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  • 1. Bang, Anne Louise
    et al.
    Eriksen, Mette Agger
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Experiments All the Way in Programmatic Design Research2014Ingår i: Artifact, ISSN 1749-3463, E-ISSN 1749-3471, Vol. 3, nr 2, s. 4.1-4.14Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Experiments take various forms, have various purposes, and generate various knowledge; depending on how, when and why they are integrated in a design research study with a programmatic approach. This is what we will argue for throughout this article using examples and experiences from our now finalized PhD studies. Reviewing the prevailing literature on research through design the overall argument is that design experiments play a core role both in conducting the research, in theory construction and in knowledge generation across the different design domains and methodological directions. However, we did not identify sources that explicitly discuss and operationalize roles and char- acteristics of design experiments in different stages of programmatic design research. The aim of this article is therefore to outline a (tentative) systematic account of roles and characteristics of design experiments. Build- ing upon Schön’s definition of experiments in practice we propose adding to the prevailing understanding of experiments in research through design understanding and operationalizing design experiments 1) as initiators or drivers framing a research programme, 2) as ways to reflect on and mature the research programme serving as vehicles for theory construction and knowledge generation and finally 3) as a ‘designerly’ approach to the written knowledge dissemination and clarification of research contributions.

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  • 2. Brandt, Eva
    et al.
    Eriksen, Mette Agger
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Co-design Events: Driving Innovation by a series of events (Programmatic vision)2010Ingår i: Rehearsing the Future / [ed] Joachim Halse, Eva Brandt, Brendon Clark, Thomas Binder, The Danish Design School Press , 2010, s. 70-73Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    Abstract [en]

    One powerful co-design event is worth a thousand hours of individual work! Driving innovation as a series of co-design events helps mobilize and involve all stakeholders to explore present everyday practices and to sketch new possible futures. But what makes a co-design event powerful? And why are series of events better than a sequence of deliverables and milestones in keeping innovation on track?

  • 3. Brandt, Eva
    et al.
    Eriksen, Mette Agger
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    From a blank slate or a full table?: kicking off innovation by exploring the well-known2010Ingår i: Rehearsing the Future / [ed] Joachim Halse, Eva Brandt, Brendon Clark, Thomas Binder, The Danish Design School Press , 2010, s. 74-79Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    Abstract [en]

    Innovation never starts from a blank slate - rather many contributors bring previous experiences, current practices and personal interests to the table. By providing materials that support remembering, sharing and exploring these collaboratively in different ways, we can render them "strangely familiar" and thus fruitful for innovation processes.

  • 4. Brandt, Eva
    et al.
    Redström, Johan
    Eriksen, Mette Agger
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Binder, Thomas
    XLAB2011Bok (Övrigt vetenskapligt)
    Abstract [en]

    Research at design schools or research conducted by people with a professional training in design or architecture is not necessarily different from research of for example art history, media studies or anthropology. Nevertheless we see new research topics and new research methodologies emerge as designers begin to employ their professional gaze within the world of research. Research-through-design, practice-based research or design-led research are all among the new labels that characterize such research that strives to bring design competences into play in design research. This book comes out o the XLAB project - one attempt to get hold of what such design research may be and how it can contribute to the production of knowledge. The XLAB project sought to capture design research and particularly the design experiment not through a theoretical or methodological approach, but through a practical exploration of the practice of design researchers. This happened through a series of three one-day workshops with researchers and research students.

  • 5.
    Büscher, Monika
    et al.
    Lancaster University Lancaster, UK.
    Eriksen, Mette Agger
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Kristensen, Jannie Friis
    Aarhus University, Aabogade, DK.
    Mogensen, Preben Holst
    Aarhus University, Aabogade, DK.
    Ways of grounding imagination2004Ingår i: PDC 04: Proceedings of the eighth conference on Participatory design: Artful integration: interweaving media, materials and practices - Volume 1, ACM Publications, 2004, Vol. 1, s. 193-203Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper discusses and evaluates use of different participatory design methods in relation to addressing the challenge of grounding imagination. It presents reflections on the use of three participatory design methods, deployed in the WorkSpace project: future laboratories, in-situ prototyping experiments and bricolage. The analysis examines how the methods differ, and how they complement one another, in relation to supporting the process of grounding imagination. The paper introduces 'future laboratories' as a participatory design method, specifically aiming at promoting interdisciplinary collaboration and grounded imagination.  

     

  • 6.
    Ehn, Pelle
    et al.
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Eriksen, Mette Agger
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Linde, Per
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Peterson, Bo
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Niedenthal, Simon
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Binder, Thomas
    Jacucci, Giulio
    Kuutti, Kari
    De Michelis, Giorgio
    Rumpfhuber, Andres
    Wagner, Ina
    Opening the Digital Box for Design Work: Supporting performative interactions, using inspirational materials and configuring of place2007Ingår i: The Dissapperaing Computer: Interaction Design, System Infrastructures and Applications for Smart Environments / [ed] Norbert Streitz, Achilles Kameas, Irene Mavrommati, Encyclopedia of Global Archaeology/Springer Verlag, 2007, s. 50-76Kapitel i bok, del av antologi (Övrigt vetenskapligt)
  • 7.
    Eriksen, Mette Agger
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Design Materials for - and by - Co-designers2008Ingår i: PDC08, nr 10Artikel, forskningsöversikt (Övrigt vetenskapligt)
    Abstract [en]

    In co-design projects, today, the engaging and well explored open platform of Participatory Design (PD)workshops is increasingly being supplemented by various web-based platforms and infrastructures. However, what can we learn from these events when designing such webbased platforms and content “for” co-designers? The specific focus here is what we can learn from practically considering design materials. Based on a series of three related examples of co-design activities with design materials designed “for” and “by” co-designers, in this paper it is argued that small-scale material-methodological considerations can play a role in creating engagement and shared ownership in a co-design project. The examples discussed are from initial workshops in the newly started interdisciplinary DAIM-project mainly based on a pilot project within the area of trash handling in Denmark.

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  • 8.
    Eriksen, Mette Agger
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Engaging Design Materials, Formats and Framings in Specific, Situated Co-designing: A Micro-Material Perspective2009Ingår i: Nordes 2009 – Presentations - Research papers / Online Proceedings, NORDES / Nordic Design Research Conference , 2009Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Engaging co-designers in specific situations of co-designing often also means engaging tangible working materials. However, it can be challenging, so rather than seeing it as applying design methods, the paper propose applying what I call a micro-material perspective. The practical concept captures both paying attention to the physical design materials, the formats of their exploration and the framings of focus when understanding and planning such specific co-design situations. To exemplify applying the perspective, the paper describes and discusses six specific examples of “co-design situations” clustered in three quite well-known types of co-design situations framed for; Exploring Current Use(r) Practices, Mapping Networks and Co-Designing (Possible) Futures.

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  • 9.
    Eriksen, Mette Agger
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Material matters in co-designing: formatting & staging with participating materials in co-design projects, events & situations2012Doktorsavhandling, monografi (Övrigt vetenskapligt)
    Abstract [en]

    Material Matters in Co-designing Participation in design is broadening, and there is a movement away from designing to co-designing. They are related, but the little co- makes them different organizational and socio-material practices. Practically, co-designing typically takes place in multidisciplinary, distributed, complex projects, where people – and invited materials – only occasionally meet, align and make each other act, in the situation at quite explicitly staged co-design events. With a broad view of materiality and focus on co-designing as processes, this work suggests ways of understanding and staging a co-designing practice, which entails a move away from a focus on methods and pre-designed proposals, towards an acknowledgement of participating materials and formatting co-designing. This calls for additional ‘material’ (broadly understood) of the co-designer, including skills of drawing together and delegating roles to non-humans as parts of staging co-designing with others. Further, it necessitates a different understanding of co-design processes from what can be efficiently managed to materially staging performative co-designing. This practice-based, programmatic and materially interventionistic work builds upon and draws together about ten years of engaging with hundreds of people and materials in many co-design networks, projects, events and situations, through five experimental, participatory design research projects, teaching and other co-design ‘workshop’ series. Partly in opposition to the ‘classic’ design field of industrial design, the thesis intends to contribute to the (co-) design fields of interaction design and especially participatory design, but also to co-creation and service design.

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  • 10.
    Eriksen, Mette Agger
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Material Means: ‘Re-Representing’ – important explicit design activity2006Ingår i: Proceedings of the ninth Participatory Design Conference, Computer Professionals for Social Responsibility - CPRS, vol 2, 2006, s. 89-92Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Based on various practical experiences from several interdisciplinary and participatory design (PD) sessions and research projects the paper exemplifies and argues, like many others, that physical working materials - Material Means - can encourage engaging ways of collaborating during intense interdisciplinary and participatory design work. However, the paper rises the question what the Materials really Mean. As an initial analytical framework the terms ‘Materials’, ‘Materializing’, ‘Materialized’ and ‘Re-Representing’ are used to briefly distinguish and discuss different types of ‘Material Means’ used during 3 different types of activities e.g. Working with User insights, Mock-ups & Scenarios and Key Issues. Yet challenging, from a designer’s perspective, the paper argues that most of the ‘Materialized’ outcomes also need to be exposed to activities of explicit ‘Re-Representing’ to seriously get an ongoing life within an iterative design process.

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  • 11.
    Eriksen, Mette Agger
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Materials are performing different 'roles' in situations of co-designing (In the book it is categorized as: 'External Contributions')2012Ingår i: Convivial Toolbox: Generative research for the front end of design / [ed] Elisabeth Sanders, Pieter Jan Stappers, BIS Publishers , 2012, s. 284-285Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    Abstract [en]

    The concept of maketools has continuously inspired my work since I started working with user-centered and later participatory/co-design approaches about a decade ago. Yet, my viewpoint is slightly different: Engaging ‘with’ various people – or stakeholders - throughout a co-design project, also means continuously engaging ‘with’ different materials. Metaphorically, materials are performing different ‘roles’ in situations of co-designing.

  • 12.
    Eriksen, Mette Agger
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    What triggers us?!: A close look at socio-material situations of co-designing services2014Ingår i: ServDes.2014 Service Futures Proceedings;No. 4, 2014, s. 259-269Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Relations between Service Design and Participatory Design have been established. Yet, on the topic of how, in the situation, in the conversation, to stage and establish fruitful co- designing practices, a closer relationship can still be established - to further support practices of co-designing for complex service futures. Based on various participatory and socio- material theoretical perspectives including my previous co-design research, this paper goes beyond focusing on tools for co-creation, and rather looks into various ‘triggers’ of participation in the co-design situation. Through analysis of some conversations around mapping people, places and things in a ‘service project landscape’ in a teaching context, it is explored and discussed what seems to trigger ‘us’ – the various stakeholders – in such co- design situations. The paper particularly takes a close look at how diverse (tangible) materials, relations and questions in various ways can trigger participation.

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  • 13.
    Eriksen, Mette Agger
    et al.
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Bang, Anne Louise
    Experiments all the way: Diagrams of dialectics between a design research program and experiments2013Ingår i: Nordes 2013: Experiments in design research: Nordes 2013: Online proceedings, The Royal Danish Academy of Fine Arts, Schools for Architecture, Design and Conservation , 2013Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Experiments take various forms, have various purposes, and generate various knowledge, depending on how and when they are integrated into a design research study. In this paper, as reflective (co-) design researchers/practitioners, we exemplify and argue ways in which different experiments can be at the core of a research project throughout the study. As former PhD scholars, with design backgrounds, both of us were engaged in the XLab project (2006), proposing a programmatic approach to experimental design research. This paper reflects our experiences of adapting this approach in PhD studies. Furthermore it exemplifies, discusses, and adds to the understanding of different experiments during a design research (PhD) process. In the paper, we also reprint our two modifications of the original XLab ‘working diagram’ and discuss rationales for adapting this as a part of the research process.

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  • 14.
    Eriksen, Mette Agger
    et al.
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Brandt, Eva
    Mattelmäki, Tuuli
    Vaajakallio, Kirsikka
    Taking Design Games Seriously: Re-connecting Situated Power Relations of People and Materials2014Ingår i: PDC '14 Proceedings of the 13th Participatory Design Conference: Research Papers;i, ACM Digital Library, 2014, s. 101-110Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Using design games at Participatory Design (PD) events is well acknowledged as a fruitful way of staging participation. As PD researchers, we have many such experiences, and we have argued that design games connect participants and promote equalizing power relations. However, in this paper, we will (self) critically re-connect and reflect on how people (humans) and materials (non-humans) continually participate and intertwine in various power relations in design game situations. The analysis is of detailed situated actions with one of our recent games, UrbanTransition. Core concepts mainly from Bruno Latour’s work on Actor-Network-Theory are applied. The aim is to take design games seriously by e.g. exploring how assemblages of humans and non-humans are intertwined in tacitly-but-tactically staging participa- tion, and opening up for or hindering negotiations and decision-making, thus starting to relate research on various PD techniques and power issues more directly.

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  • 15.
    Eriksen, Mette Agger
    et al.
    Institute of Visual Design, The Royal Danish Academy, Denmark.
    De Blust, Seppe
    ETH Zurich, Germany.
    Devish, Oswald
    Faculty of Architecture & Arts, Universiteit Hasselt, Belgium.
    Dindler, Christian
    Aarhus University, Denmark.
    DiSalvo, Carl
    Georgia Institute of Technology (USA), USA.
    Seravalli, Anna
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Toftager Larsen, Majken
    Roskilde University, Denmark.
    Expanding Learning in Participatory Design: Mapping the Field of Learning Theory and Practice in PD2022Ingår i: PDC '22: Proceedings of the Participatory Design Conference 2022 - Volume 2, ACM Digital Library, 2022, s. 233-235Konferensbidrag (Refereegranskat)
    Abstract [en]

    This workshop explores learning in Participatory Design (PD). We invite the PD community to reflect on the multiple ways learning can strengthen and expand how we frame and drive participatory design to reflect on how we can expand learning in PD to gain an understanding for the complex system we are all part of, for the interdependence of social, ecological and economic systems. Through this workshop, we will invite participants to address questions such as: What theories and concepts can be used to understand learning in PD? What kind of approaches are used to foster learning in PD? How is learning evaluated in PD? The workshop will bring together members of the PD community interested in these questions, and serve as the basis for developing ongoing and new collaborations around the topic of learning in PD.    

     

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  • 16.
    Eriksen, Mette Agger
    et al.
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Hellström Reimer, Maria
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Exhibition: The city at play: co-designing games as eco-political agency2015Ingår i: Nordes; 6, Konstfack , 2015, s. 1-2Konferensbidrag (Refereegranskat)
    Abstract [en]

    “The City At Play” displays parts of how co-design researchers in collaboration with civil servants practically have engaged in exploring urban ecologies by challenging current collaborative municipal mapping and transition processes through game development. The exhibit is a narrative installation of tangible traces from the participatory prototyping sessions and “animating” interventions into municipal planning contexts - in this case climate transition in the Öresund region. It is argued that a game inspired co-designing mind-set – rather than a problem-solving approach – presents ways to explore and critically reflect upon dynamic urban complexities as eco-political contexts of competition and collaboration across competencies and administrative units.

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  • 17.
    Eriksen, Mette Agger
    et al.
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Hellström Reimer, Maria
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Brandt, Eva
    Vaajakallio, Kirsikka
    Workshop: an experiment of reflection on design game qualities and controversies2013Ingår i: Nordes 2013: experiments in design research;5, The Royal Danish Academy of Fine Arts, Schools of Architecture, Design and Conservation , 2013, s. 466-468Konferensbidrag (Refereegranskat)
    Abstract [en]

    How do various design games format and stage different collaborative inquiry, learning and reflection? At this hands-on workshop, we will collaboratively explore, relate and meta-reflect upon how different design (and learning) games can form part of experimental, co-design (research) processes and practice. Some shared playing of mainly analogue games brought by the workshop organizers and participants will provide the basis for engaging in a game-inspired experiment of collaboratively relating and reflecting upon qualities and controversies of different design games. This reflection experiment will be shaped around predefined and emerging topics.

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  • 18. Eriksen, Mette Agger
    et al.
    Hellström Reimer, Maria
    Malmö universitet, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Toftager Larsen, Majken
    Games are Political: Challenging Municipal Urban Planning Practices For Sustainable Development and Mutual Learning Through Game Co-designing2020Ingår i: Routledge Companion to Games in Architecture and Urban Planning: Tools for design, teaching, and research / [ed] Brkovic Dodig, Marta;Groat, Linda, London: Routledge, 2020, s. 32-46Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    Abstract [en]

    This chapter draws on experiences and lessons learned from a process of hands-on, reflective game co-designing. The case is from the Urban Transition Öresund project (2013-14) which involved co-design and urban researchers, professional game designers, and civil servants working with complex, cross-sector sustainable urban planning in threemunicipalities in Scandinavia. The process included framing, co-designing, testing and playing what came to be called the “Urban Transition” game – explored in various real-world urban planning processes. By dissecting four co-design and play testing situations of this serious, dialogue game, the chapter aims to elucidate the inherent abilities of games as formats for collaboration, negotiation and mutual learning. The main claim is that games are practically “political” – in the sense that they can re-open taken-for-granted urban planning themes by emphasizing details and holistic views; can reveal assumptions about others by actualizing conflicts and can challenge current and possible future municipal, situated socio-material collaborative practices. Therefore, in urban planning processes[F1]  aimed at sustainable development, games and game co-designing should not be seen as de-politicized quick fixes but rather as highly “political” platforms for negotiation.

  • 19.
    Eriksen, Mette Agger
    et al.
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Linde, Per
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Design impulses: artefacts, contexts and modes of activities2006Ingår i: Working Papers in Art & Design, E-ISSN 1466-4917, nr 4Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Design-artefacts are not interpreted in isolation but in various contexts and as part of various modes of activities. This paper aims to provide a broad methodological framework emphasizing careful combinations of artefact, context and mode of activity to create powerful design impulses in interdisciplinary it-design research teams. Critical evaluation of examples from the project PalCom: A new perspective on ambient computing serve to illustrate the effects and dynamics as well as challenges generated through such careful interventions. We focus on interdisciplinary and participatory design in the domain of hand surgery rehabilitation, which is used to inform and challenge the overall design of an open software architecture for ‘palpable computing’ within the PalCom project. Four typical design artefacts – ‘Native’ artefacts, Fieldcards, Mock-ups and Prototypes – and their use in different contexts as part of different modes of activities are discussed to draw out the design impulses they provided for the ongoing design work in the project. The paper concludes by discussing the possibilities and difficulties of providing constructive design impulses by carefully manipulating combinations of artefacts, contexts and modes of activities.

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  • 20.
    Eriksen, Mette Agger
    et al.
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Seravalli, Anna
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Hillgren, Per-Anders
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Emilson, Anders
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Collaboratively articulating "urban" participatory design?!2016Ingår i: PDC '16: Proceedings of the 14th Participatory Design Conference: Short Papers, Interactive Exhibitions, Workshops - Volume 2, Association for Computing Machinery (ACM), 2016Konferensbidrag (Refereegranskat)
    Abstract [en]

    Increasingly many Participatory Design (PD) researchers and practitioners engage in urban and public contexts, which surely are about participation and democracy, but not necessarily with a main focus on technology development. These engagements are often a part of dealing with complex societal challenges such as sustainability. Today, many different but partly overlapping denominations are used to capture these participatory practices such as: community-based PD, emerging publics, design for sharing, commons and commoning, transition and transformation design, public and social innovation, PD and urban living labs, etc. As a group of PD researchers, the "Boundary Brigade", we have engaged in this kind of work for soon a decade. At this dialogue-based hands-on workshop, we invite others with similar interests in further articulating: (1) what characterizes applying a PD approach in urban and public contexts, (2) how to understand "urban" + PD, (3) lastly, whether it is fruitful to articulate, as a more overarching concept, the (sub)domain of Urban Participatory Design. Practically we will do this through collaborative mappings with cut-ups of "personal positions", discussions and by co-producing arguments as video stories.  

     

  • 21.
    Hillgren, Per-Anders
    et al.
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Seravalli, Anna
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Agger Eriksen, Mette
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Counter-hegemonic practices; dynamic interplay between agonism, commoning and strategic design2016Ingår i: Strategic Design Research Journal,, ISSN 1984-2988, nr 9(2): 89-99 May-August 2016Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Today we can see new policies that suggest more participatory models to address societal challenges. The interest in design and different forms of urban labs is also increasing. This includes participatory design (PD) that has moved out of the workplace into the urban territory. In this paper we will argue that the main contribution from PD is to set up processes that can support and critically reflect on local democracy in relation to these challenges. We will look closer into the notions of commoning and agonism, two concepts that both contest the concept of participation and expand what could be required to constitute local democracy. Through a project journey spanning over seven years, we will discuss how these concepts could be used to guide processes of infrastructuring in democratic urban development processes. However, working with them poses several obstacles, including tensions between them as well as with the notion of strategic design. We will argue that in order to introduce them in a strategic design perspective, you need to consider long-term interventions and diverse levels of engagement as well as different phases where agonistic and commoning approaches are alternated with more strategic engagements of developing networks with powerful alliances.

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    FULLTEXT01
  • 22. Mitchell, Robb
    et al.
    Eriksen, Mette Agger
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Gudiksen, Sune Klok
    Vaajakallio, Kirsikka
    Feely Touchpoints and Bouncy Journeys? Kinetic Materials for Service Design2014Ingår i: ServDes.2014 Service Future: Proceedings of the fourth Service Design and Service Innovation Conference, Lancaster University, United Kingdom, 9-11 April 2014, Linköping University Electronic Press, 2014, s. 460-465Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Design materials with unpredictable dynamic qualities such as balancing; bouncing; rolling and falling can lead to surprises that provoke a lively challenging of assumptions. In this workshop; participants will engage hands-on in exploring several contrasting kinetic materials to support negotiating service strategies and values.

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    FULLTEXT01
  • 23. Scholl, Christian
    et al.
    Agger Eriksen, Mette
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3). Malmö högskola, Fakulteten för kultur och samhälle (KS), Medea.
    Baerten, Nik
    Clark, Erik
    Drage, Thomas
    Essebo, Maja
    Hillgren, Per-Anders
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3). Malmö högskola, Fakulteten för kultur och samhälle (KS), Medea.
    Hoeflehner, Thomas
    de Kraker, Joop
    Rijkens-Klomp, Nicole
    Seravalli, Anna
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3). Malmö högskola, Fakulteten för kultur och samhälle (KS), Medea.
    Wachtmeister, Anna
    Wlasak, Petra
    Guidelines for Urban Labs2017Bok (Övrigt vetenskapligt)
    Abstract [en]

    These guidelines are intended for team members and managers of urban labs and, more generally, for civil servants and facilitators in cities working with experimental processes to tackle complex challenges. They aim to support the everyday practice of collaboratively experimenting and learning how to create more sustainable and inclusive cities.

    Ladda ner fulltext (pdf)
    FULLTEXT01
  • 24.
    Seravalli, Anna
    et al.
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Agger Eriksen, Mette
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Beyond collaborative services: Service design for sharing and collaboration as a matter of commons and infrastructuring2017Ingår i: Designing for Service: Key Issues and New Directions / [ed] Daniela Sangiorgi, Alison Prendiville, Bloomsbury Academic, 2017Kapitel i bok, del av antologi (Övrigt vetenskapligt)
    Abstract [en]

    The notion of collaborative service was firstly used by Jegou and Manzini in 2008 to discuss how services based on a tight collaboration between providers and users and based on the sharing of material resources, knowledge and competences, could support the transition towards more environmental and social sustainable ways of living. Since then the attention towards services characterized by sharing and collaboration has been growing quite quickly in the (service) design field. Yet, they entail a number of questions in relation to how to design for them, as well as in relation to the collaboration between the designer and various other stakeholders. To navigate this rich complexity we propose the two notions of commons and infrastructuring, and we do that by reflecting on the case of designing a makerspace, Fabriken, a sharing-based collaborative service. We use the notion of commons as a framework to articulate the organizational forms and decision-making structures of these services as well as highlight some of the challenges they entail. Particularly, we focus on the challenge of openness, and how this might be addressed through the presence of a “partner”- a mediator that supports sharing and collaboration when participation is transient and participants have diverse interests. With infrastructuring, we want to provide instead a particular understanding of how these services may be designed highlighting how they require the alignment of both human and non-human actors, and an long-term effort that goes beyond the “design-time”, in the “use-time”. Infrastructuring is not solely driven by the designer but yet, the nature of these services require to carefully consider designer’s agenda.

  • 25.
    Seravalli, Anna
    et al.
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Agger Eriksen, Mette
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Hillgren, Per-Anders
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Co-Design in co-production processes: jointly articulating and appropriating infrastructuring and commoning with civil servants2017Ingår i: CoDesign - International Journal of CoCreation in Design and the Arts, ISSN 1571-0882, E-ISSN 1745-3755, Vol. 13, nr 3, s. 187-201Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The public sector, increasingly acknowledging a need for change but strongly influenced by market logics, is experimenting with new forms of co-production of public services based on collaborations between public providers, citizens and societal actors. At the same time, Co-design researchers, are using approaches of infrastructuring and commoning to navigate questions of participation and collaboration in co-production. By discussing the case of ReTuren, a co-produced service for waste handling and prevention, this article presents how infrastructuring and commoning can offer guidance to civil servants engaging in co-production. In the case, civil servants on an operational level and an ‘embedded’ Co-Design researcher worked side-by-side in the co-production of the service, jointly articulating and appropriating approaches of infrastructuring and commoning. The case reveals that the joint appropriation and articulation of these Co-Design approaches can lead to the development of new ways of operating and perspectives in the public sector. However, it also highlights that this joint effort needs to involve people across organisational levels in order to minimise possible contextual and worldview breakdowns within public organisations.

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    fulltext
  • 26.
    Seravalli, Anna
    et al.
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Hillgren, Per-Anders
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Agger Eriksen, Mette
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Co-designing collaborative forms for urban commons: using the notions of commoning and agonism to navigate the practicalities and political aspects of collaboration2015Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    This paper aims at contributing to the discussion of how to design collaborative forms for urban commons. It does so by bridging the commons field with the participatory design tradition, which has almost 40 years of experiences in exploring and reflecting on the practicalities as well as the political aspects of collaboration among actors with diverse interest. In the growing discussion about urban commons, it has been pointed out how in designing collaborative forms for their management Ostrom’s design principles might not hold, due to the difference between urban commons and traditional commons (Foster 2011, Harvey 2011). Urban commons entail an active role of public authorities and they gather participants who have different understandings and perspectives over the commons. Diversity in participants’ interests entails a higher risk for ossification, meaning that a stable management form might hinder rather than support collaboration (Daniels 2007, Foster 2011). By building on Participatory Design theory and reflecting on three cases of collaborative management forms in Malmö (Sweden), the paper discusses how the notions of commoning and agonism might be at play in the design of collaborative forms for urban commons. The notion of commoning entails to understand collective use and management of commons as a located and ongoing socio-material practice that requires the creation of management forms able to change and evolve in time in relation to the diversity of interests. The notion of agonism, on the other hand, focuses on articulating the political dimension of commoning, that entails to consider to which extent diversity is present in the collaboration and how it could be further nurtured. The paper does not provide a definitive answer to how these collaborative forms are to be designed but it stresses the importance of considering both the practicalities as well as the political aspects of collaboration.

  • 27.
    Sokoler, Tomas
    et al.
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Linde, Per
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Löwgren, Jonas
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Olofsson, Stefan
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Eriksen, Mette Agger
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    The CARE Concept - Holding on to augmentable paper during post surgery rehabilitation2006Ingår i: 2006 Pervasive Health Conference and Workshops, Institute of Electrical and Electronics Engineers (IEEE), 2006Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents our early experiences with the design of digital technology that aims to support the process of collaborative articulation taking place at patient-caregiver consultations during post surgery rehabilitation. We will suggest that augmentable paper documents (CARE paper) can be powerful resources in this process for caregiver as well as patient. The CARE paper can carry links to digital media. A prototype implementation demonstrating how to create and retrieve links between digital media and the CARE paper will be presented. The work presented was carried out and assessed along with studies at a major hand surgery clinic and with the active participation from patients and staff at this clinic.

  • 28.
    Sokoler, Tomas
    et al.
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Löwgren, Jonas
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Linde, Per
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Eriksen, Mette Agger
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Olofsson, Stefan
    Malmö högskola, Fakulteten för kultur och samhälle (KS), Institutionen för konst, kultur och kommunikation (K3).
    Explicit interaction for surgical rehabilitation2007Ingår i: Proc. Int. Conf. Tangible and Embedded Interaction (TEI'07), New York: ACM Press., ACM Press, 2007, s. 117-124Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    We discuss the design ideal of explicit interaction, which is a way to approach the dimensions of explicitness versus ambience and explicitness versus obtrusiveness in ubiquitous computing. Explicit interaction refers to interaction techniques designed to make actions and intentions visible,understandable and accountable. We introduce three levels of analysis—usability, materialization, and social performance—and present the design of an explicit interaction assembly of devices for rehabilitation after hand surgery.The assembly, intended to support video recording during patient-therapist consultations, is evaluated and we find thatit provides superior usability and the potential to improve rehabilitation outcomes through materialization. Moreover,we find that the design of cues to support the social practice in the rehabilitation ward needs to be improved since the assemblyallowed for uses unanticipated during the design.

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