2024年11月3日 星期日

week 10. strong concepts

1. work-in-progress report of cultural probes


2. Strong concepts

1. Jonas Löwgren. 2013. Annotated portfolios and other forms of intermediate-level knowledge.interactions 20, 1 (January 2013), 30-34.

2. Kristina Höök and Jonas Löwgren. 2012. Strong concepts: Intermediate-level knowledge in interaction design research. ACM Trans. Comput.-Hum. Interact. 19, 3, Article 23 (October 2012), 18 pages.

(pp. 23:11- 23:13)
4 constructs:
1. contextual grounding
2. horizontal grounding
3. vertical grounding
4. reflection, articulation, and abstraction

4.

Between theory and practice: bridging concepts in HCI research


Guidelines for Design Process:
1. Interpret your data with rich interpretation, inspiration, imagination, and discourse.
2. Specify several "themes" related to the above interpretation.
3. Build "strong concepts" (in terms of 4 constructs) to meet these themes
4. Give form to these strong concepts, such as mood boards, and cards.
5. Discuss possible expressions (如何用 expression 開展設計) for your design based on these strong concepts

2024年10月27日 星期日

week 9. probology

1. students present Cultural Probes for each team
2. 




3. introducing
"How HCI Interprets the Probes":

2. X-Probes:
(1) identify 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. original probes features v.s. x-probes

epistemology-> methodology -> methods
epistemology->probology->probes


References

Cultural probes and the value of uncertainty


Interpreting the Probes for final project, each team:
1. write down your own probology rules (or beliefs)
2. redesign your probes with various media and methods, according to your probology
3. collect probing data
4. interpret the data, seek the meanings, and perhaps the underlying intentionality behind phenomena.


2024年10月20日 星期日

week 8. probes as methods

1. ESP32CAM Tutorial Q/A
Recent cases:


more detail examples in

Probe Tools (Task Cam)

Making design probes work

Designing for an other Home: Expanding and Speculating on Different Forms of Domestic Life (DIS 18) (Diversifying the Domestic: A Design Inquiry into Collective and Mobile Living, DIS19)

situated visualization & co-speculation



student example:

Expected-Experience Entanglements
Confabulation Radio
Craft consciousness

Report:
1.  Each student present one type of probes in "How HCI Interprets the Probes" 
2. X-Probes:
(1) identify 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
  (canceled)

2. Final project progress report (Oct 30, 2024)

2024年10月13日 星期日

week 7. observation methods

tutorial: ESP32 CAM (by TA)


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?






smart things by M.


Chapter 14. Observation and Ideation


A bAsic observAtion method



1. Define the scope of the observation
2. Pick an audience
3. Observe for an extended period
4. Document observations
5. Interview representatives
6. Organize observations
7. Identify patterns
8. make recommendations


SPECIFIC METHODS:

14.1.2.1 digital ethnography and Public Photos




14.1.2.2 diary studies
14.1.2.3 design Probes
           Cultural Probes
           Technology Probes







14.2 iDeatiOn

     IDEO methods cards
     IDEO methods cards app
 
     www.interactioncards.org


14.2.2 new ideAtion tools
14.2.2.1 crowdsourcing


1. Invite people to generate ideas using a fixed set of criteria.
2. generate hundreds or thousands of ideas.
3. Invite other people to evaluate the quality of the ideas generated by the people in the first
group. Use multiple people to evaluate each idea (or set of ideas) and average the results.
4. Use the highest rated ideas as seeds for further ideation in-house.

14.2.2.2 bodystorming



Reference:
Gaver: Design: Cultural Probes, 1999
Wallace: How Design Probes Work, 2013
(see week 1 introduction for submission info.)
1. Design you Probe Package (deadline 2024/10/30)
    Shoot all your package elements in row and column, upload to google drive.
2. Conduct Probing
3. Interview and Report (Deadline 2024/11/6)

2024年9月29日 星期日

week 5. presentation & discussion

I. Students present EX2: Living with data 

             auto-ethnography method

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?
4. How are the correlation of different data?


References:

Data Epics: Embarking on Literary Journeys of Home Internet of Things Data

II. revisit "calm technology" and "back to the real world"  

Mark Weiser, Designing Calm Technology

  calm technology/ambient intelligence/ambient awareness

Questions:

1. Data and attention issues. Which data should get into our attention? in what form?

2. How to design calmer experience ?

3. How does "locatedness" play a role? What is spatial intelligence (in problem solving like disassembling and assembling a bike)?

4. Where, How, are data displayed? Digital or Tangible? Raw data, classified data, computed data, or AI processed data?


III. team-building and group discussion of final project 

2024年9月22日 星期日

week 4. back to the real world

 1. students present "Broken IT Probes"


Questions:

1. What is the meaning when IT products break?

2. Why people keep broken IT products?

3. How will the broken IT product become further broken? Can you imagine a  "kintsugi" style of your IT product in terms of material or metaphor? What if GAI can generate some samples for you? 

References:

Broken probes: toward the design of worn media

japanese "kintsugi" (金繼)

Sen no Rikyu (千利休) : wabi sabi
kintsugi
 
also  (mac restoration)


2. VR vs. AR

VR:  Sutherland, I. A head-mounted three dimensional display. In Proceedings FJCC 1968, Thompson Books, Washington, DC, 1968

Mark Weiser, Computer for the 21st Century, 1991


    

            Back to the real world

        

            Knowledge-based augmented reality

            Environmental technology: making the real world virtual






Mark Weiser, Designing Calm Technology, 1995


Magical Realist Design, DIS 2020


3. short group discussion about ACM CHI competition 
    (present next week)

2024年9月14日 星期六

week 3. ubiquitous computing and calm technology

1. Broken IT probes 
reference frames: object -> practice -> meanings
reference theory: activity theory (on interaction design org)



reference book: Understanding Media by McLuhan (麥克魯漢, 認識媒體)

1, 媒體四大律:
增強?削弱?重拾?轉化?
(參考"數位麥克魯漢")

2. hot media vs. cool media (熱媒體 vs. 冷媒體)
3. rear-view mirror (後視鏡理論現象)
4. The medium is the message (媒體即訊息)
5. Understanding media: the extension of man (媒體: 人的延伸)

McLuhan’s tetrad of the media :
  • What does the medium enhance, referring to the way in which a new medium enhances or amplifies an existing medium?
  • What does the new medium make obsolete, or in other terms, does the new medium eventually render an existing medium obsolete?
  • What does the medium retrieve that had been obsolesced earlier, referring to how a new medium can bring back something that was previously lost or forgotten?
  • What does the medium reverse or flip into when pushed to extremes, describing how a new medium can eventually be used in a way that is opposite to its original intended purpose?

References:
  1. Takkeci, Mehmet Sarper, and Arzu Erdem. 2024. "McLuhan’s Tetrad as a Tool to Interpret the Impact of Online Studio Education on Design Studio Pedagogy" Trends in Higher Education 3, no. 2: 273-296. https://doi.org/10.3390/higheredu3020017
  2. McLuhan, M.; Powers, B.R. The Global Village: Transformations in World Life and Media in the 21st Century; Communication and Society; Oxford University Press: New York, NY, USA, 1989; ISBN 9780195079104. [Google Scholar]
  3. McLuhan, M.; McLuhan, E. Laws of Media: The New Science; University of Toronto Press: Toronto, Canada, 1992; ISBN 9780802077158. [Google Scholar]




Thing ethnography?
Thing Constellation?
(The co-occurrence of things) 

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?
4. How are the correlation of different data?

EX2: living with data
Conduct an activity to answer the above questions.
Presentation date: Oct. 2, 2024.

References: