Tiii presentation by dr. ir S.A.G. Stephan Wensveen

  • View
    68

  • Download
    0

  • Category

    Design

Preview:

DESCRIPTION

Presentation about the design and development aproach at the TU Eindhoven.

Citation preview

/ Designing Quality in TIII

!!!!!!!Stephan Wensveen

/ Designing Quality in Tangible Intuitive Interactive Interfaces

!!!!!!!Stephan Wensveen with many others

/ The physical and digital world

Physical world!Clearly defined physical form and functionality Well established familiar use Language that everybody speaks / concrete !Digital world!Changeable and programmable functionality Needs an interface to be able to “use” Language you need to “learn” / abstract !!

Bishop (1992)

/ Tangible Interaction Combining best of both worlds

Bringing the flexibility and opportunities that the digital world offers into the physical world. !Characteristics (from Hornecker and Buur, 2006): !Tangibility and materiality Physical embodiment of data Embodied interaction and bodily movement are essential Embeddedness in real space.

Hornecker, E., & Buur, J. (2006, April). Getting a grip on tangible interaction: a framework on physical space and social interaction. In Proceedings of the SIGCHI conference on Human Factors in computing systems (pp. 437-446). ACM.

/ Red thread

Where do we come from? !What do we believe in?

/ Theoretical Anchoring

Ecological Perception

PragmatismPhenomenology

Theories

Alarm Clock

Rich Interface Camera

Funky Design Space

Designs

Fonckel Light

Resonant Interaction

Interaction Frogger

Rich Interaction

Intuitive Interaction

Frameworks

Aesthetic Interaction

/ CHALLENGING THE STATUS QUO (Djajadiningrat et. al. 2000)

1. Don’t think products, think experiences. 2. Don’t think beauty in appearance, think beauty in interaction. 3. Don’t think ease of use, think enjoyment of the experience. 4. Don’t think buttons, think rich actions. 5. Don’t think labels, think expressiveness and identity. 6. Metaphor sucks 7. Don’t hide, don’t represent. Show. 8. Don’t think affordances, think irresistibles. 9. Hit me, touch me, and I know how you feel. 10. Don’t think thinking, just do doing

Djajadiningrat, J. P., Overbeeke, C. J., & Wensveen, S. A. G. (2000, April). Augmenting fun and beauty: a pamphlet. In Proceedings of DARE 2000 on Designing augmented reality environments (pp. 131-134). ACM.

/ 3 views on Tangible Interaction Hornecker and Buur (2006)

Data Centered view!Originated in Computer Science and HCI Relies on physical representation and manipulation of digital data !Perceptual Motor / Expressive Movement Centered view!Originated in Industrial and Product Design Exploits the sensory richness and action potential of physical objects !Space Centered view!Influenced from Arts and Architecture Combining real space and real objects with digital displays

Hornecker, E., & Buur, J. (2006, April). Getting a grip on tangible interaction: a framework on physical space and social interaction. In Proceedings of the SIGCHI conference on Human Factors in computing systems (pp. 437-446). ACM.

/ Data Centered view Ulmer and Ishii (2001)

1. Physical representations are computationally coupled to underlying digital information !2. Physical representations embody mechanisms for interactive control !3. Physical representations are perceptually coupled to actively mediated digital representations !4. Physical state of tangibles embodies key aspects of the digital state of the system

Ullmer, B., & Ishii, H. (2000). Emerging frameworks for tangible user interfaces. IBM systems journal, 39(3.4), 915-931.

/Poco (2005)by Philip Ross

Data Centered view Ulmer and Ishii (2001)

/ Perceptual Motor Centered view Djajadiningrat et al. (2002)

Rich opportunities for differentiation in appearance and action possibilities !Expressive Aesthetics !Expressive Actions

Djajadiningrat, T., Wensveen, S., Frens, J. and Overbeeke, K. (2004) Tangible products: redressing the balance between appearance and action. Personal and Ubiquitous Computing, Volume 8/5, Springer-Verlag London Ltd. pp. 294 - 309.

/

Perceptual Motor Centered view Djajadiningrat et al. (2002)

Moto (2005)by Philip Ross

/ Semantic Approach !cognition/language semantics/semiotics icons/metaphor knowable

Direct Approach !behavior/action affordances/effectivities feedforward/feedback tangible

/ 9. Hit me, touch me, and I know how you feel.

Wensveen, S.A.G., Overbeeke, C.J., and Djajadiningrat, J.P. (2000) Touch me, hit me and I know how you feel. A design approach to emotionally rich interaction. Proceedings of DIS’00, Designing Interactive Systems. ACM, New York, 48-53.

/Alarm Clockby Stephan Wensveen

/ Controlled experiment

The alarm clock can recognize the affective state of the user and the level of urgency from the way the user sets the alarm

/ Research through Design

/ ExperimentsChapter 5

hypothesis: The alarm clock can recognize the affective state of the user and the level of urgency from the way the user sets the alarm

/ ExperimentsChapter 5

hypothesis: The alarm clock can recognize the affective state of the user and the level of urgency from the way the user sets the alarm

/ Affective state: ValenceChapter 5

/ Affective state: ArousalChapter 5

/ UrgencyChapter 5

hypothesis: The alarm clock can recognize the affective state of the user and the level of urgency from the way the user sets the alarm

/ High urgencyChapter 5

/ Low urgencyChapter 5

/ ExperimentsChapter 5

‘watch film clip’ and empathize set the alarm clock fill in form

/

/ ExperimentsChapter 5

hypothesis: The alarm clock can recognize the affective state of the user and the level of urgency from the way the user sets the alarm

/ Action parametersChapter 5

!

!

‘ActionNo’: amount of actions ‘Displace’: displacement of slider (1-60 min.) ‘Duration’ of one action ‘Waiting’ between two actions ‘Speed’ of one action ‘Sliders’: amount of sliders during one action

/ Pattern parametersChapter 5

Vertical symmetry

/ Pattern parametersChapter 5

Horizontal Symmetry

/ Pattern parametersChapter 5

Towards/Away

/ Pattern parametersChapter 5

Towards/Away

/ Pattern parametersChapter 5

Centralization

/ Pattern parametersChapter 5

Centralization

/ Pattern parametersChapter 5

Smoothness

/ Pattern parametersChapter 5

Smoothness

/ Results: ValenceChapter 5

more balance more symmetry faster actions

/ Results: ArousalChapter 5

action towards user less V-symmetry faster actions smoother patterns less balance

/ Results: UrgencyChapter 5

smoother patterns less balance less V-symmetry

/Interaction Frogger Frameworkby Stephan Wensveen

inherent!feedback!

augmented!feedback!

functional!feedback!

action!

locatio

n

expres

siondynam

icsmodalitydire

ction

time

locatio

n

expres

siondyn

amicsmoda

litydirectio

n

time

location

expression

dynamics

modality

direction

time

location

expression

dynamics

modality

direction

time

loca

tion

expres

sion

dyna

mics

mod

ality

direction

time

inherent!feedforward!

augmented!feedforward!

functional!feedforward!

locatio

n

expres

siondynam

icsmodalitydire

ction

time

locatio

n

expres

siondyn

amicsmoda

litydirectio

n

time

location

expression

dynamics

modality

direction

time

location

expression

dynamics

modality

direction

timeloca

tion

expres

sion

dyna

mics

mod

ality

direction

time

/ 2. Don’t think beauty in appearance, think beauty in interaction.

Research through Design by Philip Ross Ethics and Aesthetics targeting human values Embodied design approach

Ross, P.R. & Wensveen, S.A.G. (2010). Designing behavior in interaction : using aesthetic experience as a mechanism for design. International Journal of Design, 4(2), 3-13.

/ CHALLENGING THE STATUS QUO (Djajadiningrat et. al. 2000)

1. Don’t think products, think experiences. 2. Don’t think beauty in appearance, think beauty in interaction. 3. Don’t think ease of use, think enjoyment of the experience. 4. Don’t think buttons, think rich actions. 5. Don’t think labels, think expressiveness and identity. 6. Metaphor sucks 7. Don’t hide, don’t represent. Show. 8. Don’t think affordances, think irresistibles. 9. Hit me, touch me, and I know how you feel. 10. Don’t think thinking, just do doing !

/ Designing for perceptive qualities (Deckers et al. 2012)

inspired by phenomenology of perception (Merleau-Ponty, 1945) !new perspective on forming and framing an artifact’s intelligence from an action- and quality centered approach !notion of perceptual crossing !reciprocal nature of ‘I see you seeing me’.

Deckers,E.J.L.,Levy,P.D.,Wensveen,S.A.G., Overbeeke, C.J., Designing for Perceptual Crossing: Applying and Evaluating Design Notions, International Journal of Design 6/3, (2012), 41-55.

/

/ Designing Quality in TIII

!!!!!!!Stephan Wensveen

/ Designing Quality in Textile Intuitive Interactive Interfaces

!!!!!!!Stephan Wensveen

/ Growth Plan for an Inspirational Test-Bed of Smart Textile Services

Stephan Wensveen @swensveen Oscar Tomico @otomico Martijn ten Bhömer @mtbhomer Kristi Kuusk @kristikuusk

Wensveen, S., Tomico, O., ten Bhömer, M., & Kuusk, K. (2014, June). Growth plan for an inspirational test-bed of smart textile services. In Proceedings of the 2014 conference on Designing interactive systems (pp. 141-150). ACM.

Inspirational Test-bed

The goal of the test-bed is to inspire and inform the Dutch creative industries of textile, interaction and service design to combine their strengths and share opportunities.

/ / / /Incubation

Phases of growth Each phase ends with prototyping Each phase stimulates testing in ‘real life’ Each phase has its own characteristics

Nursery Adoption

Ross, P., & Tomico, O. (2009). The Growth Plan: An approach for considering social implications in Ambient Intelligent system design. In Proc. of the AISB 2009 convention (pp. 6-9).

/ / / /Incubation Phase

material innovation conceptual curiosity personal craft and creativity

/ / / /material innovation

Incubation Phase

/ / / /conceptual curiosity

Incubation Phase

/ / / /!!personal craft and creativity

Incubation

/ / / /Nursery Phase

commitment in scaling up co-crafting with multiple disciplines confrontation

/ / / /commitment in scaling up

Nursery Phase

Nursery Phase

!co-crafting with multiple disciplines

/ROLE OF THE BODY

exploring how textiles can be dynamic and move, behave & change properties based on the way of being, walking & living

/look at the movements that these objects empower,

explore movements of others to create empathy

/

ideating on the body

/

material explorations on the body

/

lo-fi prototyping on the body

/

hi-fi prototyping on the body

/‘the thing’

Sonia Aïssaoui (ArtEZ), Verena Schepperheyn (ArtEZ), Yiyu Chen (ArtEZ), Tamás Fejér (TU/e), Eef Lubbers (TU/e), Meerthe Heuvelings (TU/e)

/

/ / / /Nursery Phase

!!confrontation

/ / / /exhibition exposure enterprising

Adoption Phase

/ / / /Unlace

by Eef Lubbers

Transition from Incubation to Nursery to Adoption

more time and resources needed comes with personal and conceptual concessions transitions are too soon? difficult to align societal, academic and economic adoption

/

/ / / /TexTales

/ / / /Vigour

/ / / /Vigour

/ Conclusion

What: Test-bed to inform and inspire the existing cultures of interaction and textile design to join strengths !How: Growth Plan in three phases as a methodological contribution !Why: Aim for a slower, more sustainable community and foundation towards a mature future of smart textile services

/ Acknowledgements

We acknowledge all designers, researchers and partners from CRISP and Wearable Senses that made this research and pictorial possible. !This work is being carried out as part of the project “Smart Textile Services” sponsored by the Dutch Ministry of Economic Affairs under the CRISP program. !

www.beta-textiles.com

/ Designing Quality in TIII

quality and meaning are created in the interaction with the world !embodied and aesthetic interaction with product, experience and the entire innovation process !!!!!!!!

10. Don’t think thinking, just do doing… and start making together

Recommended