manifestos

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PARADIGM CONSTRUCTION & MANIFESTOS IN INTERACTION DESIGN Rung-Huei Liang, Taiwan Tech jazzliang.wordpress.com 13109星期三

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Page 1: Manifestos

PARADIGM CONSTRUCTION & MANIFESTOS IN INTERACTION

DESIGNRung-Huei Liang, Taiwan Tech

jazzliang.wordpress.com

13年10月9⽇日星期三

Page 2: Manifestos

FROM METHODOLOGY TO

EPISTEMOLOGY

13年10月9⽇日星期三

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EPISTEMOLOGY

Research through Design (2007)

Designerly ways of knowing (2007)

The 3rd Paradigm (2007)

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RESEARCH THROUGH DESIGN

(1) Process

(2) Invention

(3) Relevance

(4) Extensibility

Christopher Frayling, (1993) research through design

Zimmerman, J. et al. (2007) research through design as a method for interaction design research

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DESIGNERLY WAYS

Five aspects of designerly ways of knowing:

• Designers tackle 'ill-defined' problems.• Their mode of problem-solving is 'solution-focused'.• Their model of thinking is 'constructive'.• They use 'codes' that translate abstract requirements into concrete objects.• They use these codes to both 'read' and 'write' in 'object languages'.

Cross, N. (2007) Designerly Ways of Knowing

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MANIFESTOS

Slow Technology (Redstrom, 2001)

Ambiguity Design (Gaver et al., 2003)

Ludic Design (Gaver et al., 2004)

Reflective Design (Sengers, 2005)

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SLOW TECHNOLOGY

Designing for reflection

Simple material

Complex formLars Hallnäs and Johan Redström. 2001. Slow Technology – Designing for Reflection. Personal Ubiquitous Comput. 5, 3 (January 2001), 201-212.

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AMBIGUITYAmbiguity of information finds its source in the artifact itself

ambiguity of context in the sociocultural discourses that are used to interpret it

ambiguity of relationship in the interpretative and evaluative stance of the individual.

Ambiguity can also be intriguing, mysterious, and delightful.

William W. Gaver, Jacob Beaver, and Steve Benford. 2003. Ambiguity as a resource for design. InProceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '03). ACM, New York, NY, USA, 233-240.

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LUDIC DESIGNwhy task-oriented, focused, rational work ?

愉悅先於理解

設計不能只強化已知的愉悅, 必須提出新的

理論只能有限度地使⽤用

Gaver, design for homo ludens. still

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REFLECTIVE DESIGN

Foundations of Reflective Design:

1. Participatory Design2. Value-Sensitive Design3. Critical Design4. Ludic Design5. Critical Technical Practice6. Reflection-in-Action

Phoebe Sengers, Kirsten Boehner, Shay David, and Joseph 'Jofish' Kaye. 2005. Reflective design. In Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility (CC '05), Olav W. Bertelsen, Niels Olof Bouvin, Peter G. Krogh, and Morten Kyng (Eds.). ACM, New York, NY, USA, 49-58.

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CRITICAL DESIGN

Critical Design

critical role for the current and past values

Discursive Design

critical role for the future & technological imagination

Performative Design

Design Activism

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CRITICAL DESIGN

Shaowen Bardzell, Jeffrey Bardzell, Jodi Forlizzi, John Zimmerman, and John Antanitis. 2012. Critical design and critical theory: the challenge of designing for provocation. In Proceedings of the Designing Interactive Systems Conference (DIS '12).

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UNDERGROUND LIBRARY

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Hobye, M., & Löwgren, J. (2011). Touching a stranger: Designing for engaging experience in embodied interaction.International Journal of Design, 5(3), 31-48.

PERFORMATIVE DESIGNdiscursive & activism

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Performative & discursive

Markussen, T. (2012) The Disruptive Aesthetics of Design Activism: Enacting Design Between Art and Politics, Design

DESIGN ACTIVISM

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The City as Platform

“Yes, That’s a nice urban data visualization. So what?”- The Mobile City blog

DESIGN ACTIVISM

13年10月9⽇日星期三