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2005
This chapter outlines a "human-centred" perspective on the design of novel interactive artefacts and environments. The approach builds on a variety of human and social science traditions that focus on understanding human activity, all of which seek to provide useful and pertinent observations on human action in the world. While technology may play an important role in these human activities, often the use of the technology is as an intrinsic mediating influence, rather than being the goal of the activity. The relevance of this approach to technology development is that it provides a distinct perspective that encompasses many of the key issues being faced by (ubiquitous) technology designers today-issues such as awareness, context, interaction, engagement and emotion. All of these aspects concern the activities of human actors in a (variety of) setting(s). The chapter then outlines a major research programme being conducted within our research unit which provides an exemplar of the human-centred interaction design research programme that we are advocating, which we believe could significantly shift the way in which we design, develop and evaluate novel technological artefacts and environments.
Journal of Engineering Design, 2015
Even in the development of the most technologically complex products, systems and environments, it is now accepted that the role of the user must remain firmly in focus. It is not enough to fulfil functional requirements such as safety and performance, or to achieve technical excellence in manufacture. The emergence of user-centred design has been critical in shifting focus towards human needs in the design and development process. Inclusive design in particular has set out the importance of universal usability in the design of products, and this fundamental requirement has been addressed in a previous special issue of JED (Volume 21, Nos. 2-3, 2010). Broader user-based issues, however, require consideration of the emotional reaction of individuals to the tools, interfaces and spaces we interact with daily. The delivery of more personalised usage scenarios encompasses aspects of interaction design, psychology, culture and human factors to achieve satisfying, engaging and meaningful user experiences.
2005
This paper focuses on the elements required for developing an interaction design framework based on Media Philosophy. For this purpose it is needed to deconstruct the presuppositions of HCI design. Following this the author suggests a re-definition of design, knowing, that design funnels the functioning code, that supplies the society with values and goals, but most importantly, that creates relations, which bring us emotions and experiences. The author argues, that by discerning the most important values it is possible to develop an effective and meaningful design method, so as to bring into the interaction an added value. It is also argued, that the current idea of desktop computers is non-functional for most of the intended purposes. It is therefore suggested to make the computer invisible in our life-world. However, this presupposes making the purpose of the computer readily visible, e.g. hiding the computer in the shapes of things of daily use. This paper is based on the works of humanistic thinkers as well as practitioners from the interaction design domain to allow for a broader theoretical reflection not only of the way how computer devices operate, but above all how they act in a human environment.
… , Pertti, ISBN 978-1-84800-300-2. …, 2009
… Conference of the …, 2010
Design Management Journal (Former Series), 1997
2009
In keeping with the conference theme of rigour and the authors' interest in sustainability and interaction design, we describe the confluence of design-oriented notions of interaction design and HCI-oriented notions of interaction design in terms of understanding the present and making choices about possible futures.
2003
In the next fifty years, the increasing importance of designing spaces for human communication and interaction will lead to expansion in those aspects of computing that are focused on people, rather than machinery.… The work will be rooted in disciplines that focus on people and communication, such as psychology, communications, graphic design, and linguistics, as well as in the disciplines that support computing and communications technology….
Proceedings of the 5th Nordic conference on Human-computer interaction building bridges - NordiCHI '08, 2008
This paper describes the development and evaluation of "weegie" an audio-photography desk featuring sounds and images inspired by the Govan area of Glasgow. It was intended to be an interactive artwork that would challenge negative preconceptions about the area. The paper describes two techniques used to consider the extent to which the piece achieved these aims. The first technique is the "personal meaning map" and taken from museum studies. The second is cultural critique drawn from the arts. Building on Gaver's [24] strategy of using cultural commentators for 'polyphonic' assessment it considers the extent to which perspectives drawn from the humanities and the arts can be useful in evaluating design. It argues that a more rigorous understanding of critical theory is necessary to the development of interaction design criticism.
Engaging Artifacts 2009 Oslo www.nordes.org 1 This paper proposes affective engagement as a possible resource when designing interactive environments. The notion of affect and affective experience as developed by Brian Massumi in cultural theory is presented as a theoretical foundation for conceptualizing experience in interaction design. In particular, it is shown how Massumi provides a non-informational understanding of affect as distinct from emotions. Instead, Massumi offers a processual and relational account of affective experience as a part of dynamic events of becoming. Through an analysis of the interactive installation Touched Echoes, the concept of affective engagement is introduced to inform the practical work when designing experiential fields as conditions of emergence in interaction design.
Pervasive and Mobile Computing, 2010
2003
In recent years, information and communication technology has taken on whole new meanings in Western society and everyday life: from productivity tools for industry and administration, to everyday household activities, major entertainment sectors, new modes of communication and cohabitation, digitally enhanced pervasive infrastructures and more. In this situation, interaction design is emerging as a new and challenging design discipline. It has a design-oriented focus on human interaction and communication mediated by digital ...
INTRODUCTION The Interaction Design Centre (IDC) was established in 1996 by Harold Thimbleby and Ann Blandford. It exists now as an umbrella group for a broad collection of usercentred research projects. Although the IDC does not enforce any particular creed on its researchers the 'brand' of HCI that has been pursued is theoretically based and principled. Much of the work has addressed the question of scientific abstractions of HCI issues, and yet the motivation of the work has been practical.
Lecture Notes in Computer Science, 2009
This paper revisits the notion of context from an interaction design perspective. Since the emergence of the research fields of Computer supported cooperative work and Ubiquitous computing, the notion of context has been discussed from different theoretical approaches and in different research traditions. One of these approaches is Embodied Interaction. This theoretical approach has in particular contributed to (i) challenge the view that user context can be meaningfully represented by a computer system, (ii) discuss the notion of context as interaction through the idea that users are always embodied in their interaction with computer systems. We believe that the particular view on users context that the approach of Embodied Interaction suggests needs to be further elaborated in terms of design. As a contribution we suggest an integrated approach where the interactional view of Embodied Interaction is interrelated with the representational view of Context-aware computing.
Interactions, 2005
A quick investigation of the term ambience finds definitions such as "surrounding (on all sides...)," "encircling," or "completely enveloping." Ambience is sometimes described as a "special atmosphere or mood created by a particular environment often combined with some form of excitement." Ambient music is an atmospheric and ruminant version of electronic music. Brian Eno, for example, in his album "Ambient1: Music for Airports" tried to develop enjoyable music for people passing through, as well as for people waiting.
The notion of interaction design has become an indispensable aspect in any new product design and development, especially for those products with embedded information technologies. While traditional industrial design focuses on a product's functionality and its physical features, interaction design requires different perspectives and approaches for increasingly complex design problems. New technologies such as networking and embedded technologies provide opportunities to develop new categories of products with a much wider range of services that combine many physical and informational functions. Since such products are more interactive and are more pervasive in our daily activities, design calls for much deeper understanding from more diverse perspectives of product use. This discussion applies not only to physical products but also to other forms of artifacts. For instance, communication media have gone through an astonishingly rapid transformation, from print media to digital media--further extending their ubiquity and interactivity. This technological development has introduced new types of functionality, related for example to control, monitoring, searching, and transactions for many different applications. New technologies such as the Internet and mobile phone networks have changed the way people live and work. Such technological changes are taking place in the social and cultural landscapes of our daily life, and are fundamentally affecting many aspects of our lives.
She Ji: The Journal of Design, Economics, and Innovation, 2021
As a way to capture a broadly acceptable high-level characterization of design, we focus on the guiding values or ideals of the discipline. We first reason from the notion of engineering interfaces for usability and utility up to the 1990s to the current ideal of designing interfaces for experience and meaning. Next, we identify three recent technical and societal developments that are challenging the existing ideals of interaction design, namely the move towards hybrid physical/digital materials, the emergence of an increasingly complex and fluid digital ecology, and the increasing proportion of autonomous or partially autonomous systems changing their behavior over time and with use. These challenges in turn motivate us to propose three directions in which new ideals for interaction design might be sought: the first is to go beyond the language-body divide that implicitly frames most of our current understandings of experience and meaning, the second is to extend the scope of interaction design from individual interfaces to the complex sociotechnical fabric of human and nonhuman actors, and the third is to go beyond predictability by learning to design with machine learning.
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