Not Signed-In
Which clippings match 'Interaction Design' keyword pg.1 of 10
24 APRIL 2013

Navimation: Exploring Time, Space & Motion in the Design of Screen Based Interfaces

"Interface design has often been considered a subsection of interaction design (Moggridge, 2007; Löwgren & Stolterman, 2004; Bagnara & Crampton Smith, 2006). In the shift from designing objects to designing experiences, interaction design needs to investigate temporal as well as spatial form (Redström, 2001; Mazé & Redström, 2005), and to see computation as basic material.

From a social, cultural and humanistic perspective, studies of the design of interactions and their contexts of use can be understood in terms of mediated communication and the historical, social, playful and aesthetic in digital design (Blythe, Overbeeke, Monk, & Wright, 2003; Lunenfeld, 1999). This approach has been framed as Communication Design (Morrison et al., in press). This mediational perspective of digital communication is informed by studies in new media, social semiotics, socio-cultural studies of learning and work, and practice-based research into multimodal composition in which mediated discourse itself undergoes change through active use (Jones & Norris, 2005; Morrison, in press). This view is distinct from the structuralist and directional or 'transmission' models of communication (e.g., Crilly, Maier, & Clarkson, 2008) that are not rooted in cultural and mediational theory. From a Communication Design perspective, the interface itself mediates; it is understood as socially and culturally constructed and situated. Such a perspective is not very widely articulated in discussions of the interface in design research. Further, few studies exist of dynamic, digital interfaces and their multimodal characteristics from a specifically media and Communication Design view (e.g., Skjulstad, 2007).

In their design activity, interaction designers invest heavily in the shaping of interfaces as symbolic and cultural texts. Alongside this attention to design, and with reference to user-driven studies, we also need to unpack the features and possible functions of these emerging forms of mediated communication. The proliferation of 'movement in the interface' demands that we pay attention to a variety of media types, genre conventions and earlier media, and to the ways that elements of these are combined in different configurations. Social semiotics provides some means for relating the various graphical, animational and kinetic aspects of dynamic interfaces within a wider communicative perspective.3"

(Jon Olav H. Eikenes and Andrew Morrison, 2010)

Jon Olav H. Eikenes and Andrew Morrison (2010). "Navimation: Exploring Time, Space & Motion in the Design of Screen-based Interfaces", International Journal of Design Vol 4, No 1.

1

TAGS

2010aesthetic experience • Andrew Monk • Andrew Morrison • animational communication • Anja Maier • Bill Moggridge • communication design • computation as material • cultural perspective • cultural texts • design for the screendesign research • designing experiences • designing objectsdigital communicationdigital design • dynamic digital interfaces • dynamic interfacesemerging digital media • emerging forms • Erik Stolterman • funology • genre conventions • Gillian Crampton Smith • graphical communication • humanistic perspective • interaction designinterface designInternational Journal of Design • Johan Redstrom • Jonas Lowgren • Kees Overbeeke • kinetic bodily logos • Mark Blythe • material thinking • media and communication design • media as material objects • mediated communication • mediated discourse • mediated interaction • mediational perspective • mediational theory • movement in the interface • multimodal characteristics • multimodal composition • multimodal user interfaces • Nathan Crilly • navimation • new media • P John Clarkson • Peter Lunenfeld • Peter Wrigh • playfulnesspractice-based research • Ramia Maze • Rodney Jones • screen-based interface • Sebastiano Bagnara • Sigrid Norris • situated perspective • social perspective • social semiotics • socio-cultural studies of learning • spatial form • spatial ordersymbolic meaning • Synne Skjulstad • temporal form • transmission model of communicationuser-driven

CONTRIBUTOR

Simon Perkins
27 MARCH 2013

ECOS: everyday energy consumption through interactive data visualisation

"Inviting play and reflection on the role of green buildings, ECOS presents data on the Cube using a simple and interactive game-like application. The data shows how energy consumption and generation impacts people in a variety of climates within a five-star rated green building like the Science and Engineering Centre (SEC), where the Cube is located.

ECOS incorporates live weather data into an interactive illustration and places a fictional green building into different climates, allowing users to play with the parameters of the buildings and observe the results and the possible impacts on people.

ECOS promotes behavioural change by demonstrating the factors that influence sustainable energy consumption and generation."

Project team: Prof Jeff Jones (Cube Project Leader), Debra Polson (Project Leader), David Wallace, Cassie Selin, Warwick Mellow

1
2

TAGS

2013Australiabehavioural change • Cassie Selin • Creative Industries Faculty • Creative Industries Research • data visualisationDavid Wallace Debra Polsonecological balance • ECOS • energy consumption • energy generation • environmental challengesenvironmental change • environmental impacts • environmental issues • everyday energy consumption • game-like application • green building • green energy • heating efficiency • information aestheticsinformation interaction designinteraction design • interactive data • Jeff Jones • live data • our planetpatterns of consumptionQUTScience and Engineering Centresustainable consumptionThe Cube ProjectsWarwick Mellowworld energy consumption

CONTRIBUTOR

Simon Perkins
24 MARCH 2013

Interaction design research artefacts intended to produce knowledge

"We differentiate research artifacts from design practice artifacts in two important ways. First, the intent going into the research is to produce knowledge for the research and practice communities, not to make a commercially viable product. To this end, we expect research projects that take this research through design approach will ignore or deemphasize perspectives in framing the problem, such as the detailed economics associated with manufacturability and distribution, the integration of the product into a product line, the effect of the product on a company’s identity, etc. In this way design researchers focus on making the right things, while design practitioners focus on making commercially successful things.

Second, research contributions should be artifacts that demonstrate significant invention. The contributions should be novel integrations of theory, technology, user need, and context; not just refinements of products that already exist in the research literature or commercial markets. The contribution must demonstrate a significant advance through the integration. This aspect of a design research contribution makes particular sense in the interaction design space of HCI. Meteoric technological advances in hardware and software drive an aggressive invention of novel products in HCI and interaction design domains that are not as aggressively experienced by other design domains. While product designers might find themselves redesigning office furniture to meet the changing needs of work, interaction designers more often find themselves tasked with inventing whole new product categories.

Our model of design research allows interaction design researchers to do what designers do best: to study the world and then to make things intended to affect change. Our model provides a new channel for the power of design thinking, desired by many disciplines, to be unleashed as in a research context. Design researchers can contribute from a position of strength, instead of aping the methods of other disciplines as a means of justifying their research contribution."

(John Zimmerman, Jodi Forlizzi, Shelley Evenson, p.500, 2007)

John Zimmerman, Jodi Forlizzi, and Shelley Evenson (2007). "Research through design as a method for interaction design research in HCI". In Proceedings of the SIGCHI conference on Human factors in computing systems (CHI '07). ACM, New York, NY, USA, 493-502. DOI=10.1145/1240624.1240704 http://doi.acm.org/10.1145/1240624.1240704

1

CONTRIBUTOR

Simon Perkins
24 MARCH 2013

Copenhagen Institute of Interaction Design: Prototyping

"As design-led and practice-based research institution, CIID has expertise in directly engaging with design and technological materials to produce prototypes. Prototyping is at the center of CIID’s design culture; it provides us with the methods and means to probe future scenarios, situate design discourses and test design and technical implementations in real world contexts. Our prototyping methods range from simple paper based co-creation props to functional physical prototypes of complex systems. In addition, video scenarios and various experience prototyping methods are employed, in the early stages of our research, in order to bring forward surprisingly foundational insights about the “role” a technological object or system may have in the real world. Overall, insights derived from all prototypes feed back into our research process to re-iterate over its concepts or focus. With clear probing or prompting goals, we can better use sketches in materials, hardware and software to think and communicate about research, technologies and their societal impacts."

1

TAGS

applied research • beauty in intangible experiences • CIID • commercial consequences • concept generation • Copenhagen Institute of Interaction Designcross-disciplinary researchDenmarkdesign innovationdesign methods • environmental consequences • environmental responsibilityexperience designidea generation • ideation • innovation driver • interaction designinteraction design researchinterdisciplinary workingintuitive design • intuitive solutions • iterative prototypingknowledge-based economy • multi-disciplinary teams • people at the centre • prototypingrapid prototypingresearch groupservice designsocio-technological dimensions • socio-technological trends • technology and human society • technology as a medium • user research • user testing • visual aesthetics

CONTRIBUTOR

Simon Perkins
09 DECEMBER 2012

The Art & Media Course at Tama Art University in Japan

"Art & Media Course in Information Design Department of Tama Art University manages various kinds of art forms by utilizing digital technologies and bio medias, such like interactive installations, audio & visual performances, software arts, bio arts, digital animations, and future cinemas. Through the background of recent dynamic changes of relationship between technology and human society, we aim to bring up new types of multi-skilled creators who can transcend the traditional boundaries of fine arts, science, engineering, mathematics and philosophy.The Course has established unique creative environment configured by four individual laboratories which has their own research themes."

1

TAGS

applied media arts • art and culture • Art and Media Course in Information Design Department • art forms • art history • art media • art theorybio art • bio media art • CGIcommunication design • communications networks • community arts • craft and materials • creative cinema • cultural and social relations • Department of Information Design • design managementdesign theory • digital animation • digital architecturedigital technologiesdrawing • Faculty of Fine Arts • fine art • future cinema • future phenomenology • human interfaces • IDDlab • information and society • information design • information networks • information without form • integrated media arts • interaction designinteractive artinterdisciplinary workingJapankinetic artmedia arts • media design history • media design theory • media information literacy • multi-skilled creatorsnew craftsperforming arts • social network theory • software artsound art • Tama Art University • technology and human societytime-based artvideo artvideo mediavisual literacyvisual media • write objects

CONTRIBUTOR

Simon Perkins
Sign-In

Sign-In to Folksonomy

Can't access your account?

New to Folksonomy?

Sign-Up or learn more.