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Metamorphing: the transformative power of digital media and tangible interaction
Malmö högskola, Faculty of Culture and Society (KS), School of Arts and Communication (K3).ORCID iD: 0000-0001-8836-7373
2007 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

The thesis explores how interactive technologies and digital media can be used as transformative mediators and tools. They have the potential to strengthen and enrich the experience of different transformations that are discussed as being important for practices of creativity and learning, where the engagement and relationship to processes of change is fundamental. The flexibility of digital media and forms for tangible interaction constitutes major elements in the design experiments described in the thesis.Material artefacts and physical space play a central role in how people make sense of the world. Looking closely at practices where creativity, learning and communication are important for collaborative work it becomes clear that this insight implies that the concepts of objects and space carry quite a portion of multiplicity. They are used differently and with different intentions, they are understood differently from different perspectives and the look and feel of them appears differently even if they can be described as “one” thing or “one” space.Dealing with these heterogeneities challenges the way we use objects and spaces. It becomes a matter of connecting the multiplicities and how we configure them in relation each other. The research discusses how the discipline of interaction design can support dealing with multiplicity, configuring and mixing of objects and spaces. They are not only used or inhabited; they are performed and enacted.In exploring these issues the thesis discusses the development and experiments with a couple of design prototypes that rests upon basically the same technology, which is a combination of technologies for tracking and/or tagging. Studies and experiments have been performed in three different domains; design work, patient learning while undergoing lengthy rehabilitation and artistic work and performances. The diversity of studied domains provides a way of talking about design that focus on use and users’ appropriation of technology rather than reflecting the technology itself. From a methodological perspective issues of participatory design have been foundational to the research.Some design consequences refers to how we can not only regard interactive artefacts as bundles of functionality. We must also look into issues of giving form to them as material things and the thesis especially reflect how we can override a distinction of things being either material or virtual.Another consequence is how digital technologies often does not replace “analogue” media and material things, but instead are used in parallel and must find a place in an already existing ecology of artefacts, devices and services. In the thesis there is a strong focus on how human action is co-shaped together with artefacts and technology as we perform specific tasks or simply go on about our living and making sense of the world.

Place, publisher, year, edition, pages
Department of Interaction and System Design, Blekinge Institute of Technology , 2007. , p. 245
Series
Blekinge Institute of Technology Doctoral Dissertation Series, ISSN 1653-2090 ; 12
Keywords [en]
interaction design
National Category
Computer and Information Sciences
Identifiers
URN: urn:nbn:se:mau:diva-7428Local ID: 5122ISBN: 9789172951150 (print)OAI: oai:DiVA.org:mau-7428DiVA, id: diva2:1404352
Available from: 2020-02-28 Created: 2020-02-28 Last updated: 2024-03-06Bibliographically approved
List of papers
1. Embodied Interaction: Designing Beyond the Physical-Digital Divide
Open this publication in new window or tab >>Embodied Interaction: Designing Beyond the Physical-Digital Divide
2004 (English)In: DRS2004: Futureground / [ed] Redmond, J.; Durling, D.; de Bono, A, Design Research Society, 2004Conference paper, Published paper (Refereed)
Abstract [en]

The physical and digital worlds are wide apart. Each has its own design professionals: product designers and human-computer interaction experts. However, as computers are becoming ubiquitous, embedded in our everyday objects and environments and embodied in the way we experience them in our everyday lives, this divide becomes problematic. This dilemma is accentuated by the parallel threat of demassification, the potential loss of material and social properties when artefacts become digital. In this paper we argue for embodied interaction as a useful stance for designing beyond this physical-digital divide. This term has been coined by Paul Dourish in the phenomenological tradition, for the creation, manipulation and sharing of meaning through engaged interaction with artefacts. 

Place, publisher, year, edition, pages
Design Research Society, 2004
Series
Proceedings of DRS, ISSN 2398-3132
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:mau:diva-66220 (URN)
Conference
Futureground - DRS International Conference 2004, 17-21 November, Melbourne, Australia.
Available from: 2024-03-06 Created: 2024-03-06 Last updated: 2024-03-06Bibliographically approved
2. Playful Collaborative Exploration: New Research Practice in Participatory Design
Open this publication in new window or tab >>Playful Collaborative Exploration: New Research Practice in Participatory Design
2005 (English)In: Journal of Research Practice, ISSN 1712-851X, Vol. 1, no 1, article id M5Article in journal (Refereed) Published
Abstract [en]

Within the Participatory Design community as well as the Computer Supported Cooperative Work tradition, a lot of effort has been put into the question of letting field studies inform design. In this paper, we describe how game-like approaches can be used as a way of exploring a practice from a design point of view. Thinking of ethnographic fieldwork as a base for sketching, rather than descriptions, creates openness that invites collaborative authoring. The concept of playful collaborative exploration suggests certain ways of interacting with material from field studies so that it becomes a design material for an open-ended design process. We have carried out field studies, transformed the field material into design material, and set up a design game for working with it together with the people we followed in the field. The design game builds on an idea about the power of narratives and the benefits of constraining rules. We believe that this framework for collaboration opens for playfulness, experimentation, and new design ideas.

Place, publisher, year, edition, pages
AU Press, 2005
Keywords
ethnography in design, collaborative design, design games, work practice based design
National Category
Design
Identifiers
urn:nbn:se:mau:diva-66219 (URN)000210405900005 ()2-s2.0-62949091222 (Scopus ID)
Available from: 2024-03-06 Created: 2024-03-06 Last updated: 2024-12-02Bibliographically approved
3. Exploring relationships between learning, artifacts. physical space, and computing
Open this publication in new window or tab >>Exploring relationships between learning, artifacts. physical space, and computing
2005 (English)In: Digital Creativity, ISSN 1462-6268, E-ISSN 1744-3806, Vol. 16, no 1, p. 19-30Article in journal (Refereed) Published
Abstract [en]

Despite the interest in physical interfaces, field studies directly informing development and field trials of prototypes are rare. Particularly rare are design projects that integrate the space and existing artifacts as a resource. We report on the development of an interactive learning environment in support of students of architecture and interaction design. Based on ethnographic fieldwork we specified a set of qualities of the learning environment, which guided the development of physical interfaces (using tags, sensors, video tracking, physical and digital infrastructures). To investigate how students would integrate technologies in their work settings we have organized field trials with open prototypes. These showed the value and some means of mixing evolving artifacts with digital media. In interactive installations students used the space as a stage to experience and explore aspects of places and situations.

Place, publisher, year, edition, pages
Routledge, 2005
Keywords
participatory design, physical interfaces, ubiquitous computing, prototyping
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:mau:diva-66218 (URN)10.1080/14626260500147744 (DOI)000230064500003 ()2-s2.0-21844472768 (Scopus ID)
Available from: 2024-03-06 Created: 2024-03-06 Last updated: 2024-03-06Bibliographically approved
4. Collaborative articulation in health care settings: Towards increased visibility, negotiation and mutual understanding
Open this publication in new window or tab >>Collaborative articulation in health care settings: Towards increased visibility, negotiation and mutual understanding
2006 (English)In: Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles, 2006Conference paper, Published paper (Other academic)
Abstract [en]

As digital media are becoming more and more ubiquitous in our environments, it has the potential to capture and mediate situated information expressing the embedded nature of practice. Within healthcare settings, such information is often important for patients' learning about diseases or injuries as well as their own engagement in rehabilitation and treatment. It is possible to design the necessary interaction around digital media in such a way that it becomes part of a collaborative articulation in consultations, hence increasing the degree of patient participation. This paper reports on two interrelated projects exploring how this can be achieved within the domain of hand surgery rehabilitation. Our aim is to contribute to patients' possibilities to learn about the injury and the recovery process. Furthermore we seek to contribute to the field of human-computer interaction by showing how physical forms and explicit interaction can facilitate collaborative articulation processes.

Series
ACM International Conference Proceeding Series ; 189
Keywords
interaction design, patient empowerment, digital media and learning, explicit interaction
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:mau:diva-10994 (URN)10.1145/1182475.1182507 (DOI)2-s2.0-34547171183 (Scopus ID)5361 (Local ID)5361 (Archive number)5361 (OAI)
Conference
Nordic conference on Human-computer interaction
Available from: 2020-02-29 Created: 2020-02-29 Last updated: 2024-03-06Bibliographically approved

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Linde, Per

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CiteExportLink to record
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Citation style
  • apa
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