A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one of the design sensitivities unique to our practice: a strong first person perspective-where the movements, somatics and aesthetic sensibilities of the designer, design researcher and user are at the forefront. We present an annotated portfolio of design exemplars and a brief introduction to some of the design methods and theory we use, together substantiating and explaining the first-person perspective. At the same time, we show how this felt dimension, despite its subjective nature, is what provides rigor and structure to our design research. Our aim is to assist researchers in soma-based design and designers wanting to consider the multiple facets when designing for the aesthetics of movement. The applications span a large field of designs, including slow introspective, contemplative interactions, arts, dance, health applications, games, work applications and many others.
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There is a growing interest in considering aesthetic aspects in the design of interactive systems. A set of approaches are emerging each representing different applications of the terminology as well as different inherent assumptions on the role of the user, designer and interaction ideals. In this paper, we use the concept of Pragmatist Aesthetics to provide a framework for distinguishing between different approaches to aesthetics. Moreover, we use our own design cases to illustrate how pragmatist aesthetics is a promising path to follow in the context of designing interactive systems, as it promotes aesthetics of use, rather than aesthetics of appearance. We coin this approach in the perspective of aesthetic interaction. Finally we make the point that aesthetics is not re-defining everything known about interactive systems. We provide a framework placing this perspective among other perspectives on interaction.
This paper focuses on ways and means of stimulating idea generation in collaborative situations involving designers, engineers, software developers, users and usability people. Particularly, we investigate tools of design, i.e. tools used in design to get ideas for a new interactive application and its use.Based on different studies from a research project that we have been involved with over the past three years, we present specific examples of such tools and discuss how they inform design. We frame this discussion through the following (theoretical) considerations: a concern for the past and the present in informing design, for using theory as a source of inspiration in design and for making extremes and multiple voices play a role in innovation.These considerations are used to structure and discuss the examples, illustrating how it is important for such tools to be concrete, tangible and even caricatured.
Current work in the field of usability tends to focus on snapshots of use as the basis for evaluating designs. However, giving due consideration to the fact that everyday use of technology involves a process of evolution, we set out to investigate how the design of the technology may be used to support this. Based on a long-term empirical study of television use in the homes of two families, we illustrate how use continuously develops in a complex interplay between the users' expectationsas they are formed and triggered by the design-and the needs and context of use per se. We analyze the empirical data from the perspective of activity theory. This framework serves to highlight how use develops, and it supports our analysis and discussion about how design, the users' backgrounds, previous experience, and needs, and the specific context of use supports or hinders the development of use. Moreover, we discuss how the characteristics of the home settings, in which the televisions studied were situated, represent a challenge to usability work. The concluding discussion leads to a set of hypotheses relevant to designers and researchers who wish to tackle some of the aspects of usability of particular importance to development in the use of home technology.
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