Peter Dalsgaard: Designing Engaging Interactive Environments

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Slides from Peter Dalsgaard's PhD defense: Designing Engaging Interactive Environments.The defense took place on June 25th 2009. For more information, please visit

Transcript of Peter Dalsgaard: Designing Engaging Interactive Environments


2. FROM WORK-RELATED CONCERNS TO OTHER SPHERES OF HUMAN INTEREST AND ACTIVITYFROM A FOCUS FUNCTIONAL ASPECTS TOWARDS EXPERIENTIAL ISSUES FROM DESKTOP COMPUTING TO INTERACTIVE ENVIRONMENTS 3. HOW CAN WE CONCEPTUALISE THE DESIGN AND USE OF ENGAGING INTERACTIVE ENVIRONMENTS? 1. A CONCEPTUAL FOUNDATION A pragmatist perspective on interaction design 2. MEANS FOR DESIGN AND REFLECTION Techniques for doing design and design research 3. PROTOTYPES AND INSTALLATIONSCrystallizations of research questions and key concerns 4. DISSERTATION RESEARCH APPROACH PROJECTS AND PROTOTYPESPUBLICATIONS PRAGMATIST PERSPECTIVE 5. AGENDARESEARCH APPROACH PROJECTS AND PROTOTYPES 1 2 PUBLICATIONS PRAGMATIST PERSPECTIVE3 4 6. EXPERIENCE-ORIENTED TECHNOLOGIES MEDIA FAADES DIGITAL URBAN LIVING MAY 2006 APRIL 2009 PHD PROJECTAGENDAAPPROACHPROJECTS1 2 PUBLICATIONS PRAGMATISM 3 4 7. RESEARCH ON DESIGN Focus on the product of design RESEARCH IN DESIGN Focus on the process of design RESEARCH THROUGH DESIGNEmploying a designerly approach in researchRESEARCH IN AND THROUGH DESIGN Directed at improving the understanding and practice of interaction design,using involvement in design experiments and projects as a catalyst for knowledge generation Motivation for this methodological choice:- access- closeness- experimentation and reection- puts concepts and theories into play in practice 8. PROJECTS AND CASESAGENDA APPROACHPROJECTS1 2PUBLICATIONS PRAGMATISM3 4 9. PROJECTS AND CASES 10. 1. THE GUM FAADE Business-to-business trade showProvide product awareness and engage trade show visitors by use of interactive multi-user wall 11. 2. BALDERS FUNERAL PYRE Center for Childrens LiteratureCreate engaging experiences for children by conveying the mood and narrative elements from Scandinavian mythology through the use of a corridor of ames 12. 3. SILENCE AND WHISPERS Suomenlinna, a UNESCO world heritage site in HelsinkiEngage visitors in place-specic storytelling using audio fragments distributed in caves 13. 4. WARSAW MUSEUM OF MODERN ARTProposal for architectural competitionPresent visitor information and artwork visualizations by use of interactive displays that employ colour-changing concrete that is integraged into the museum building itself 14. 5. AARHUS BY LIGHT Concert hall and public parkFacilitate engaging, playful and social interaction around a media faade 15. OVERVIEW OF PROJECTS Interactive environments Novel forms of interaction Span a broad scope- domains and situations- users- scales- content- levels of completionMy involvement is motivated by gaining insights to inform my research agenda 16. PUBLICATIONSAGENDA APPROACH PROJECTS 1 2PUBLICATIONS PRAGMATISM3 4 17. PUBLICATIONS 18. 1. INSPIRATION CARD WORKSHOPS Presents a workshop technique in which cards that represent different sources of inspiration serve as tools to collaboratively develop design concepts. DIS 2006. Co-author: K Halskov 19. 2. THE EMERGENCE OF IDEAS Offers an in-depth analysis of how ideas emerge during an inspiration card workshop. The paper highlights the ways in which creativity is distributed across the participants and the inspiration cards, which in turn scaffold the exploration and transformation of emerging design ideas. International Journal of Co-Creation 2007. Co-author: Kim Halskov 20. 3. MAPS FOR DESIGN REFLECTIONPresents three types of maps for design reection that capture key aspects of the design process and supports reection upon them. The maps particularly focus on the ways in which design concepts are represented and transformed throughout the design process. Artifact 2009. Co-authors: K Halskov & R Nielsen 21. 4. DESIGNING FOR INQUISITIVE USE Presents the notion of inquisitive use on the basis of pragmatism. Inquisitive use proposes a view on how to design for engaging interaction when challenging situations lead users to resourceful exploration. DIS 2008 22. 5. PEEPHOLES AS MEANS OF ENGAGEMENT IN INTERACTION DESIGNFurther explores the concept of inquiry through the notion of peepholes, a design strategy for developing engaging interactive environments that on the one hand reveal glimpses of hidden phenomena to evoke users interest, on the other hand offer ways of exploring these hidden layers. Nordes 2009. Co-author: Christian Dindler 23. 6. STAGING URBAN INTERACTIONS WITH MEDIA FAADESPresents the development and study of Aarhus by Light and the ways in which the installation transformed the practices and experiences related to the concert hall and its surroundings. Interact 2009. Co-authors: M Brynskov, T Ebsen, J Fritsch, K Halskov, R Nielsen 24. 7. PERFORMING PERCEPTION Presents the notion of performing perception, which states that when a person uses interactive systems in public spaces, he takes on the roles of operator, performer, and spectator at the same time. This has consequences for how both users and others experience interaction. TOCHI 2008. Co-author: Lone Koefoed Hansen 25. OVERVIEW OF PUBLICATIONS Represent the scope and core activities of my research Address concerns relating to both use and design- understanding the use context is essential for design Some contain specic techniques for design Some contain means for reecting upon design and use Some present design strategies and considerations They draw upon different strands of theory- pragmatism most prominent 26. PRAGMATISM Primacy of practice Emergence Interaction Experimentation JOHN DEWEY Situation Inquiry Transformation Technology ExperienceAGENDAAPPROACHPROJECTS1 2PUBLICATIONS PRAGMATISM3 4 27. INQUIRY The creative and transformative process we undertake in order to change an incoherent or undesirablesituation into a meaningful and unifying one by employing our own repertoire of knowledge andcompetences as well as resources in the situation.Technology and creativity are two salient faets of inquiry 28. TECHNOLOGY IN INQUIRY We draw upon available resources in inquiry, many of them technologicalTechnologies in inquiry have experiential and transformative traits DESIGN SITUATIONS USE SITUATIONSEXPERIENTIAL ASPECTSTechnologies in inquiry can frame our experience of the situation TRANSFORMATIVE ASPECTS Technologies in inquiry can supporttransformation of the situation 29. CREATIVITY IN INQUIRYInquiry is creative; it marks the departure from habit and leads us to changeCreative inquiry has dialogical and distributed traits DESIGN SITUATIONSUSE SITUATIONS DIALOGICAL TRAITS Creative inquiry exhibits traits ofdialogue, both between imagination,action and reection, and betweenperson and environment DISTRIBUTED TRAITS Creativity may be distributed betweenusers, objects and the environment 30. SITUATION INQUIRYTRANSFORMATION TECHNOLOGY EXPERIENCE 31. WHY PRAGMATISM? Addresses key themes with regards to my research question - emergence, interaction, situation, inquiry, transformation, technology, experience Strong afnity with designerly thinking- intervention and transformation- experimentation- tradition and transcendenceCan yield insights into both design and use situationsCan inform design researchExisting contributions - towards a coherent conceptual scaffolding 32. SUMMARY HOW CAN WE CONCEPTUALISE THE DESIGN AND USE OF ENGAGING INTERACTIVE ENVIRONMENTS? DISSERTATIONCONTRIBUTIONS1. A CONCEPTUAL FOUNDATION RESEARCH APPROACH PROJECTS AND PROTOTYPES- A PRAGMATIST PERSPECTIVE2. MEANS FOR DESIGN AND REFLECTION- TECHNIQUES FOR DESIGN AND RESEARCHPUBLICATION PRAGMATIST PERSPECTIVE 3. PROTOTYPES AND INSTALLATIONS- CRYSTALLIZATIONS OF INQUIRIES 33. FURTHER PERSPECTIVES Further examinations of pragmatism in interaction design AND FUTURE WORK- experiential qualities in design and use- dialogue with other conceptual framingsDesign documentation and reection Creativity and innovation in design Closed installations vs. open-ended interactive environments 34. THANK YOU!