2015年12月21日 星期一

week 15. object-oriented Annotated portfolios

Ontology

1. ontography (本體書寫)
爆炸圖,心智圖,編碼...

http://www.toddmclellan.com/thingscomeapart

flat ontography:

On the presentation and production of design research artifacts in HCI





How do you define an ontology by presenting "ontography" or Latour Litanies?

Annotated Portfolios:

0. research through design & annotated portfolios
1. annotated portfolios
2. strong concepts


What are the human-centered vs. object-oriented annotated portfolios?

Presentation:
1. using ontography to present your own interesting ontology.
2. choose at least 3 object-oriented designed interaction design artifacts, present their ontographies, and annotated portfolios (both human-centered and object-oriented views)

Deadline: 12/29



2015年12月14日 星期一

week 14. second-order observation

1. student present "object performativity"

2.

植物的慾望

Niklas Luhmann : social system 系統理論


觀察媒體的觀察


自我指涉 (self-reference)
異己指涉 (other-reference)
二階觀察 (second-order observation)


人觀察物
人觀察"自己如何觀察物"

物觀察"人如何觀察物"

Question:
  物件導向人誌學如何採用物vs人之二階觀察?

CASES:
Google deep dream
CIID SelfiePlant

2015年12月7日 星期一

week 13. object-oriented performativity

1. Object-Oriented Performativity

performance of objects:
   books: bookcrossing
   email: dear future me
   photos: reflexive printer
   FB post: ani-printer
   instant message: mettle



   Practice:
   (1) choose an everyday object (or a digital artifact: FB post, message, photo, email, music, ...) as a role
   (2) Framing this role with 4 types of different characteristics (ref: UmK)
   (3) Identify other objects as its social relations
   (3) Perform each role within its social relations with other classmates


2. Performative design
   CIID performative design
  Touching a Stranger: Designing for Engaging Experience in Embodied Interaction

3. Object-oriented ethnography discussion

2015年11月16日 星期一

week 10. object-oriented Ethnography

1. Design Ethnography
2. New trends of "design ethnography"
    anticipatory ethnography
    ethnography of the possible
    ethnography of the impossible

how about object-oriented ethnography?

Reference:
An Internet of Social Things


2015年10月26日 星期一

week 7. design probes

1. students share "design probes"

Observation and Ideation (Smart Things)

Reference papers:
1. Design: Cultural Probes
2. Making Design Probes Work

Reference:
1. Hilary Hutchinson, Wendy Mackay, Bo Westerlund, Benjamin B. Bederson, Allison Druin, Catherine Plaisant, Michel Beaudouin-Lafon, Stéphane Conversy, Helen Evans, Heiko Hansen, Nicolas Roussel, and Björn Eiderbäck. 2003. Technology probes: inspiring design for and with families. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems(CHI '03). ACM, New York, NY, USA, 17-24.

2. Kirsten Boehner, Janet Vertesi, Phoebe Sengers, and Paul Dourish. 2007. How HCI interprets the probes. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '07). ACM, New York, NY, USA, 1077-1086.
(student present 2-week later)

 Probology:
(1) identity probes
(2) urban probes
(3) domestic probes
(4) value probes
(5) empathy probes
(6) mobile probes
(7) digital cultural probes
(8) cognitive probes
(9) technology probes

3. Eric Paulos and Chris Beckmann. 2006. Sashay: designing for wonderment. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '06), Rebecca Grinter, Thomas Rodden, Paul Aoki, Ed Cutrell, Robin Jeffries, and Gary Olson (Eds.). ACM, New York, NY, USA, 881-884.


How to conduct "object-oriented ethnography"? Ref: An Internet of Social Things

2015年10月12日 星期一

week 5. observation methods

1.  ACM SDC issue discussion
2. Introducing Observation Methods

Questions:
1. What is Observation in Design Process?
2. What observation methods are there?
3. What is the method of Cultural Probes?
4. How to design Cultural Probes ?
5. How to collect/analyse/interpret data?


For ACM SDC, present your Design Probes (toolkit and data returned if possible) and your interpretation (or intention for possible return).
presentation date Oct. 28, 2014.



Observation and Ideation (Smart Things)

Reference papers:
1. Design: Cultural Probes
2. Making Design Probes Work

2015年10月5日 星期一

week 4. ubiquitous computing

Ubiquitous Computing

Discussion on
Mark Weiser, Computer for the 21st Century

Questions:
1. How do we live with data?
2. How do we perceive (feel) the data we live with?
3. What is the form of data to live with?

Conduct an activity to answer the above questions.
Presentation date: Oct. 20, 2015.

Reference:

connected body 
Experiencing the Affective Diary
Reflecting on the design process of the Affective Diary

2015年9月21日 星期一

week 2. IOT presentation

Suggested Presentation & critique guidelines:

1. BPMRC
    Background (problem, idea, gap)
    Purpose (better future, intended future)
    Method (framing, approach, tool)
    Result (outcome, expected output)
    Conclusion

2. MEFF
    Material (idea, problem, issue)
    Expression (metaphor, scenarios, emotion)
    Function  (task, path, technology)
    Form (representation, affordance)


Activities:

1. Students Present 50 Connected Devices
 
50 Connected Devices - How Mobile and the Internet of Things Will Affect You from Crittercism

2. ACM student design competition Kick-off presentation
    What is the plan for design?
    How do you frame your problem?
    Which method do you want to use?
    What approach? Theory driven? Example based? Fictional paper abstract?
 
    Next presentation: Oct. 6, 2015

  2016 ACM student design competition
  Late-breaking work
  DIS 2016 (Designing Interactive System)
   DIS pictorial example

3. Discussion on Weiser's "The computer for 21st Century"

EX1: Broken IT probes (Oct. 6, 2015)
1. collect at least one "out-of-date" (old, worn) IT (information technology) product.\
2. speculate with the object's viewpoint
3. complete a secrete-life diary of the object

2015年9月14日 星期一

week 1. introduction


1. 學生為主體的學習 (報告、討論、帶領工作坊、參與競賽)
    Students as learning subjects (report, discussion, workshop holding, competition)
2. 自主學習設計方法、設計工具、設計流程。
    self learning design methods, design tools, design process
3. 自行蒐集設計資料、定義問題、製作設計工具。
    self collecting data, framing problems, making design tool
4. 自行訂定設計評估方法,使用者調查方法。
    self designing evaluation methods, user study methods

期末: (final)

 組隊投稿 ACM 學生設計競賽。
 Team up to participate ACM Student Design Competition

評分方式: (Grading)
1. 個人表現 60% + 團隊表現 40 %
    Personal performance 60% + Team performance 40 %
2. 評分項目: 課堂出席、參與討論﹐、互相評論、競賽作品完整度。
    Evaluation items: course participation, discussion, critique, completeness of ACM competition


50 Connected Devices - How Mobile and the Internet of Things Will Affect You from Crittercism

個人報告 共同完成 50 件 IoTs (9/22/2015)

1. 組隊 (2-5 人/隊)
2. 報告比賽規劃 (9/22/2015)

ACM Student Design Competition:

https://chi2016.acm.org/wp/student-design-competition/

Example:

Craft consciousness
footpal team 2010
paper
BlindNavi 2015

Readings:
Mark Weiser, Computer for the 21st Century

2015年6月24日 星期三

2015資訊設計 / Voice walker / 鄒若萱 王馨怡 吳思雁


在日常生活中我們時常忽略聲音,比如說聲音的持續(四周雜音、機器運轉)使我們對其失去感受、生活中微小或是不被注意到的聲音會被忽視。


對於聲音,我們想要運用一些方法在日常中讓人感受到它不同的面貌,我們發想了三種表現聲音的方式,利用聲音的大小聲來影響物體的震動力、紀錄的聲音詮釋對記憶的情感、以及燈光的照明指示出聲音的來源。 


全文連結:

2015年6月23日 星期二

2015 資訊設計 莫立恒/廖源

彈幕的素材覺知與慢科技交互技術 
針對文字素材的設計物包括現在對文字和圖像的結合創意日 常應用都都逐漸出現在大家的生活當中,視頻、遊戲、社交 軟件等等。而彈幕的出現在近幾年中則是在網路中新流行起 來的文字內容表現形式。它的出現創造了彈幕視頻,讓觀眾 在看視頻的同時可以某一個時刻下地評論和吐槽。這樣子對 文字素材和內容新的表像手法給了我們十分多新的概念和思 考。在交互上確鑿是一個十分有意思的方式,讓原來可以十 幾年來看視頻的感受、感覺、感知有了新的詮釋和體會。 


全文鏈接:http://issuu.com/224600/docs/____________________________________817eb7660588d3/1

2015資訊設計 / Air Lamp / 許元耀 林子虹



當前科技對於能量消耗之顯現,皆利於使用者更精確地知悉耗用量,以作為電子產品使用持續時間、電力收費評估之準則,而目前呈現方法幾乎傾向介面端的數值結論性,如常見的電力公司所設置之電表顯示器、電子產品螢幕端之電力剩餘數值(圖像)等等,其將電力消耗轉變得極其理性,消褪使用者對於電子產品耗能的非理性感知,或稱為「能量消耗的詩性表達」。耗能的理性在此指涉為對於能量損耗的結論詮釋,總耗能累計的數值屏幕、相對應的剩餘能量圖示、能量不足時的提醒通知,便於使用者理解電子產品猶能運作之時間及消耗的總量,科技在此強調世界以功能性至上的實用性原則為主。本研究將據以理性的觀點出發,探討體現電能耗損的理性以外的非理性層次,並引介伊德技術後現象學以及慢科技,透過更完善的「人-技術-世界」關聯視野,加入以設計時間存有原則的慢科技,發展非結論式的耗能表達式。

(1)能量的耗減直截地影響物的功能性表達,其二者將如何被使用者所詮釋,及更豐富化的詩意感受?(2)當使用者經驗伊德的體現關係、詮釋關係以及類他關係的同時,使用者可以經驗到更豐富的詩意想像?

2015年6月8日 星期一

week 14. phenomenological study

Electric Materialities and Interactive Technology by Pierce & Paulos

Project 3
[step 4]
1. develop at least 3 possible prototypes (simple forms) for something to be aware (in your previous project) (based on "variational method": e.g. Husserl's imaginative variations, Ihde's perceptual variations)
    "One can         "
2. present "phenomenologically -informed analysis" of these prototypes.
    (a) what is the ordinary ? How do people see "the ordinary"?  (specify at least 3 themes)
    (b) what do your prototypes mean, in contrast to the ordinary? compare them. (specify at least 3 themes)

3.  Propose one "interactive form" to highlight your findings from above results
    (a) describe this prototype, and build diegetic prototype, (physical prop), illustrate with photos
    (b) present phenomenological analysis with rich interpretations (specify at least 3 themes)

4. propose possible design implications and design strategies
5. conclusion.

format : pictorial paper (acm Extended Abstract) within 10 pages
upload to blog

deadline 6/23, pm 2:00 presentation


2015年5月18日 星期一

week 11. material awareness

Material Awareness by James Pierce

1. three relations between technology and human
2. slow technology as a hermeneutic relation: How can slow tech provide material awareness?
3.What is awareness? What is to be aware?
4. readiness-to-hand v.s. presence-at-hand


Project 3
[step 3]
1. What is the material to be aware of?
2. What form could be used to provide material awareness?
     hermeneutic relation: slow technology: physical form according to time-aspect
     alterity relation: animate objects
     How about embodiment relations?
3. Propose a series of 3 tangible artifacts to provide material awareness:
     1. embodiment relation
     2. hermeneutic relation
     3. alterity relation

present "form studies" (also ref: counterfunctional things) on 5/26

TEI submission INFO:

http://www.tei-conf.org/16/

2015年5月11日 星期一

2015年5月4日 星期一

week 9. experiencing prototype

1. Experience making activity:
    Practice:
    (1) Choose a target user
    (2) Visit the user's microblog (FB, twitter), and select one post
    (3) Using keywords in the post to search for another new article (book intro, news title, or user's previous post)
   (4) interweave the post and the article and send to the user
   (5) interview and discuss the experience

2. Introduce examples:
   (1) Reflexive printer


Reflexive printer from Benforest on Vimeo.

   (1) CrescendoMessage
   (2) AniPrinter

  Example
   One-hour photo

3. Ideation with Interaction Tarot



2015年4月27日 星期一

week 8. probing of slow tech

What are general Probing methods?
How to make Probing of Slow Technology?
How to sketch user experience of slow technology?

"FutureMe" investigation
  
 What is Probing of "slow technology"?

  How to create FutureMe or Pensieve-like "Wizard of Oz" experience?
 


Project 3. Slow technology design
[Step 2] PROBING:
1. Create your own probing tools (toolkits) for slow technology
   paper prototype, Wizard of Oz experiment, online activity, ...
2. Collect your data
3. Analyze your data

Deadline 5/12, 2015

2015年4月6日 星期一

week 6. slow tech workshop in DIS 2012

manifesto
1. How fast?
2. What is reflective design?
3. Why we preserve things?
4. How an antiquarian relates to interaction design?

selected submissions in DIS 2012

each student presents a submission:
1. What is the artifact?
2. What is the method (or methodology)?
3. What is the core concept of slow technology?
4. How to relate to the original idea of Redstrom?



2015年3月30日 星期一

week 5. three aspects of slow tech

1. reading: 3. Examples and Projects
2. student presentation of "form" and "material" strength in person
3. Slow Technology design case:

 (1) Slow technology: critical reflection and future directions
 (2) Photobox: on the design of a slow technology
 (3) Designing for slowness, anticipation and re-visitation: a long term field study of the photobox







Exercise:
 1. Use three aspects of slow technology (reflective technology, time technology, and amplified environments) to analyze Photobox.
 2. Use "Form" and "Function" to analyze Photobox.
 3. Evaluate Photobox with presence/use, aesthetics (inner logics)/empirical studies, reflection/usability, interpretation (explanation and understanding)/positivism, different contexts
 4. Use guidelines for slow tech (simplicity in material and complexity in form) to analyze Photobox


Project 3. Slow technology design
[Step 1] OBSERVATION:
              1. find an interesting activity as you like, photo, dance, music, sport, reading, party, ...
                  (Take photos, record sounds, or video, capture screen, interview, ethnograph)
              2. identify the fast parts of the activity
              3. seek opportunities for three aspects of slow technology (reflective technology, time technology, and amplified environment)

deadline : 2014, 4, 14

reference: Smart Things: Chapter 14

http://0-www.sciencedirect.com.millennium.lib.ntust.edu.tw/science/article/pii/B978012374899700014X


2015年3月24日 星期二

week 4. guidelines for slow technology

Reading "Developing Guidelines for Slow Technology" in Paper.

Student presentation of Project 2.


Homework:
分析自己的 Material 與 Form 的掌握能力。

2015年3月23日 星期一

COLOUR TV



COLOUR TV [lour]
(vi.)皺眉,變陰沈皺眉,陰沈


光線X視覺X聽覺

光線明度高時------電視整體飽和度降低,聲量降低
光線明度高時------電視整體飽和度提高,聲音也放大





2015資訊設計 / project2 / 吳思雁


心的紋路




[情緒]
雜亂 ─ 水面平靜
平靜 ─ 水面漣漪

利用穿戴式裝置之耳機或手環,感應使用者的心情。

心情平穩時,心律/脈搏則較穩定,瓶中的水呈現多樣化的表現,
視覺上可看到水面漣漪起不同樣貌的水波紋路。

心情較繁雜,則心律/脈搏較不穩定,水面靜止無起伏,
讓使用者在看到止水的狀態時,能降低繁雜的情緒,而能有平穩的心情。

當使用耳機聆聽音樂時,隨著音樂帶來的節奏,帶來心境上的起伏,
同時欣賞水面花紋帶來的樂趣。

M10210304 陳威霖







2015資訊設計 / project2 / 王宇欣

貓咪在外出籠內容易因許多因素而感到緊張,並在籠內大叫
而讓貓咪在最短時間內平靜下來的方式是讓牠看不見周遭的環境















結合百葉窗與寵物外出籠的功能,
當貓咪在籠內焦慮亂叫時,外出籠會偵測到聲音,
並將原先開啟的百葉窗關閉,讓外出籠內呈現黑暗狀態,進而安撫籠內貓咪的情緒。

百葉窗雙面顏色不同,
外側為淺色
內側為深色
當百葉窗關閉時,內側較深的顏色會出現,
進而提醒主人籠內貓咪可能有異狀。

2015資訊設計 / project2 / 鄒若萱


視覺的可見度會影響我們對空間的感知

一般而言
我們感知上越明亮越寬敞通風,反之狹窄而悶塞

此風扇根據光源的明亮改變轉速,
在越暗的環境轉速越快,
對空氣流動的感受越強烈。

2015資訊設計 / project2 / 林子虹


DPI為每英吋之像素,因此在解析度為800*600的螢幕下,
若滑鼠DPI=400,使用者需移動2英吋,以此類推。
故DPI越高,使用者在操作滑鼠時越省力。

時間 — 速度 — 心智

設計理念

現代科技追求精準、高效率與更方便易用的設計,
也因為這些進步,讓我們不知不覺花費更多時間在使用電腦上,
如何透過設計讓人的心智休息並反思是慢科技的主要目標。

透過滑鼠下的光感應元件,累計滑鼠所移動的像素量,
隨著像素量的遞增,運算單元會自動遞減滑鼠的DPI值,
由此加速使用者在身理與心理上的疲勞感,
進而減少長時間沈迷於電腦前的狀況。

滑鼠不動(休息)時,像素量會慢慢減少,DPI也會隨之增加,
使用者可從滑鼠底部的顯示螢幕看到目前的像素量。


2015資訊設計 Project-02 許元耀







2015資訊設計/慢設計/莫立恒

手機/過長時間使用
現代人常會出現一種一旦開始專注使用手機,時間的概念就會淡化,
很可能出現一刷手機就過去了幾個小時,導致影響了原本工作和生活的計劃


                                       
當手機在使用了一定長度的時間后,屏幕會出現失焦或者霧化的模糊效果




你可以使用手去把模糊的效果抹掉,從而看清內容,
但隨著時間的不斷增長,其模糊的恢復間隔會不斷變短。

可選擇開啟 / 關閉此功能



//另外的一個發想:SlowPhoto
發出照片/選擇模糊程度/變清晰的時間/是否可以抹掉
收到照片/等待慢慢變清晰/申請可否在某一個地點或者某一個時間點抹掉模糊



2015年3月16日 星期一


    M10210304  陳威霖

    在使用一個物件或做一件事時
    究竟真的花了多少心思在其當下的物件 或事情上
   
    眼鏡起霧 / 記錄使用狀況

2015資訊設計project1 / M10310304吳思雁


慢食筷



主張慢食的餐具設計─筷子 

上方有水平儀偵測使用者使用次數,
在限定時間內若使用次數過高(偵測水平儀內的小球超過基準線)

次數過於頻繁則筷子會越變越短(筷子共有七節),達到刺激使用者慢食的作用。

2015 資訊設計/王馨怡/漫飲 


漫飲

隨著溫度變化而漸變的杯內景樣,

熱水>常溫
海灘>雪景

在這時間消逝的途中會有一些微妙的景象變化
也讓人享受這時間逝去的一番趣味。







2015資訊設計 Project-01 許元耀













2015資訊設計 / project1 / 林子虹