Title: CONVIVIO%20-%20Housekeeping
1CONVIVIO - Housekeeping
- Michael Smyth
- Local Organiser - Napier University
- E m.smyth_at_napier.ac.uk
- W www.soc.napier.ac.uk/michael/home.html
2Student Information
- WiFi form for connection to Napier Wireless
Network. - Dietary Requirements - please let me know before
Tuesday 15 Aug. - Bus Tour of Edinburgh - depart 2.00pm Merchiston,
return 3.30pm approx. - Meet with Ateliers at 3.30pm.
3Artefacts, Places and Interaction Design
4Introduction
- Just why is interaction design so important?
5Introduction
- A typical 15 second drawing of a computer.
6Introduction
- A typical 15 second drawing of a computer circa
1960
7Understanding Media
- The medium is the message
- Marshall McLuhan
- The medium that we choose to express/convey
ideas, concepts, information etc is intimately
bound to how that information is received
interpreted and understood.
8Examples of Visual Media
9Examples of Visual Media
10Understanding Media
- The medium is the frame of mind
- Bryan Lawson
- Our choice of media influences the way we think
about the nature and process of problem solving.
11Study of Creative Practice
- Focus on Architectural Practice as an example of
creative practice. - Tool based approach - focus on the
interdependencies between freehand drawing,
physically modelling and Computer Aided Design
(CAD). - Visualisation and engagement were both critical
during the conceptual phase of the design
process. - In particular the importance of physical models.
12Study of Creative Practice
13Study of Creative Practice
14Study of Creative Practice
15Study of Creative Practice
16Study of Creative Practice
17Study of Creative Practice
- Physical models were characterised as enabling
the consideration of the design problem in the
context of the whole building, rather than the
more limited views provided by freehand drawings
and CAD. - Physical models enabled the designer to
manipulate through touch a 3D representation of
the building space. - Designer characterised as
- thinking with their hands.
18The Body and Cognition
- Experientialism in particular the work of Lakoff
and Johnson (1999) Philosophy in the Flesh. - Argue that a fundamental part of cognition is the
development and usage of base metaphors that are
built up through the experience of the physical
object. - In the context of architecture, the feeling of
buildings and our sense of dwelling within them
are more fundamental to our architectural
experience than the visual sensation that the
building provides. - What does this mean for the design of software
tools to support creative practice?
19The Body and Cognition
20The Body and Cognition
21Luminous Table
- A triangulation between multiple forms of
representation - drawings, physical models and
digital models.
22Luminous Table
23Luminous Table
24The Body and Cognition
25The Body and Cognition
26Understanding Media
- How we as interaction designers conceptualise the
nature and role of media will profoundly
influence the essence of future information
artefacts that are designed.
27The Body and Design
28References
- Franck, K. (1998) It I Bodies as Objects,
Bodies as Subjects, Architectural Design, Vol 68,
No 11/12, 16-19. - Pallasmaa, J (1996) The Eyes of the Skin
Architecture and the Senses, Academy Editions.
29Introduction
- How do we make sense of the world in which we
inhabit? - Are we active or passive users of the
environment? - What might the answers imply for the design of
information artefacts?
30Design and the Body
- Seeing is believing but it is touch that
determines reality. - Touch is both physical and emotional.
- In pursuit of the digital world the sense of
engagement that touch offers has been largely
sacrificed. - Interaction has lost its grounding in physicality.
31A Technological Perspective
- Technology will become more personal.
- Form and function are inextricably linked to the
affordances conveyed by these new artefacts.
32The Body and Touch
- Touch will play an important role in how we
interact with these new technological artefacts. - What is less well understood is how such haptic
qualities play a role in the creation of a sense
of engagement and a linkage with the body that
underpins much of our learning.
33The Body and Touch
34The Body and Touch
- Hug Chair, Yoshi Saito (2002)
35Phenomenology
- Provides a philosophical rationale for the
importance of the body in learning. - Merleau-Ponty proposed the concept of being in
the world, which emphasised the importance of
the body. - Placed the body at the centre of our relationship
with the world.
36Phenomenology
- Proposed the idea of Embodied Vision
- .our body is both an object among objects and
that which sees and touches them - The body is interpreted as having a central role
in how we engage with and learn about the
environments we inhabit.
37Phenomenology
38Phenomenology
39Design for the Body
- Emphasis on the visual sense in Western culture.
- Level of indirection introduced by the use of CAD
technology during the design process has resulted
in - designs which housed the intellect and the eye,
but have left the body and the senses, as well as
our memories and dreams, homeless - Pallasmaa (1996)
40Design for the Body
41Design for the Body
42Design for the Body
- Buildings are encountered, they are not merely
observed. - It is argued by Franck (1998) that the
introduction of technology into the design
process has increased the propensity to
disconnect form from everyday use and for vision
to be the only sense that is attended to. - Does this lead to an increased experience of
alienation, detachment and solitude?
43Design for the Body
- Such demarcation has the potential to impact not
only on the nature of buildings which are
created, but also on the nature of the design
process through which they are created. - Buildings as cool and distant or stage sets
for the eye.
44Design for the Body
- Thanks to CAD, elaborate drawings, rendered
objects and virtual reality walkthroughs can be
created with the movements of one hand. - Reduced physical manipulation of material or
tools. - Physical models enable the designer to walk
around, handle and touch its surfaces and immerse
themselves in the representation.
45The Body and the Environment
46Reference
- Borden, I. (2001) Skateboarding, Space and the
City - Architecture and the Body, Berg, Oxford
and New York. - Dogtown and the Z-Boys (2001) - Stacy Peralta
(Dir) Columbia Tristar.
47Found Space - From Wave to Pave
- One of skateboardings central features is the
adoption and exploitation of a given physical
terrain in order to present skaters with new and
distinctive uses other than the original function
of that terrain. - 1960s - 70s skateboarders were commonly surfers,
who skated when the surf was flat. - Skating was a re-enactment of surfing.
- Skateboarding was about surface and gentle
curvature.
48Found Space - From Wave to Pave
- Skaters from this era rode upright or, more often
crouched with arms outstretched as a parallel
gesture to the flatness of the ground beneath. - Movement was important, skateboarders seeking to
experience through the moving body the expansive
stretch of tarmac in all directions the body
and the skateboard operated as a floating
mirror.
49Found Space - From Wave to Pave
50Found Space - From Wave to Pave
51Found Space - From Wave to Pave
- Mid 1970s saw a move to more banked locations -
school yards in California, housing estates in
Europe - this enabled the incorporation of new
manoeuvers and cities obtained ocean like forms. - The modernist space of suburbia was found,
adopted and reconceived as another kind of space,
as a concrete wave.
52Found Space - The Pool
- In the search for more demanding terrains skaters
moved in the mid to late 70s to drained swimming
pools. - Typically pools were sculptural, oval and kidney
shaped. - Skaters rode the walls of suburban LA pools like
latter day wall of death riders.
53Found Space - The Pool
54Found Space - The Pool
- Skaters engaged with the pool wall through its
pure surface, in particular its tactility or
materiality smoothness as a texture - a
mathematically complex curve. - The micro architecture of the surface grain,
cracks and ripples become evident, translated
into body space through judder, slide and grip. - Also noise - the sound of hard wheels passing
over blue ceramic tiles.
55Found Space - The Pool
56Found Space - The Pool
- Space is listened for - that hearing mediates
between the spatial body and the world outside it
- it is not only in cathedrals that space is
measured by the ear. - In 1976-77 skateboarders attitude to the
relationship with the ocean began to change. - New moves began to explore both the boundaries of
the surface on which they skated and also the
space beyond.
57Found Space - The Pool
58Found Space - Beyond the Pool
- As well as pools, whose usage was transient at
best also skated were drainage ditches and even
full pipes which could be worked from side to
side.
59Found Space - Beyond the Pool
60Found Space - Beyond the Pool
61Constructed Space
62Constructed Space
63Constructed Space
64The Body and the Artefact
65Reconnecting the Body to the Artefact
- An artefact that utilises touch was a prototype
camera, produced by Ross Lovegrove, for Olympus
and entitled The Eye. - The camera was constructed out of a soft latex
rubber and produced an extremely tactile object.
- This sense was further enhanced during the use as
the camera was operated by squeezing its body
rather than pressing a button.
66Reconnecting the Body to the Artefact
- Lovegrove, originally quoted in Martin (1998)
states that The Eye camera was originally
designed to be touched and to acquire meaning
from the way it related to your hand, the way you
squeeze it and the way you stroke it. - Sensuality therefore becomes a medium for
aesthetic experience (aisthesis). This quote
refers to the important reflexive quality of
touch in that it forms a connection both to and
from an object with the individual.
67Reconnecting the Body to the Artefact
68Reconnecting the Body to the Artefact
- The next example is also a domestic light
entitled The Bubble Light and produced by
Mathmos. - The light is an 8cm diameter sphere, constructed
from latex rubber and, in a similar fashion to
the camera, is operated by squeezing. - The light has been designed to fit the palm of
the hand, is highly portable and is powered by
re-chargeable batteries.
69Reconnecting the Body to the Artefact
70Reconnecting the Body to the Artefact
- Airswitch TC, Mathmos (2005)
71Reconnecting the Body to the Artefact
72Reconnecting the Body to the Artefact
- The White Stone (Tollmar, K et al, 2002) - Used
heat and touch to convey a sense of emotional
presence between two people.
73Reconnecting the Body to the Artefact
- The Kiss Communicator (IDEO) - A concept built to
explore ways of using technology to communicate
with another person in a subtle, sensual way.
74Tune Me
- e1, Interaction Design Institute, Ivrea (2005)
75Tune Me
76Reconnecting the Body to the Artefact
77Reconnecting the Body to the Artefact
- The Famous Grouse Experience, Landesign.
78Tower of Winds
- Toyo Ito - Tower of Winds (1986), a structure
located in Yokohama, that filters the air and
sounds of the city, transforming them into light.
An architectronic object, rooted in its place,
contextual but subject to change as the air,
light and sounds around it are never the same.
79Tower of Winds
- This project is a conversion of the invisible
rhythm and colour of the city, which our bodies
are subconsciously aware of, into a variable
pattern of light. It is in that sense like an
environmental music. - Toyo Ito talking about the Tower of Winds
80Reconnecting the Body to the Artefact
- Each of these artefacts was designed to be
touched and to be operated through touch. It is
instinctive to touch an object that attracts or
perplexes. - Touch is a display of tenderness and it is
contended that technologies which seek to avail
of touch should also exhibit such tenderness in
terms of design, implementation and deployment.
81Reconnecting the Body to the Artefact
- Such tenderness should be manifest in how the
technology handles both its communication and
expression. - Expression need not be overt, sometimes it must
be subtle, private and only accessible to those
with whom an existing history already exists.
82Reconnecting the Body to the Artefact
- This expression, coupled with the value placed on
emotional connections, is indicative of new rôles
for technologies within our personal lives (Gaver
and Martin, 2000). - Touch is a means of conveying such expression and
intimacy.
83Artefacts, Places and Interaction Design
- Michael Smyth
- Napier University
- Edinburgh, UK
- E m.smyth_at_napier.ac.uk
- W www.soc.napier.ac.uk/michael/home.html