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Embodied Interaction: Designing Beyond the Physical-Digital Divide
Malmö högskola, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
Malmö högskola, Faculty of Culture and Society (KS), School of Arts and Communication (K3).ORCID iD: 0000-0001-8836-7373
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: urn:nbn:se:mau:diva-66220OAI: oai:DiVA.org:mau-66220DiVA, id: diva2:1842844
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
In thesis
1. Metamorphing: the transformative power of digital media and tangible interaction
Open this publication in new window or tab >>Metamorphing: the transformative power of digital media and tangible interaction
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
interaction design
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:mau:diva-7428 (URN)5122 (Local ID)9789172951150 (ISBN)5122 (Archive number)5122 (OAI)
Available from: 2020-02-28 Created: 2020-02-28 Last updated: 2024-03-06Bibliographically approved

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Ehn, PelleLinde, Per

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