Artefacts as a Cultural and Collaborative Probe in Interaction Design

Similar documents
Influence of lexical markers on the production of contextual factors inducing irony

Creating Memory: Reading a Patching Language

Compte-rendu : Patrick Dunleavy, Authoring a PhD. How to Plan, Draft, Write and Finish a Doctoral Thesis or Dissertation, 2007

Laurent Romary. To cite this version: HAL Id: hal

Reply to Romero and Soria

QUEUES IN CINEMAS. Mehri Houda, Djemal Taoufik. Mehri Houda, Djemal Taoufik. QUEUES IN CINEMAS. 47 pages <hal >

PaperTonnetz: Supporting Music Composition with Interactive Paper

Sound quality in railstation : users perceptions and predictability

Interactive Collaborative Books

On the Citation Advantage of linking to data

On viewing distance and visual quality assessment in the age of Ultra High Definition TV

Workshop on Narrative Empathy - When the first person becomes secondary : empathy and embedded narrative

Embedding Multilevel Image Encryption in the LAR Codec

Learning Geometry and Music through Computer-aided Music Analysis and Composition: A Pedagogical Approach

Open access publishing and peer reviews : new models

Translating Cultural Values through the Aesthetics of the Fashion Film

La convergence des acteurs de l opposition égyptienne autour des notions de société civile et de démocratie

Adaptation in Audiovisual Translation

A new conservation treatment for strengthening and deacidification of paper using polysiloxane networks

Natural and warm? A critical perspective on a feminine and ecological aesthetics in architecture

Primo. Michael Cotta-Schønberg. To cite this version: HAL Id: hprints

Releasing Heritage through Documentary: Avatars and Issues of the Intangible Cultural Heritage Concept

Motion blur estimation on LCDs

REBUILDING OF AN ORCHESTRA REHEARSAL ROOM: COMPARISON BETWEEN OBJECTIVE AND PERCEPTIVE MEASUREMENTS FOR ROOM ACOUSTIC PREDICTIONS

Masking effects in vertical whole body vibrations

No title. Matthieu Arzel, Fabrice Seguin, Cyril Lahuec, Michel Jezequel. HAL Id: hal

Indexical Concepts and Compositionality

Philosophy of sound, Ch. 1 (English translation)

The Diverse Environments Multi-channel Acoustic Noise Database (DEMAND): A database of multichannel environmental noise recordings

Opening Remarks, Workshop on Zhangjiashan Tomb 247

A study of the influence of room acoustics on piano performance

Artifactualization: Introducing a new concept.

Regularity and irregularity in wind instruments with toneholes or bells

Translation as an Art

The Brassiness Potential of Chromatic Instruments

A PRELIMINARY STUDY ON THE INFLUENCE OF ROOM ACOUSTICS ON PIANO PERFORMANCE

Who s afraid of banal nationalism?

The multimodal dining experience - A case study of space, sound and locality

Sonic Ambiances Bruitage -Recordings of the Swiss International Radio in the Context of Media Practices and Cultural Heritage

Spectral correlates of carrying power in speech and western lyrical singing according to acoustic and phonetic factors

From SD to HD television: effects of H.264 distortions versus display size on quality of experience

Editing for man and machine

An overview of Bertram Scharf s research in France on loudness adaptation

Stories Animated: A Framework for Personalized Interactive Narratives using Filtering of Story Characteristics

Synchronization in Music Group Playing

A joint source channel coding strategy for video transmission

Perceptual assessment of water sounds for road traffic noise masking

Coming in and coming out underground spaces

Under the shadow of global cinematic metropoles: the case-study of Athens

A Pragma-Semantic Analysis of the Emotion/Sentiment Relation in Debates

Review of A. Nagy (2017) *Des pronoms au texte. Etudes de linguistique textuelle*

Musical instrument identification in continuous recordings

Academic librarians and searchers: A new collaboration sets the path towards research project success

AutoPRK - Automatic Drum Player

Improvisation Planning and Jam Session Design using concepts of Sequence Variation and Flow Experience

A new HD and UHD video eye tracking dataset

Pseudo-CR Convolutional FEC for MCVideo

Multisensory approach in architecture education: The basic courses of architecture in Iranian universities

Musicians on Jamendo: A New Model for the Music Industry?

Visual Annoyance and User Acceptance of LCD Motion-Blur

Industry IoT Gateway for Cloud Connectivity

Technology and Computers in Music and Music Education

Some problems for Lowe s Four-Category Ontology

Decision Problem of Instrumentation in a Company involved in ISO 50001

Effects of headphone transfer function scattering on sound perception

A framework for aligning and indexing movies with their script

Spatial empathy and urban experience: a case study in a public space from Rio de Janeiro

A Comparative Study of Variability Impact on Static Flip-Flop Timing Characteristics

Sound quality : a definition for a sonic architecture

Learning Opportunities for Librarians: Embarking on a Digital Humanities Project

The Teenage Baby on Show

Social Semiotics Introduction Historical overview

The Zoummeroff Collection on Criminocorpus

ANALYSIS-ASSISTED SOUND PROCESSING WITH AUDIOSCULPT

The Prose Storyboard Language: A Tool for Annotating and Directing Movies

Corpus-Based Transcription as an Approach to the Compositional Control of Timbre

STYLE-BRANDING, AESTHETIC DESIGN DNA

CHAPTER I INTRODUCTION. covers the background of study, research questions, aims of study, scope of study,

2015, Adelaide Using stories to bridge the chasm between perspectives

A comparative case study of indoor soundscape approach on objective analyses and subjective evaluations of libraries

Kęstas Kirtiklis Vilnius University Not by Communication Alone: The Importance of Epistemology in the Field of Communication Theory.

Music in Practice SAS 2015

Comparison of De-embedding Methods for Long Millimeter and Sub-Millimeter-Wave Integrated Circuits

A review of some suppressed accelerator tube installations

Non-linear propagation characteristics in the evolution of brass musical instruments design

Multi-modal meanings: mapping the domain of design

GROBID for Humanities When engineering meets History

Constructing Situations or Phenomeno-Praxis

Timing Error Detection and Correction by Time Dilation

Language Value April 2016, Volume 8, Number 1 pp Copyright 2016, ISSN BOOK REVIEW

Multipitch estimation by joint modeling of harmonic and transient sounds

Is Modernity our Antiquity?

Mirrors, Illusions and Epistemic Innocence

Constructing viewer stance in animation narratives: what do student authors need to know?

Placing and tracing absence: A material culture of the immaterial

Poznań, July Magdalena Zabielska

Video summarization based on camera motion and a subjective evaluation method

The Greek Audio Dataset

Tests and perception, a vaster scope

An Adaptive Cartography of DTV Programs

Transcription:

Artefacts as a Cultural and Collaborative Probe in Interaction Design Arminda Lopes To cite this version: Arminda Lopes. Artefacts as a Cultural and Collaborative Probe in Interaction Design. Peter Forbrig; Fabio Paternó; Annelise Mark Pejtersen. Second IFIP TC 13 Symposium on Human- Computer Interaction (HCIS)/ Held as Part of World Computer Congress (WCC), Sep 2010, Brisbane, Australia. Springer, IFIP Advances in Information and Communication Technology, AICT-332, pp.281-284, 2010, Human-Computer Interaction.. HAL Id: hal-01055472 https://hal.inria.fr/hal-01055472 Submitted on 12 Aug 2014 HAL is a multi-disciplinary open access archive for the deposit and dissemination of scientific research documents, whether they are published or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L archive ouverte pluridisciplinaire HAL, est destinée au dépôt et à la diffusion de documents scientifiques de niveau recherche, publiés ou non, émanant des établissements d enseignement et de recherche français ou étrangers, des laboratoires publics ou privés.

Distributed under a Creative Commons Attribution 4.0 International License

Artefacts as a Cultural and Collaborative Probe in Interaction Design Arminda Lopes Instituto Politécnico de Castelo Branco, Portugal aglopes@ipcb.pt Abstract. This paper presents a summary analysis of observed case studies within two design network groups. Designers with different backgrounds created some artefacts which permitted to argument that design can be understood as a dialogue approach. The interaction among designers mediated by the artefact allowed to find cultural markers and a collaborative circle especially significant within the design process. A social methodological perspective followed by semioticians was undertaken for the artefacts analysis. Keywords: Interaction Design, Culture, Collaboration, Artefacts/Arteworks 1 Introduction Interaction design has been associated with computing and technology, but the focus of interaction design must also be on designing the way people interact with any artefact, be it an object, a system, an environment, or being a consequence of the use of digital technologies or not. The aim is to support an interaction among designers that is mediated by the artefact. Much of what is understood about the design of digital artefacts is also applicable to non-digital artefacts. So, it seems that there is no reason for the discrimination between them. This paper presents a synthesis of the analysis carried out within a research about designers with different backgrounds producing artefacts. Designers create culture, as they create experiences and meaning fo r themselves and others. These experiences were reflected in the presented artefacts in the case studies and their analysis and interpretation was given by the objects meaning or what the objects meant in the different things to different people. The collaborative circle consisted of designers who shared similar goals and who, through long periods of dialogues and collaboration, negotiated a common vision that guided the work. The vision, in general, consisted of a shared set of assumptions about the artefact/artwork, including what constituted good work, how to work, what subjects were worth working on, and how to think about them. The engagement with design was entertaining and expanded the notion of the very nature of participation, of taking part in and of itself. Artefacts/artworks are expressions with different signs on different levels of design language. Just as semiotics, the study of signs, helps us to understand practices of description, which in turn reveal how meaning is communicated, so does it enable us

to understand the creativity of the designer, design being a method of the communication of meaning. The conveyance of those meanings and the designer s input, but to consider what the designers actually said and how they behaved during the design process, and to describe the outcome they produced was regarded as of high import in this research. 2 The Study The data was collected within two design network groups: the Leonardo Network group and the White Rose Network for Affective Communication in Consumer Product and Exhibition Design. There were about twenty institutions in the fo rmer and four in the latter; and about 55 artists and technologists that took part in the study. The methods used to collect data for this research were centred on a qualitative study, a combination of research methods was used to collect the data, literature review, including documentation, records of individual and group s experiences and behaviours, case studies, interviews and observation. 3 Artefacts Analysis The approach followed, in the analysis, was a social semiotic one as well as a multimodal social semiotics one. From a methodological standpoint, social semioticians analyse images according to three main metafunctions. Halliday recognise three main kinds of semiotic analyses that are always performed simultaneously [1]. This idea was also extended to images, using a somewhat different terminology: representational, interactive and compositional [2]. The approach allows deconstructing texts into these three main types of meaning. Figures or texts were analysed within this perspective and also describing a thing and its qualities and the context of the things. The qualities referred in this context are related to the object properties such as colour, shape, weight and size. The analysis to follow is an exploratory process involving a visual analysis of a dialogue through a series of drawings that were made in a dialogue context. Far from being a subjective experience, the researcher considers to be a profound dialogical achievement. During the visual analysis of the designers interaction, the fo rm of dialogue observed was: vocal and sketching in that they engaged in dialogue via both words and images. The artefacts developed within some case studies were drawings and words, from this point, all called texts [2]. The artefacts analysis could be carried out in different deepening degrees. We due to the large amount of data selected some examples and did a snapshot analysis. However the goal was attained because it could be argued that each artefact reflected the dialogue that occurred during the design process.

3.1 Artefacts Description and Interpretation In this study, two types of interaction were understood: interaction of designers with the artefact and that among designers mediated by the artefact, this paper refers to the latter one. Table 1 presents the main features considered for the analysis. Table 1 - Meaning Analysis Representational Meaning Syntax (qualities of the artwork - lines, shapes, colours, textures) and Materials Compositional Meaning Semantic (forms, purpose, and meaning) Interactive Meaning Pragmatic (relationships). In each group composition a diversity of designers background was observed, this being the case study that contained the highest variety of participants from different disciplines. This had a reflection on the designers behaviour: they were very engaged in the design process, however they were more critical. Some of them considered that they had gone for systems solutions rather than personalisation and they concluded that they were approaching products as systems in affective design in some way. Also, concerning culture, this group was fo rmed by designers from a variety of national cultures which influenced in the way they talked and in the considerable amount of ideas each team presented until a consensus was achieved defining the one to follow. Referring to creativity, the challenge was conducive to creativity in the way that the designers found solutions. All the drawings were executed within a limited time and also using a limited range of media in order to make their productions as simple as spontaneous as possible. They were executed using paper and pens, with only black, blue and red ink. Some drawings were cut out magazine pictures, some sketches were accompanied with words. In the Human Beans challenge, teams were assigned scenarios and asked to identify the top three emotions to design environments that would mitigate these emotions. From another case study groups were challenged to identify interactive technologies that in some way could respond to a problem set by another team. This took a form of relating to a social issue, a context or setting and a technology in order to produce a bid. In the Chindogu case study, the irony of the design solution arose from the dialogue established between designers during the design process. The proposal was to develop an artefact that could be an interaction device following the chindogu tenets and using the available materials. Throughout the design process stages, communicative practice, collaboration, the demonstration of different levels of creativity and the expression of the designers attitudes, interests, beliefs (culture) could all be seen to have had an effect on the conception of this humorous solution. All the artefacts described and analysed had a common denominator: social interaction. Under this encompassing umbrella, in the artworks from the Human Beans workshops, subjects included were: online networks to facilitate social cohesion: exploration of how technology could facilitate more appropriate communication between people and their loved ones; the use of technology to

preserve cultural memory; comfort associated with concepts of production; affective communication in design. The resultant artworks of the Chindogu challenge must be understood within the context of uselessness. However, in the three resulting outputs, interaction was the overall concept and the preoccupation with communication between humans/humans or humans/animals were the underlying aspect. Both conversations and artefacts/artwork practice were understood in this research as forms of dialogue intimately linked through meaning and, as meaning and interpretation are inherent in the relationship between the verbal and the visual, the practical and theoretical elements involved in the investigative process of the research were mutually dependent. 4 Conclusions Culture was an important component of the design process. During the design of the artefacts/artworks, the opportunity to integrate cultural and geographic qualities into designed objects was provided. There was a cultural context of design and it was this that gave meaning, and also provided the values reflected in the objects fo rm and function. The influence of the designers' own cultural dimensions of values in the design of objects was noted as being very important during the observed design processes. The design of artefacts and artworks was addressed as a response to a need, a desire or a challenge. This response in turn was influenced by the interplay of several factors including designers, the context and other participants in the design process. Also diverse cultural values, such as where the designer was born and has lived, influenced the way s/he designed an object during the design process. Designers relationships were frequently made within an atmosphere of collaboration which means that those involved work together, shared an interest in the design goals and chosen problems, either to find a common solution or to exchange experiences aiming at a better understanding of the situations. Design as dialogue involved experiences: experiences of designers, experiences of the sharing, and experiences during dialogue. The semiotic analysis of the artworks, which contained many messages some more obvious than others, was complex but very interesting, beneficial and also surprising. It was clear that artworks are much more than designed objects - they are structures of meaning and an intersecting point in a network of relations [3]. References 1. Halliday, M.A.K., 1978, Language as Social Semiotics, London, Edward Arnold 2. Kress, G., & van Leewwen, T., 1996, Reading images: A grammar of visual design, London: Routledge 3. Hjelmslev, Louis, 1943, Prolegomena to a Theory of Language. 1953 trans. by Francis J. Whitfield. Madison: University of Wisconsin Press, rev. ed. 1961.