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 http://www.peterdalsgaard.comTRANSCRIPT

DESIGNING ENGAGING INTERACTIVE ENVIRONMENTS:A PRAGMATIST PERSPECTIVE
PETER DALSGAARD

FROM WORK-RELATED CONCERNS TO OTHER SPHERES OF HUMAN INTEREST AND ACTIVITY
FROM DESKTOP COMPUTING TO INTERACTIVE ENVIRONMENTS
FROM A FOCUS FUNCTIONAL ASPECTS TOWARDS EXPERIENTIAL ISSUES

HOW CAN WE CONCEPTUALISE THE DESIGN AND USE OF ENGAGING INTERACTIVE ENVIRONMENTS?
1. A CONCEPTUAL FOUNDATION
2. MEANS FOR DESIGN AND REFLECTION
3. PROTOTYPES AND INSTALLATIONS
A pragmatist perspective on interaction design
Techniques for doing design and design research
Crystallizations of research questions and key concerns

DISSERTATION
RESEARCH APPROACH PROJECTS AND PROTOTYPES
PUBLICATIONS PRAGMATIST PERSPECTIVE

AGENDA
RESEARCH APPROACH PROJECTS AND PROTOTYPES
PUBLICATIONS PRAGMATIST PERSPECTIVE
1 2
3 4

DIGITAL URBAN LIVING
EXPERIENCE-ORIENTED TECHNOLOGIES
PHD PROJECT
MAY 2006 APRIL 2009
MEDIA FAÇADES
AGENDA
APPROACH PROJECTS
PUBLICATIONS PRAGMATISM
1 2
3 4

RESEARCH IN DESIGN Focus on the process of design
RESEARCH THROUGH DESIGN Employing a designerly approach in research
RESEARCH ON DESIGN Focus on the product of design
RESEARCH 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 reflection
- puts concepts and theories into play in practice

PROJECTS AND CASES
AGENDA
APPROACH PROJECTS
PUBLICATIONS PRAGMATISM
1 2
3 4

PROJECTS AND CASES

1. THE GUM FAÇADE
Business-to-business trade show
Provide product awareness and engage trade show visitors by use of interactive multi-user wall

2. BALDER’S FUNERAL PYRE
Center for Children’s Literature
Create engaging experiences for children by conveying the mood and narrative elements from Scandinavian mythology through the use of a corridor of flames

3. SILENCE AND WHISPERS
Suomenlinna, a UNESCO world heritage site in Helsinki
Engage visitors in place-specific storytelling using audio fragments distributed in caves

4. WARSAW MUSEUM OF MODERN ART
Proposal for architectural competition
Present visitor information and artwork visualizations by use of interactive displays that employ colour-changing concrete that is integraged into the museum building itself

5. AARHUS BY LIGHT
Concert hall and public park
Facilitate engaging, playful and social interaction around a media façade

OVERVIEW OF PROJECTS Interactive environments
Novel forms of interaction
Span a broad scope
- domains and situations
- users
- scales
- content
- levels of completion
My involvement is motivated by gaining insights to inform my research agenda

PUBLICATIONS
AGENDA
APPROACH PROJECTS
PUBLICATIONS PRAGMATISM
1 2
3 4

PUBLICATIONS

1. INSPIRATION CARD WORKSHOPS
DIS 2006. Co-author: K Halskov
Presents a workshop technique in which cards that represent different sources of inspiration serve as tools to collaboratively develop design concepts.

2. THE EMERGENCE OF IDEAS
International Journal of Co-Creation 2007. Co-author: Kim Halskov
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.

3. MAPS FOR DESIGN REFLECTION
Artifact 2009. Co-authors: K Halskov & R Nielsen
Presents three types of maps for design reflection that capture key aspects of the design process and supports reflection upon them. The maps particularly focus on the ways in which design concepts are represented and transformed throughout the design process.

4. DESIGNING FOR INQUISITIVE USE
DIS 2008
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.

5. PEEPHOLES AS MEANS OF ENGAGEMENT IN INTERACTION DESIGN
Nordes 2009. Co-author: Christian Dindler
Further 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.

6. STAGING URBAN INTERACTIONS WITH MEDIA FAÇADES
Interact 2009. Co-authors: M Brynskov, T Ebsen, J Fritsch, K Halskov, R Nielsen
Presents 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.

7. PERFORMING PERCEPTION
TOCHI 2008. Co-author: Lone Koefoed Hansen
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.

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 specific techniques for design
Some contain means for reflecting upon design and use
Some present design strategies and considerations
They draw upon different strands of theory- pragmatism most prominent

PRAGMATISM Primacy of practice
Emergence
Interaction
Experimentation
Situation
Inquiry
Transformation
Technology
Experience
JOHN DEWEY
AGENDA
APPROACH PROJECTS
PUBLICATIONS PRAGMATISM
1 2
3 4

INQUIRY The creative and transformative process we undertake in order to change an incoherent or undesirable situation into a meaningful and unifying one by employing our own repertoire of knowledge and competences as well as resources in the situation.
Technology and creativity are two salient façets of inquiry

TECHNOLOGY IN INQUIRY We draw upon available resources in inquiry, many of them technological
Technologies in inquiry have experiential and transformative traits
EXPERIENTIAL ASPECTS
DESIGN SITUATIONS USE SITUATIONS
TRANSFORMATIVE ASPECTS
Technologies in inquiry can frame our experience of the situation
Technologies in inquiry can support transformation of the situation

CREATIVITY IN INQUIRY Inquiry is creative; it marks the departure from habit and leads us to change
Creative inquiry has dialogical and distributed traits
DIALOGICAL TRAITS
DESIGN SITUATIONS USE SITUATIONS
Creative inquiry exhibits traits of dialogue, both between imagination, action and reflection, and between person and environment
DISTRIBUTED TRAITS
Creativity may be distributed between users, objects and the environment

SITUATION
INQUIRY
TRANSFORMATION
TECHNOLOGY
EXPERIENCE

WHY PRAGMATISM? Addresses key themes with regards to my research question
- emergence, interaction, situation, inquiry, transformation, technology, experience
Strong affinity with designerly thinking
- intervention and transformation
- experimentation
- tradition and transcendence
Can yield insights into both design and use situations
Can inform design research
Existing contributions - towards a coherent conceptual scaffolding

SUMMARY HOW CAN WE CONCEPTUALISE THE DESIGN AND USE OF ENGAGING INTERACTIVE ENVIRONMENTS?
DISSERTATION
RESEARCH APPROACH PROJECTS AND PROTOTYPES
PUBLICATION PRAGMATIST PERSPECTIVE
1. A CONCEPTUAL FOUNDATION - A PRAGMATIST PERSPECTIVE
2. MEANS FOR DESIGN AND REFLECTION - TECHNIQUES FOR DESIGN AND RESEARCH
3. PROTOTYPES AND INSTALLATIONS - CRYSTALLIZATIONS OF INQUIRIES
CONTRIBUTIONS

FURTHER PERSPECTIVES AND FUTURE WORK
Further examinations of pragmatism in interaction design
- experiential qualities in design and use
- dialogue with other conceptual framings
Design documentation and reflection
Creativity and innovation in design
Closed installations vs. open-ended interactive environments

THANK YOU!