Experience, Precision) to guide the design of assistive technologies. Overall, the paper advocates for situated, user-centered approaches to design that engage with users throughout the entire process.
The document discusses the concept of the "metadesigner" - a designer who shapes environments that allow non-designers to engage in design. It argues that while humans can design their own world, animals are limited by their innate environments or "Umwelts". Today, open design movements like Wikipedia, open-source software, and digital fabrication tools like 3D printers have democratized design. However, there are challenges to widespread physical creation, including costs, motivation, and ensuring only appropriate things are made. The role of the metadesigner is to address these challenges and facilitate inclusive design through interfaces and education.
Social Media-Q&A, tutorial, best practices, etcagawestfal
The document discusses 4 main ways that businesses use social media: 1) Build a community for customers/employees to support each other, 2) Energize passionate fans, 3) Find good ideas from customers/community, 4) Meet a need to make a connection. It emphasizes that social media should provide value to both customers and the brand by landing in the middle of being true to the brand and unexpected.
Co-creating the User Experience - Kshitiz Anand STC India UX SIG
The document discusses the rise of co-creation in designing user experiences. It notes that as the world has become more connected through social networks and mobile devices, everyone can now contribute to design. Co-creation frameworks emphasize having an experience mindset, understanding context, providing engagement platforms, and building network relationships. Challenges include maintaining quality, managing identity and privacy issues, and ensuring objectivity. However, co-creation also allows for faster design, lower costs, and empowering more people. The conclusion calls all co-creators the "new Solomons" in shaping experiences together across devices and platforms.
Design schools have the potential to play an important role as agents of sustainable change by establishing Design Labs within each school. Design Labs can help facilitate new open and collaborative design networks by using student and teacher skills to investigate local sustainability initiatives, support co-design processes, provide visions and proposals, communicate solutions, empower communities, replicate promising models, and synergize systemic changes. For example, the Nutrire Milano project in Milan demonstrates how a Design Lab is supporting the regeneration of short food supply chains in the city.
Design schools have the potential to play an important role as agents of sustainable change by establishing Design Labs within each school. Design Labs can use design classes and research to stimulate and support open, collaborative design networks in various ways, such as investigating local resources, facilitating co-design processes, visioning future scenarios, communicating social innovation initiatives, enabling communities, replicating successful organizations, and synergizing systemic changes. For example, the Nutrire Milano project in Milan demonstrates how a Design Lab operates within emerging design networks to regenerate the local food system through community-driven solutions.
Some thoughts about concepts, executions and things like thatThomas Wagner
The document discusses evolving approaches to marketing communications and integrated campaigns. It argues that traditional TV-centered campaigns are no longer sufficient given shifts in media consumption to digital and online platforms. Instead, it advocates for a transmedia planning approach where each medium is leveraged for its strengths and concepts are developed with specific media in mind, rather than trying to force the same idea across different channels. The focus should be on creating experiences for people in their daily lives over 365 days, not one-off campaigns. From concepts to executions to evaluation, brands must consider how their narratives integrate with culture and people's relationships with different media contexts.
Jane Fulton and Duane Bray provided input on methods for learning about people and prototyping techniques. The author discusses the process of designing something new versus a new version. Prototyping allows for understanding, exploring, and communicating an experience before a final design. Interaction design prototypes are original models that serve as the basis for later stages and represent a pre-final design. Observation is highlighted as the best way to learn about user needs and habits in context rather than through questioning.
Jane Fulton and Duane Bray provided input on methods for learning about people and prototyping techniques. The author discusses the process of designing something new versus a new version. Prototyping allows for understanding, exploring, and communicating an experience before a final design. Interaction design prototypes are original models that serve as the basis for later stages and represent a pre-final design. Observation is highlighted as the best way to learn about user needs and habits in context rather than through questioning.
Jane Fulton and Duane Bray helped the author with designing interactions. Jane provided methods for learning about people and Duane analyzed prototyping techniques. The author's process involves defining differences between designing new things and new versions, understanding constraints, synthesizing solutions, framing problems, generating ideas, and envisioning solutions. Prototypes are used to understand experiences, explore ideas, and communicate designs. Prototyping techniques include paper sketches, interactive products, and service designs. The design process is non-linear and involves rapid prototyping when designing new things and building on existing designs for new versions.
1. LIVINGTOM
December 19, 2010
Electronic product for lonely people
Physical Interactions
By Alvaro Soto
LivingTom is imagined for complex emotions where digital technologies are no longer practical or
helpful,the project explores the role of technology in everyday objects imagined for complex situations
where generalizing the public is no longer a matter of fact.
exploring the role of the product designer in the 21st century, the importance of emotions and technology
in the design of everyday objects for critical thinking and social change. Drawing concepts from Critical
Design, Ubiquitous computing and Emotional design, products will contain aspects never imagined
before, interactions will be as complex as the public is involve on it, but most importantly they will stand as
media for communication, delivering messages as calm technology or facilitating critical thinking in the
public that uses them.
1
2. Technology in everyday objects
LIVINGTOM December 19, 2010
the role of the product designer
This project intends to comment and revise commentary. He asks he students to think in
technology as a tool for imagining new services future scenarios where The designer can
and products that invite users not just to possibly contribute “solving problems” but he
conversations about critical situations that are doesn't. But this solutions are not the ones
consequences of our daily behavior as expected by the public today, because are
solutions that aim to provide tools for
individuals and the collective society but as a
conversations about this, most of the times
medium to propose new ways of interactions undesirable problems” so the idea of these
that can contribute to the existing or future products is not to solve problems but to
social, economic and cultural opportunities. contribute to the social structure of today by
Living Tom is a fictional product but it was delivering messages. this messages are full of
designed in such way that the public of today significance aiming to inspire the public to think
would consider it as a possibility, as a real about a future which is better than the
product that could live in any house. This is key imagined by the designer.
to deliver the message effectively. Fictional I am personally very interested in this topic.
products are powerful communication medium Designers are not problem solvers because we
lack the knowledge to solve all the problems we
if they can break the ice between the public and
attempt to work on. Don Norman wrote for
the interaction. Anthony Dunne in an article core 77:
for Adobe Think Tank said: I read outrageous claims made by designers who
For us, it’s important to try and push and stretch have little understanding of the complexity of the
design, but this activity can only happen from within. If problems they are attempting to solve or of the
we get plonked down as artists then the dialogue stops
standards of evidence required to make claims.
(sec. 2).
Anthony Dunne is the Chair of the Design
But we have a powerful tool in our hands,
Interactions program at the Roal College of Art
we can change point of views, we can create
in London. He wrote Hertizian Tales which
trends. Most importantly we can access the
which proposes design and objects for critical
LivingTom
The product uses
movements using DC
fans and a plastic bag.
when the users
presses the surface
the motion starts.
Technology:
DC fans
Hbridge
LEDs
fsr (forse sensitive
resistors)
transistor
capacitor
Materials:
Plastic
wood
cotton canvas
2
3. LIVINGTOM December 19, 2010 everyday of people, we can inspire,
create emotions, modify behaviors Objects which are
and all this give us the power to elevated above the
deliver powerful messages and in this pragmatic and formal
way contribute to change inspiring requirement of the
the public to desire this change. functional artifact, and
deliver ambient
observations in
Nothing But Emotions
How to do Critical condensed form for
reflection and
Don Norman in Emotional Design contemplation.
wrote:
Tim Parsons
Without emotions, your decision-making
ability would be impaired. Emotion is
always passing judgments, presenting
you with immediate information about
the world: here is potential danger, there
is potential comfort (11).
Emotions are clearly part of our
decision making and they invite the
public to use the products or to buy observations in condensed form for interaction, feel and look were key to
them, emotions create an attachment reflection and contemplation. develop its forms and functionality.
to the product so it can be consider in Good Design can sell, good and In this way the success of LivingTom
a small scale as way to create emotional or poetic design not just would be measured in terms of how
sustainable design because we wont sells but at the same time create people was going to react to it as it
get rid of something that make us attachments with the user that are would be very close to reality and
smile. consequently causes for reflection and emotions were clearly something that
Emotional design can be consider as critical point of view if the object has the public needed to feel anytime the
poetry in design, which in words of been designed to communicate interaction was presented.
Ralph Ball as stated by Tim parsons something and it is targeted to right
in his article, Is irony killing design? : audiences.
Objects which are elevated above the
pragmatic and formal requirement of the LivingTom Design process took into
functional artifact, and deliver ambient account this concepts. Emotions in
Elio designed a collection of objects that
Precedence will help you keep rational and live a
Utility Pets normal life in case of a transplant or
Designed by Elio Caccavale during the process where you have to
take care of the baby pig. one of these
objects is a special device which allows
If your DNA is going to be genetically
you to keep smoking in the same room as
engineered into a pig, who will take care
your pig, but stops the pig suffering from
of the baby pig. You would have it in
dangers of passive smoking.
your home, you would want to care for
Elio’s project is a very good
its well-being. After all is your health that
heart growing inside your pig might reference because he designed a fictional
eventually be inside your body. (Fiona object that can be easily imagine in his
Utility Pets Rabby from Dunne and Rabby future scenario. Utility pig can enter into
Tony Elio’s project is about xeno-transplantation; any house allowing the general public to
using pig organs as replacements organs, explaining the project for the Designing
comment about this future. The role of
yourDNA can be genetically engineered into a interactions book by Bill Moggridge.)
pig, when its an embryo the designer is that of the communicator.
3
4. LIVINGTOM December 19, 2010 Precedence Susanna’s project is very interesting
Organs of perceptions as she design critical objects for
Designed by Susanna Soares conversations around subject of critical
matter to the design fields.
One of the more striking proposals to
Her projects are clearly not
come from her project was for an
alternative means of diagnosis, less something possible now but its more
technical and invasive, but also less about opening the discussion around bio-
precise. Bees trained to detect a products than proposing a real product.
particular hormone would be placed in a The fact that designers cant make actual
specially designed glass container, the bio products it doesn't mean that he cant
person breathes into a smaller open do it. The idea with this kind of
New organs of perceptions, Bees
As biotech and other advanced technologies chamber within the larger one, if the communication devices is to inspire
move out of the laboratory into the bees detect the hormone they move into technological advances.
marketplace there is a need now, more than
ever, to explore the cultural, social and ethical
the smaller space indicating its presence.
implications of emerging technologies.
Process
The controller
LivingTom started as an interaction
between a controller an a major object
which would give the feedback to the
user upon touching the control at
certain combinations. This was a way
to add a layer of complexity to the
interface. The idea of objects as
creatures that you would need to feed
with interaction in order for them to
react. This at the end would end in a
more complex interaction and more
rewarding experience.
The first 2 weeks were an exploration
of form, relation between the objects
and the technology and a intensive
prototyping of all the ideas. three
controllers were made but at the end as
will be explained bellow. The
controllers didn't make it through.
Kinetic and close
The controller gave LivingTom a good
layer of interaction. the process was
more complex and the output would
have been perhaps very powerful. But
the separation of the user from the
main object of feedback was not ideal
for this product since sound and
movement were very subtle and a
separation would only reduced the
chances to experience it.
By week 2 I decided to move towards a
single unit were the control was a
couple of force sensitive resistors
placed in the two corners of the qyare
based just around the dome.
Inside the dome I placed the plastic
bag, fans, LEDs and amplifier system.
LivingTom then started to take shape
into its final iteration.
4
5. The prototyping of the kinetic
LIVINGTOM December 19, 2010 movement that the bag was
intended to do was key to the
project and the code had to be
precise so the relation between
pressing the sensors and the
reaction was seamless as possible.
After getting the code and the
movement right the question was
how to hide the bag but at the
same time keep the movement.
This because in order for
LivingTom to be a real product
the surprise couldn't be expose.
Otherwise the public would be
focus on the technology and not the
output of it.
Conclusions
Design needs to change, but we
don’t need more art projects, those
are perfect for discussion in the
galleries but haven't demonstrated
a greater impact. What I believe we
need is products that can live in our
houses, that marketing groups can
get excited about and that the
public accepts with joy, but that at
the same time are designed over a
rich and critical thought.
Metaphors in design, poetic and
playful interactions are tools that
the designer can use in his
advantage to combine this two
strong sometimes complicated
combinations. All the designs don't
need to reach the market, and they
shouldn't, some designs should be
fictional but as real as possible so it
convince the audience. With this
products we can deliver messages
about negative futures cause by our
practices, communication now can
lend to a different tomorrow.
LivingTom is an experiment of a
series of project that I will like to
pursue all of them as
communication devices that
provoke conversations around
critical subjects. I believe this can
be achieved with technology and a
thoughtful product design practice.
5
6. LIVINGTOM December 19, 2010
Works Cited
Dunne, Anthony. Hertzian tales : electronic products, aesthetic experience, and critical design. Cambridge, Mass. MIT Press,
c2005.
Norman, Donald A. Why Design Education must Change. Core77, Web, 26 November, 2010.
Parsons, Tim. Is Irony Killing Design?. Object Thinking. objectthinking.wordpress.com. Web. 24 Nov 2009.
Uncertain futures: A conversation with Professor Anthony Dunne, Adobe.com/ designcenter/Thinktank, Web, 21 feb 2007.
For more information please visit my personal website: http://www.asotodesign.com/parsons/?cat=5