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August 04, 2004
DIS2004: aesthetics, ephemerality and experience
designing for ephemerality
paradox of the 'new' office
main reason - increased learning and collaboration
BUT
works against
rendering activities, persons, materials invisible
Learning NOT just as hearing
Participation while away
Transition between locations and cooperative systems
hence desire for common information spaces/KM
Grudin 2002 - 'group dynamics of this new world'
ephemerality of face-to-face meetings
privacy around novice experimenting and failing
can stay at the periphery of social gatherings
support the 'here and now', not 'evverywhere and always'
how and when does ephemerality and peripherality matter?
*****
Understanding Experience in interactive systems
CMU & Uni of Art & Design Helsinki
http://goodgestreet.com/experience/home.html
interaction design is designing product behaviour, sometimes extended over time
need to understand the interactions between products and people, and the experience that results
question: can we design an experience?
no!
We can suggest, frame and provide for particular experiences and their interpretations
to design for experience, we need:
a systematic way to talk about experience
a way to make theories of experience useful to designers
existing models are product-centred, user-centred, or interaction-centered
[very hard to take notes in this one (too many quick slides); a framework for interactions is described]
*****
aesthetic interaction
http://www.interactivespaces.net
emote - physical UI for remote control
(mentioned in http://www.katrinebjerg.net/nyhedsbrev/nov03/peterk.htm )
Shusterman 1992 - Pragmatist aesthetics
aesthetic experience is a potential result of a use relationship
experience not just through the eye, but the entire human body
from efficiency to imagination
from tool to play
non-work related contexts
create involvement, experience, suprise, serendipity and improvisation
aesthetics is about invoking imagination
designers should prvide users with a map to explore, not a route
classic aesthetics - 'does it go with the couch?'
disinterested pleasure vs. engagement with the context
classical - aesthetic lives in the object
pragmatist - aethetics exists between user and object - a use relation
designing for body and mind
HyCon Explorer
http://www.interactivespaces.net/main.php?section_id=124
body becomes cursor in the city
city gains an extra virtual layer
users choose whether they want to be seen
pragmatists insist on the unity of the experience
not just enough to provide tangible interactions if just mapping button pressing to a bigger button pressing
aethetic experience - bodily sensation and intellectual challenge
emote - not intriguing to use, more annoying!
making a video for Dissappearing Computer - 'playful interaction'
with a physical experience, should there be error dialogs, or should real-world retrieval and human interactions be used to correct when things go wrong?
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