1,721,031 research outputs found
Design and Anthropology
Design and Anthropology challenges conventional thinking regarding the nature of design and creativity, in a way that acknowledges the improvisatory skills and perceptual acuity of people. Combining theoretical investigations and documentation of practice based experiments, it addresses methodological questions concerning the re-conceptualisation of the relation between design and use from both theoretical and practice-based positions.\ud
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Concerned with what it means to draw 'users' into processes of designing and producing this book emphasises the creativity of design and the emergence of objects in social situations and collaborative endeavours.\ud
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Organised around the themes of perception and the user-producer, skilled practices of designing and using, and the relation between people and things, the book contains the latest work of researchers from academia and industry, to enhance our understanding of ethnographic practice and develop a research agenda for the emergent field of design anthropology.\ud
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Drawing together work from anthropologists, philosophers, designers, engineers, scholars of innovation and theatre practitioners, Design and Anthropology will appeal to anthropologists and to those working in the fields of design and innovation, and the philosophy of technology and engineering
Design of a tangible data visualization (extended)
In this paper we describe the design of DNA Jewelry, which is a wearable tangible data\ud
representation of personal DNA profile data. An iterative design process was followed to develop a 3D\ud
form-language that could be mapped to standard DNA profile data, with the aim of retaining readability of\ud
data while also producing an aesthetically pleasing and unique result in the area of personalised design. The\ud
work explores design issues with the production of data tangibles, contributes to a growing body of research\ud
exploring tangible representations of data and highlights the importance of approaches that move between\ud
technology, art and design
Staying in touch and crafting mementoes
Designers of systems that attempt to support people in maintaining social connectedness should pay attention to the physical interaction characteristics of the systems they create. Systems today mostly accept the dominant computer interface configuration of screens, keyboards and mice, which are not always a good fit for settings outside the office, such as the home. We argue by reference to two design exemplars for a design philosophy that engages a broader range of people's abilities for skilled physical action when designing for social connectedness
Time Over Distance Over Time
The project delivered a highly ambitious dance performance involving a collaborative team based in Australia, Ireland and the UK. The research explored how six experienced dance artists could develop a virtual space to exchange embodied knowledge through a creative engagement. By highlighting the challenges of sharing embodied knowledge over distance and time, the audiences were invited to partake in this experience and find resonances with these explorations of corporeal exchange.The research drew from Guy Debord’s 1967 thesis the Society of the Spectacle, through which he anticipated the substitution of human interaction for its representation, explaining that the spectacle ‘is a social relationship between people that is mediated by images’. A key component was the increased connectivity afforded through screen-based media, while critiquing how such platforms can diminish the experience of interpersonal connection. Further associations were made between the experiences of Irish immigrants to Australia in the mid 1800s and contemporary experiences of separation through emigration through David Fitzpatrick’s (1994) book Oceans of Consolation, Deleuze and Guattari’s notion of ‘rhizomatic exchange’ (1987) and Jonathan Crary’s (2013) critique of screen based culture in ‘24/7 capitalism’. The research innovation lay in the new creative methodology formed for the work alongside the interdisciplinary nature of the performance outcome. The creative team formed working methods that utilized available platforms for communication and information transfer to bridge the considerable geographical distance and the need to work simultaneously but separately in different time zones; thereby developing ways to dialogue across distance and time. The project received competitive Australia Council funding, alongside competitive arts funding from Culture Ireland and the Arts Council of Ireland. It was presented at the Dublin Dance Festival, Dance Bites Season at Riverside Theatres, Sydney and Brisbane Powerhouse. Key national newspapers including the Irish Times and the Sydney Morning Herald reviewed the performances and the piece was profiled on ABC national radio
Framing Movements for Gesture Interface Design
Gesture interfaces are an attractive avenue for human-computer interaction, given the range of expression that people are able to engage when gesturing. Consequently, there is a long running stream of research into gesture as a means of interaction in the field of human-computer interaction. However, most of this research has focussed on the technical challenges of detecting and responding to people’s movements, or on exploring the interaction possibilities opened up by technical developments. There has been relatively little research on how to actually design gesture interfaces, or on the kinds of understandings of gesture that might be most useful to gesture interface designers. Running parallel to research in gesture interfaces, there is a body of research into human gesture, which would seem a useful source to draw knowledge that could inform gesture interface design. However, there is a gap between the ways that ‘gesture’ is conceived of in gesture interface research compared to gesture research. In this dissertation, I explore this gap and reflect on the appropriateness of existing research into human gesturing for the needs of gesture interface design. Through a participatory design process, I designed, prototyped and evaluated a gesture interface for the work of the dental examination. Against this grounding experience, I undertook an analysis of the work of the dental examination with particular focus on the roles that gestures play in the work to compare and discuss existing gesture research. I take the work of the gesture researcher McNeill as a point of focus, because he is widely cited within gesture interface research literature. I show that although McNeill’s research into human gesture can be applied to some important aspects of the gestures of dentistry, there remain range of gestures that McNeill’s work does not deal with directly, yet which play an important role in the work and could usefully be responded to with gesture interface technologies. I discuss some other strands of gesture research, which are less widely cited within gesture interface research, but offer a broader conception of gesture that would be useful for gesture interface design. Ultimately, I argue that the gap in conceptions of gesture between gesture interface research and gesture research is an outcome of the different interests that each community brings to bear on the research. What gesture interface research requires is attention to the problems of designing gesture interfaces for authentic context of use and assessment of existing theory in light of this
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