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CONVIVIO%20-%20Housekeeping

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Title: CONVIVIO%20-%20Housekeeping


1
CONVIVIO - Housekeeping
  • Michael Smyth
  • Local Organiser - Napier University
  • E m.smyth_at_napier.ac.uk
  • W www.soc.napier.ac.uk/michael/home.html

2
Student 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.

3
Artefacts, Places and Interaction Design
4
Introduction
  • Just why is interaction design so important?

5
Introduction
  • A typical 15 second drawing of a computer.

6
Introduction
  • A typical 15 second drawing of a computer circa
    1960

7
Understanding 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.

8
Examples of Visual Media
9
Examples of Visual Media
10
Understanding 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.

11
Study 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.

12
Study of Creative Practice
13
Study of Creative Practice
14
Study of Creative Practice
15
Study of Creative Practice
16
Study of Creative Practice
17
Study 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.

18
The 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?

19
The Body and Cognition
20
The Body and Cognition
21
Luminous Table
  • A triangulation between multiple forms of
    representation - drawings, physical models and
    digital models.

22
Luminous Table
23
Luminous Table
24
The Body and Cognition
25
The Body and Cognition
26
Understanding 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.

27
The Body and Design
28
References
  • 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.

29
Introduction
  • 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?

30
Design 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.

31
A Technological Perspective
  • Technology will become more personal.
  • Form and function are inextricably linked to the
    affordances conveyed by these new artefacts.

32
The 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.

33
The Body and Touch
34
The Body and Touch
  • Hug Chair, Yoshi Saito (2002)

35
Phenomenology
  • 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.

36
Phenomenology
  • 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.

37
Phenomenology
38
Phenomenology
39
Design 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)

40
Design for the Body
41
Design for the Body
42
Design 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?

43
Design 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.

44
Design 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.

45
The Body and the Environment
46
Reference
  • 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.

47
Found 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.

48
Found 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.

49
Found Space - From Wave to Pave
50
Found Space - From Wave to Pave
51
Found 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.

52
Found 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.

53
Found Space - The Pool
54
Found 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.

55
Found Space - The Pool
56
Found 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.

57
Found Space - The Pool
58
Found 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.

59
Found Space - Beyond the Pool
60
Found Space - Beyond the Pool
61
Constructed Space
62
Constructed Space
63
Constructed Space
64
The Body and the Artefact
65
Reconnecting 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.

66
Reconnecting 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.

67
Reconnecting the Body to the Artefact
68
Reconnecting 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.

69
Reconnecting the Body to the Artefact
70
Reconnecting the Body to the Artefact
  • Airswitch TC, Mathmos (2005)

71
Reconnecting the Body to the Artefact
72
Reconnecting 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.

73
Reconnecting 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.

74
Tune Me
  • e1, Interaction Design Institute, Ivrea (2005)

75
Tune Me
76
Reconnecting the Body to the Artefact
  • Floating Numbers, ArtCom

77
Reconnecting the Body to the Artefact
  • The Famous Grouse Experience, Landesign.

78
Tower 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.

79
Tower 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

80
Reconnecting 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.

81
Reconnecting 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.

82
Reconnecting 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.

83
Artefacts, 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
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