pres tei gsc-jw

28
Jim Wood GSC TEI 2011 Funchal Designing for an everyday ubicomp with tangible and embodied materials

Upload: jimtra

Post on 16-Jan-2015

370 views

Category:

Technology


2 download

DESCRIPTION

Presentation for TEI'11 (the Fifth International Conference on Tangible, Embedded and Embodied Interaction 2011) Graduate School Consortium

TRANSCRIPT

Page 1: Pres tei gsc-jw

Jim Wood

GSC TEI 2011 Funchal

Designing for an everyday ubicomp with tangible and embodied materials

Page 2: Pres tei gsc-jw

- Previous study: Fine Art > Electronic Arts

- 2001 - 2007 working with Masters program “Digital Interactive Media”

- 2006 > PhD studies in Design Department. Goldsmiths

- Started as interest in Physical Computing and DIY

- After ‘Literature review’ stage - proposed to work within the paradigm of ubiquitous computing

Jim Wood - Background

Page 3: Pres tei gsc-jw

The abstract - .....explore the use and development of digital tools and methods to enable prototyping and fabrication of digital artefacts that may belong in the next generation of ubiquitous or pervasive computing.

Designing for an everyday ubicomp with tangible and embodied materials

Page 4: Pres tei gsc-jw

The abstract - explore the use and development of digital tools and methods to enable prototyping and fabrication of digital artefacts that may belong in the next generation of ubiquitous or pervasive computing

‣expanding from the current interest physical computing, digital making and DIY culture

‣the use of design and creative approaches. both in methods and materials to encourage the development of "the internet of things"....

‣Focusing on three areas of study;‣ methods, tools and communities.

Designing for an everyday ubicomp with tangible and embodied materials

Page 5: Pres tei gsc-jw

- 1. Using Design methods for sketching invisible interactions

- 2. Take a materials based approach to embodying sensor devices

- 3. Use communities of practice and peer production

3 PROPOSALS FOR DESIGNINGFOR AN EVERYDAY UBICOMP

Page 6: Pres tei gsc-jw

- 1. Using Design methods for sketching invisible interactions

- 2. Take a materials based approach to embodying sensor devices

- 3. Use communities of practice and peer production

Page 7: Pres tei gsc-jw

Influences: Participatory Design methods

- How to think of these invisible networks?

- Provide a useful framework for engaging users in designing or co-designing

- Johansson & Linde “playful collaborative exploration”

- Brandt “..exploratory design games

Design Methods

‘important things in the middle’, an outlines square frame

with the label ‘everyone will sit by the window’, and

several radial circles were described as ‘many centres’. This

evoked discussions about how the various players

interpreted the game boards and the labels given. After

choosing the game-board the game was played by deciding

which game pieces to include, taking turns placing the

images of users, Moment-cards, and Trace-cards on the

game-board and discussing the various configurations that

emerged. The game finish when the players agree on the

configurations created. To learn more about the experiences

with playing the Landscape Game see [7, 19, 20, 29].

Figure 2. The Landscape Game.

Discussion

The three exploratory design games presented are all aimed

at creating future visions and they function as a framework

for how to organise events that include the people designed

for through processes, which are purposefully structured.

The staging differs but each game has explicit rules for

participation and carefully prepared activities for how the

progression between these should be. The assignments are

all open-ended giving the participants the possibility to

interpret and influence what to focus on in the design. All

this seems to be important for participatory design games to

be successful. It is also important that the games engage the

participants and that they are played in an informal

atmosphere. When looking at the game-pieces Future

Workshops are easiest to prepare, as they only require large

sheets of paper and pens. Thus while taking part in a Future

Workshop the participants solely use language. When they

critique the present (work situation) or create visions of the

future what they have to play with is what each of them

remembers from their work and their associations to the

other participant’s expressions. This is also the case when

including metaphors in the way suggested by Kensing and

Madsen. Taken together the game pieces of the two other

exploratory games include images, video-snippets, game-

boards and pieces in 3D. We will argue that images and

video-snippets from the field are more powerful when

inquiring into existing practice and collaboratively create

future visions. Earlier we have argued that interacting with

tangible mock-ups and discussing the participants use their

visual, auditory, and tactile senses, which evoke more

reflections and comments than when limited by a design

rendered on paper or in computers [3, 4]. The same

argument is valid when comparing using language alone

with the game pieces mentioned.

Both Future Workshops and the Workplace making games

concerns creating ideal as-if-worlds whereas this is not

explicitly mentioned in the Landscape game. Both the

Interactive Organisational Design game and the Landscape

game have connections to Habraken’s concept design

games by the use of stylized game-pieces. This seems to

open up for interpretation and to prompt the individual

participant to be explicit about their understandings and

views when playing. While playing a game the game pieces

are used as ‘things-to-think with’ where reflections from

different participants result in re-seeing the design as to

produce new meaning [35]. The game materials presented

and the rules of the various games help bridging the gab

between the various language-games the participants hold.

The game-pieces functions as what Star [40] calls boundary

objects. They are shared objects, which at the same time

allow for different interpretations.

Enacted Exploratory Design Games

Using scenarios in participatory design have become

increasingly popular. In this last section the games to

discuss are enacted scenarios as exploratory design games.

Their aim is twofold; to develop empathy for the users and

the situations of use and to design while acting out

scenarios in situ. During the years we have experimented

with the scenario game format. As designers we have

worked emphatically with scenarios by playing the roles as

users and acted out the scenarios ourselves [5]. We have

invited users into the Design Lab to create scenarios in

collaboration with other stakeholders. At times these

scenarios are first created using game-pieces and playing

games like the ones presented in the previous sections. The

game materials used to stage enacted scenarios in situ have

most often been stylized versions of the artefact to be

designed represented by simple card board or foam props,

and we have asked the users to enact the scenarios in their

own environment [1]. Often the design team have provided

a number of generic props and asked the users to reflect on

each of them before choosing the one(s) to be used in the

game [1, 5]. In the example to follow we encouraged the

users to produce their own props in foam [7].

Helle enacts how to produce personalized catalogues

Helle is fashion designer. She has her own shop, and is one

of the users in the COMIT (Contextualization Of Mobile

IT) project. When visiting Helle in her shop in order to

create and video record enacted scenarios she was offered

the possibility to produce new props representing artefacts

to be designed in stead of using the ones produced at an

earlier Design Lab event. She chose to make three new

foam models; the image device, the image editing tablet and

a small portable printer. Helle enacts a scenario where she

explores how to use the three devices to produce a

personalized catalogue with annotation for a retailer.

Elisabeth who works in Helle’s shop acts to be the retailer.

!"

#$%&'((!&)&#*+,--./012&+3&45-&0/045&#6*4/,/764+*8&$-2/10&%+03-*-0,-&'((!

IDEO - Method Cards

Brandt - “The Landscape Game”

Page 8: Pres tei gsc-jw

Influences: Notation

- As in computing

- UML Case diagrams /Activity diagrams

- As in Graphic communication

Page 9: Pres tei gsc-jw

Design Specification

• Case study based on touchatag

• create a tool for conceptualising thing networks

• based on touch / contactless interactions [NFC]

• enable design methods for ‘things’ in the internet

Page 10: Pres tei gsc-jw

make thingsReplace

Card(Carrier) Process

Data

Tag

Reader

Writer

Page 11: Pres tei gsc-jw
Page 12: Pres tei gsc-jw

t2t Cards kit

* 1st version

Page 13: Pres tei gsc-jw

t2t Cards kit

* 1st version

t2t Cards kit

* 2nd version

Page 14: Pres tei gsc-jw

t2t Cards board

Page 15: Pres tei gsc-jw

- 1. Using Design methods for sketching invisible interactions

- 2. Take a materials based approach to embodying sensor devices

- 3. Use communities of practice and peer production

Page 16: Pres tei gsc-jw
Page 17: Pres tei gsc-jw
Page 18: Pres tei gsc-jw
Page 19: Pres tei gsc-jw
Page 20: Pres tei gsc-jw
Page 21: Pres tei gsc-jw

LIM-pets

Page 22: Pres tei gsc-jw

- 1. Using Design methods for sketching invisible interactions

- 2. Take a materials based approach to embodying sensor devices

- 3. Use communities of practice and peer production

Page 23: Pres tei gsc-jw

“Badger”

“A physical artefact from social networks”

Platforms:‣Mifare RFID reader/tags‣Perl‣Open CI cms‣Adobe Illustrator‣Printer‣Hand Badge press

Sept-2007

Collaboration: Jim Wood, Mark Wubben, Audrey, 

Mediamatic,

@ PICNIC, Amsterdam, NL. 2007

Page 24: Pres tei gsc-jw

“RFID Smartcard Pet Creator”

platforms:

‣USB Mifare RFID reader‣Processing software (JAVA)‣Laser printer

Feb/Mar 2009

by Punch and HoleMyah Chun, Nuno Lourinho, Jim Wood

exhibited as part of Takeaway Festival @ Kinetica Art Festival, London

and at Maker Faire, Newcastle

Tag Pet - Punch + Hole

Page 25: Pres tei gsc-jw

“Hi-Lo Tech” - experiments with material computing

Platforms:

‣ Cardboard circuits.‣ Conductive Thread.‣ Processing / Arduino etc.

June 2010

Prototype made in“Design for Better Living Workshop”, Brighton.

Organised by CHANGE project OU Pervasive Interaction Lab

+ MIT Hi Lo Tech group

Page 26: Pres tei gsc-jw
Page 27: Pres tei gsc-jw

‣http://co-p--e-ts.mixxt.com

starting soon

Co*P*E*Ts

‣Use an online community as a workshop for makers

‣Intention - gather a group of users.

‣Enable exchange of materials

‣Possibilities of peer production

Co*P**E*Ts

Page 28: Pres tei gsc-jw

Jim Wood, Goldsmiths University of London

[email protected]