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

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Information about Tiii presentation by dr. ir S.A.G. Stephan Wensveen
Design

Published on October 13, 2014

Author: IndustrialDesignCenter

Source: slideshare.net

Description

Presentation about the design and development aproach at the TU Eindhoven.
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1. / Designing Quality in TIII ! ! ! ! ! ! ! Stephan Wensveen

2. / Designing Quality in Tangible Intuitive Interactive Interfaces ! ! ! ! ! ! ! Stephan Wensveen with many others

3. / 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)

4. / 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.

5. / Red thread Where do we come from? ! What do we believe in?

6. / Theoretical Anchoring Ecological Perception Phenomenology Pragmatism Rich Interaction Interaction Frogger Theories Rich Interface Alarm Clock Camera Funky Design Space Designs Fonckel Light Resonant Interaction Intuitive Interaction Frameworks Aesthetic Interaction

7. / 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.

8. / 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.

9. / 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.

10. Data Centered view Ulmer and Ishii (2001) /Poco (2005) by Philip Ross

11. / 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.

12. Perceptual Motor Centered view Djajadiningrat et al. (2002) / Moto (2005) by Philip Ross

13. / Semantic Approach ! cognition/language semantics/semiotics icons/metaphor knowable Direct Approach ! behavior/action affordances/effectivities feedforward/feedback tangible

14. / 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.

15. /Alarm Clock by Stephan Wensveen

16. / 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

17. / Research through Design

18. C/hapter 5 Experiments 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

19. C/hapter 5 Experiments 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

20. / Chapter 5 Affective state: Valence

21. / Chapter 5 Affective state: Arousal

22. C/hapter 5 Urgency 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

23. C/hapter 5 High urgency

24. C/hapter 5 Low urgency

25. C/hapter 5 Experiments ‘watch film clip’ and empathize set the alarm clock fill in form

26. /

27. C/hapter 5 Experiments 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

28. C/hapter 5 Action parameters ! ! ‘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

29. C/hapter 5 Pattern parameters Vertical symmetry

30. C/hapter 5 Pattern parameters Horizontal Symmetry

31. C/hapter 5 Pattern parameters Towards/Away

32. C/hapter 5 Pattern parameters Towards/Away

33. C/hapter 5 Pattern parameters Centralization

34. C/hapter 5 Pattern parameters Centralization

35. C/hapter 5 Pattern parameters Smoothness

36. C/hapter 5 Pattern parameters Smoothness

37. C/hapter 5 Results: Valence more balance more symmetry faster actions

38. C/hapter 5 Results: Arousal action towards user less V-symmetry faster actions smoother patterns less balance

39. C/hapter 5 Results: Urgency smoother patterns less balance less V-symmetry

40. direction modality direction modality dynamics direction modality direction modality dynamics /Interaction Frogger Framework direction modality direction modality dynamics by Stephan Wensveen inherent! feedback! augmented! feedback! functional! feedback! action! location dynamics expression time location dynamics expression time location expression time location expression time location expression dynamics modality direction time inherent! feedforward! augmented! feedforward! functional! feedforward! location dynamics expression time direction modality dynamics location direction modality dynamics expression time location expression time location expression time location expression dynamics modality direction time

41. / 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.

42. / 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 !

43. / 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.

44. /

45. / Designing Quality in TIII ! ! ! ! ! ! ! Stephan Wensveen

46. / Designing Quality in Textile Intuitive Interactive Interfaces ! ! ! ! ! ! ! Stephan Wensveen

47. / 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.

48. 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.

49. / Incubation / Nursery / Adoption / Phases of growth Each phase ends with prototyping Each phase stimulates testing in ‘real life’ Each phase has its own characteristics 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).

50. / Incubation Ph/ase / / material innovation conceptual curiosity personal craft and creativity

51. / Incubation Phase / / / material innovation

52. / Incubation Phase / / / conceptual curiosity

53. / Incubation / / / ! ! personal craft and creativity

54. / / Nursery Pha/se / commitment in scaling up co-crafting with multiple disciplines confrontation

55. / / / / commitment in scaling up Nursery Phase

56. Nursery Phase ! co-crafting with multiple disciplines

57. / ROLE OF THE BODY exploring how textiles can be dynamic and move, behave & change properties based on the way of being, walking & living

58. / look at the movements that these objects empower, explore movements of others to create empathy

59. / ideating on the body

60. / material explorations on the body

61. / lo-fi prototyping on the body

62. / hi-fi prototyping on the body

63. / ‘the thing’ Sonia Aïssaoui (ArtEZ), Verena Schepperheyn (ArtEZ), Yiyu Chen (ArtEZ), Tamás Fejér (TU/e), Eef Lubbers (TU/e), Meerthe Heuvelings (TU/e)

64. /

65. / / Nursery Pha/se / ! ! confrontation

66. / / / Adoption Phase / exhibition exposure enterprising

67. / / / / Unlace by Eef Lubbers

68. 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

69. /

70. / / / / TexTales

71. / / / / Vigour

72. / / / / Vigour

73. / 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

74. / 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

75. / 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

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