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DESIGNING ENGAGING INTERACTIVE ENVIRONMENTS:
                     A PRAGMATIST PERSPECTIVE

                             PETER DALSGAARD
FROM WORK-RELATED CONCERNS TO OTHER SPHERES OF HUMAN INTEREST AND ACTIVITY

                FROM A FOCUS FUNCTIONAL ASPECTS TOWARDS EXPERIENTIAL ISSUES

                       FROM DESKTOP COMPUTING TO INTERACTIVE ENVIRONMENTS
HOW CAN WE CONCEPTUALISE THE DESIGN AND USE OF ENGAGING INTERACTIVE ENVIRONMENTS?




    1. A CONCEPTUAL FOUNDATION           A pragmatist perspective on interaction design


    2. MEANS FOR DESIGN AND REFLECTION   Techniques for doing design and design research


    3. PROTOTYPES AND INSTALLATIONS      Crystallizations of research questions and key concerns
DISSERTATION



   RESEARCH APPROACH   PROJECTS AND PROTOTYPES




     PUBLICATIONS       PRAGMATIST PERSPECTIVE
AGENDA



    RESEARCH APPROACH   PROJECTS AND PROTOTYPES




1                                                 2


      PUBLICATIONS       PRAGMATIST PERSPECTIVE



3                                                 4
EXPERIENCE-ORIENTED TECHNOLOGIES

                                   MEDIA FAÇADES

                                                     DIGITAL URBAN LIVING


            MAY 2006                               APRIL 2009

                               PHD PROJECT




                                                                   AGENDA

                                                                      APPROACH        PROJECTS

                                                                  1                               2
                                                                      PUBLICATIONS   PRAGMATISM
                                                                  3                               4
RESEARCH ON DESIGN               Focus on the product of design


RESEARCH IN DESIGN               Focus on the process of design


RESEARCH THROUGH DESIGN          Employing a designerly approach in research



RESEARCH IN AND THROUGH DESIGN   Directed at improving the understanding and practice of interaction design,
                                 using involvement in design experiments and projects as a catalyst for knowledge generation

                                 Motivation for this methodological choice:
                                 - access
                                 - closeness
                                 - experimentation and reflection
                                 - puts concepts and theories into play in practice
PROJECTS AND CASES




                     AGENDA


                          APPROACH      PROJECTS
                     1                               2
                         PUBLICATIONS   PRAGMATISM
                     3                               4
PROJECTS AND CASES
1. THE GUM FAÇADE




Business-to-business trade show

Provide product awareness and
engage trade show visitors by use
of interactive multi-user wall
2. BALDER’S FUNERAL PYRE




Center for Children’s Literature

Create engaging experiences for
children by conveying the mood
and narrative elements from
Scandinavian mythology through
the use of a corridor of flames
3. SILENCE AND WHISPERS




Suomenlinna, a UNESCO world
heritage site in Helsinki

Engage visitors in place-specific
storytelling using audio fragments
distributed in caves
4. WARSAW MUSEUM OF
MODERN ART



Proposal for architectural
competition

Present visitor information and
artwork visualizations by use of
interactive displays that employ
colour-changing concrete that is
integraged into the museum
building itself
5. AARHUS BY LIGHT




Concert hall and public park

Facilitate engaging, playful and
social interaction around a
media façade
OVERVIEW OF PROJECTS   Interactive environments

                       Novel forms of interaction

                       Span a broad scope
                       - domains and situations
                       - users
                       - scales
                       - content
                       - levels of completion


                       My involvement is motivated by gaining insights to inform my research agenda
PUBLICATIONS




               AGENDA


                    APPROACH       PROJECTS

               1                               2
                   PUBLICATIONS   PRAGMATISM
               3                               4
PUBLICATIONS
1. INSPIRATION CARD WORKSHOPS




Presents a workshop technique
in which cards that represent
different sources of inspiration
serve as tools to collaboratively
develop design concepts.




DIS 2006. Co-author: K Halskov
2. THE EMERGENCE OF IDEAS




Offers an in-depth analysis of
how ideas emerge during an
inspiration card workshop. The
paper highlights the ways in
which creativity is distributed
across the participants and the
inspiration cards, which in turn
scaffold the exploration and
transformation of emerging
design ideas.




International Journal of Co-Creation 2007. Co-author: Kim Halskov
3. MAPS FOR DESIGN REFLECTION



Presents three types of maps
for design reflection that
capture key aspects of the
design process and supports
reflection upon them. The maps
particularly focus on the ways
in which design concepts are
represented and transformed
throughout the design process.




Artifact 2009. Co-authors: K Halskov & R Nielsen
4. DESIGNING FOR INQUISITIVE USE




Presents the notion of “inquisitive
use” on the basis of pragmatism.
Inquisitive use proposes a view on
how to design for engaging
interaction when challenging
situations lead users to resourceful
exploration.




DIS 2008
5. PEEPHOLES AS MEANS OF ENGAGEMENT
IN INTERACTION DESIGN



Further explores the concept of inquiry
through the notion of “peepholes”, a
design strategy for developing engaging
interactive environments that on the
one hand reveal glimpses of hidden
phenomena to evoke users’ interest, on
the other hand offer ways of exploring
these hidden layers.




Nordes 2009. Co-author: Christian Dindler
6. STAGING URBAN INTERACTIONS
WITH MEDIA FAÇADES



Presents the development and study
of Aarhus by Light and the ways in
which the installation transformed
the practices and experiences
related to the concert hall and its
surroundings.




Interact 2009. Co-authors: M Brynskov, T Ebsen, J Fritsch, K Halskov, R Nielsen
7. PERFORMING PERCEPTION




Presents the notion of “performing
perception”, which states that when
a person uses interactive systems in
public spaces, he takes on the roles
of operator, performer, and
spectator at the same time. This has
consequences for how both users
and others experience interaction.




TOCHI 2008. Co-author: Lone Koefoed Hansen
OVERVIEW OF PUBLICATIONS   Represent the scope and core activities of my research

                           Address concerns relating to both use and design
                           - understanding the use context is essential for design

                           Some contain specific techniques for design

                           Some contain means for reflecting upon design and use

                           Some present design strategies and considerations

                           They draw upon different strands of theory
                           - pragmatism most prominent
PRAGMATISM   Primacy of practice

             Emergence

             Interaction

             Experimentation


JOHN DEWEY   Situation

             Inquiry

             Transformation

             Technology

             Experience
                                   AGENDA

                                        APPROACH        PROJECTS
                                   1                               2
                                       PUBLICATIONS   PRAGMATISM
                                   3                               4
INQUIRY   The creative and transformative process we undertake in order to change an
          incoherent or undesirable situation into a meaningful and unifying one by
          employing our own repertoire of knowledge and competences as well as
          resources in the situation.

          Technology and creativity are two salient façets of inquiry
TECHNOLOGY IN INQUIRY                 We draw upon available resources in inquiry, many of them technological
                                       Technologies in inquiry have experiential and transformative traits

                                               DESIGN SITUATIONS                         USE SITUATIONS


 EXPERIENTIAL ASPECTS

  Technologies in inquiry can frame
  our experience of the situation




TRANSFORMATIVE ASPECTS

 Technologies in inquiry can support
 transformation of the situation
CREATIVITY IN INQUIRY                    Inquiry is creative; it marks the departure from habit and leads us to change
                                         Creative inquiry has dialogical and distributed traits

                                                     DESIGN SITUATIONS                        USE SITUATIONS


DIALOGICAL TRAITS

 Creative inquiry exhibits traits of
 dialogue, both between imagination,
 action and reflection, and between
 person and environment




DISTRIBUTED TRAITS

 Creativity may be distributed between
 users, objects and the environment
SITUATION

       INQUIRY

TRANSFORMATION

   TECHNOLOGY

     EXPERIENCE
WHY PRAGMATISM?   Addresses key themes with regards to my research question
                    - emergence, interaction, situation, inquiry, transformation, technology, experience


                  Strong affinity with designerly thinking

                    - intervention and transformation

                    - experimentation

                    - tradition and transcendence

                  Can yield insights into both design and use situations

                  Can inform design research

                  Existing contributions - towards a coherent conceptual scaffolding
SUMMARY   HOW CAN WE CONCEPTUALISE THE DESIGN AND USE OF ENGAGING INTERACTIVE ENVIRONMENTS?



           DISSERTATION                                                          CONTRIBUTIONS

                                                          1. A CONCEPTUAL FOUNDATION
            RESEARCH APPROACH   PROJECTS AND PROTOTYPES    - A PRAGMATIST PERSPECTIVE



                                                          2. MEANS FOR DESIGN AND REFLECTION
                                                           - TECHNIQUES FOR DESIGN AND RESEARCH


               PUBLICATION       PRAGMATIST PERSPECTIVE
                                                          3. PROTOTYPES AND INSTALLATIONS
                                                             - CRYSTALLIZATIONS OF INQUIRIES
FURTHER PERSPECTIVES   Further examinations of pragmatism in interaction design
AND FUTURE WORK
                       - experiential qualities in design and use
                       - dialogue with other conceptual framings


                       Design documentation and reflection

                       Creativity and innovation in design

                       Closed installations vs. open-ended interactive environments
THANK YOU!

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Peter Dalsgaard: Designing Engaging Interactive Environments

  • 1. DESIGNING ENGAGING INTERACTIVE ENVIRONMENTS: A PRAGMATIST PERSPECTIVE PETER DALSGAARD
  • 2. FROM WORK-RELATED CONCERNS TO OTHER SPHERES OF HUMAN INTEREST AND ACTIVITY FROM A FOCUS FUNCTIONAL ASPECTS TOWARDS EXPERIENTIAL ISSUES FROM DESKTOP COMPUTING TO INTERACTIVE ENVIRONMENTS
  • 3. HOW CAN WE CONCEPTUALISE THE DESIGN AND USE OF ENGAGING INTERACTIVE ENVIRONMENTS? 1. A CONCEPTUAL FOUNDATION A pragmatist perspective on interaction design 2. MEANS FOR DESIGN AND REFLECTION Techniques for doing design and design research 3. PROTOTYPES AND INSTALLATIONS Crystallizations of research questions and key concerns
  • 4. DISSERTATION RESEARCH APPROACH PROJECTS AND PROTOTYPES PUBLICATIONS PRAGMATIST PERSPECTIVE
  • 5. AGENDA RESEARCH APPROACH PROJECTS AND PROTOTYPES 1 2 PUBLICATIONS PRAGMATIST PERSPECTIVE 3 4
  • 6. EXPERIENCE-ORIENTED TECHNOLOGIES MEDIA FAÇADES DIGITAL URBAN LIVING MAY 2006 APRIL 2009 PHD PROJECT AGENDA APPROACH PROJECTS 1 2 PUBLICATIONS PRAGMATISM 3 4
  • 7. RESEARCH ON DESIGN Focus on the product of design RESEARCH IN DESIGN Focus on the process of design RESEARCH THROUGH DESIGN Employing a designerly approach in research RESEARCH IN AND THROUGH DESIGN Directed at improving the understanding and practice of interaction design, using involvement in design experiments and projects as a catalyst for knowledge generation Motivation for this methodological choice: - access - closeness - experimentation and reflection - puts concepts and theories into play in practice
  • 8. PROJECTS AND CASES AGENDA APPROACH PROJECTS 1 2 PUBLICATIONS PRAGMATISM 3 4
  • 10. 1. THE GUM FAÇADE Business-to-business trade show Provide product awareness and engage trade show visitors by use of interactive multi-user wall
  • 11. 2. BALDER’S FUNERAL PYRE Center for Children’s Literature Create engaging experiences for children by conveying the mood and narrative elements from Scandinavian mythology through the use of a corridor of flames
  • 12. 3. SILENCE AND WHISPERS Suomenlinna, a UNESCO world heritage site in Helsinki Engage visitors in place-specific storytelling using audio fragments distributed in caves
  • 13. 4. WARSAW MUSEUM OF MODERN ART Proposal for architectural competition Present visitor information and artwork visualizations by use of interactive displays that employ colour-changing concrete that is integraged into the museum building itself
  • 14. 5. AARHUS BY LIGHT Concert hall and public park Facilitate engaging, playful and social interaction around a media façade
  • 15. OVERVIEW OF PROJECTS Interactive environments Novel forms of interaction Span a broad scope - domains and situations - users - scales - content - levels of completion My involvement is motivated by gaining insights to inform my research agenda
  • 16. PUBLICATIONS AGENDA APPROACH PROJECTS 1 2 PUBLICATIONS PRAGMATISM 3 4
  • 18. 1. INSPIRATION CARD WORKSHOPS Presents a workshop technique in which cards that represent different sources of inspiration serve as tools to collaboratively develop design concepts. DIS 2006. Co-author: K Halskov
  • 19. 2. THE EMERGENCE OF IDEAS Offers an in-depth analysis of how ideas emerge during an inspiration card workshop. The paper highlights the ways in which creativity is distributed across the participants and the inspiration cards, which in turn scaffold the exploration and transformation of emerging design ideas. International Journal of Co-Creation 2007. Co-author: Kim Halskov
  • 20. 3. MAPS FOR DESIGN REFLECTION Presents three types of maps for design reflection that capture key aspects of the design process and supports reflection upon them. The maps particularly focus on the ways in which design concepts are represented and transformed throughout the design process. Artifact 2009. Co-authors: K Halskov & R Nielsen
  • 21. 4. DESIGNING FOR INQUISITIVE USE Presents the notion of “inquisitive use” on the basis of pragmatism. Inquisitive use proposes a view on how to design for engaging interaction when challenging situations lead users to resourceful exploration. DIS 2008
  • 22. 5. PEEPHOLES AS MEANS OF ENGAGEMENT IN INTERACTION DESIGN Further explores the concept of inquiry through the notion of “peepholes”, a design strategy for developing engaging interactive environments that on the one hand reveal glimpses of hidden phenomena to evoke users’ interest, on the other hand offer ways of exploring these hidden layers. Nordes 2009. Co-author: Christian Dindler
  • 23. 6. STAGING URBAN INTERACTIONS WITH MEDIA FAÇADES Presents the development and study of Aarhus by Light and the ways in which the installation transformed the practices and experiences related to the concert hall and its surroundings. Interact 2009. Co-authors: M Brynskov, T Ebsen, J Fritsch, K Halskov, R Nielsen
  • 24. 7. PERFORMING PERCEPTION Presents the notion of “performing perception”, which states that when a person uses interactive systems in public spaces, he takes on the roles of operator, performer, and spectator at the same time. This has consequences for how both users and others experience interaction. TOCHI 2008. Co-author: Lone Koefoed Hansen
  • 25. OVERVIEW OF PUBLICATIONS Represent the scope and core activities of my research Address concerns relating to both use and design - understanding the use context is essential for design Some contain specific techniques for design Some contain means for reflecting upon design and use Some present design strategies and considerations They draw upon different strands of theory - pragmatism most prominent
  • 26. PRAGMATISM Primacy of practice Emergence Interaction Experimentation JOHN DEWEY Situation Inquiry Transformation Technology Experience AGENDA APPROACH PROJECTS 1 2 PUBLICATIONS PRAGMATISM 3 4
  • 27. INQUIRY The creative and transformative process we undertake in order to change an incoherent or undesirable situation into a meaningful and unifying one by employing our own repertoire of knowledge and competences as well as resources in the situation. Technology and creativity are two salient façets of inquiry
  • 28. TECHNOLOGY IN INQUIRY We draw upon available resources in inquiry, many of them technological Technologies in inquiry have experiential and transformative traits DESIGN SITUATIONS USE SITUATIONS EXPERIENTIAL ASPECTS Technologies in inquiry can frame our experience of the situation TRANSFORMATIVE ASPECTS Technologies in inquiry can support transformation of the situation
  • 29. CREATIVITY IN INQUIRY Inquiry is creative; it marks the departure from habit and leads us to change Creative inquiry has dialogical and distributed traits DESIGN SITUATIONS USE SITUATIONS DIALOGICAL TRAITS Creative inquiry exhibits traits of dialogue, both between imagination, action and reflection, and between person and environment DISTRIBUTED TRAITS Creativity may be distributed between users, objects and the environment
  • 30. SITUATION INQUIRY TRANSFORMATION TECHNOLOGY EXPERIENCE
  • 31. WHY PRAGMATISM? Addresses key themes with regards to my research question - emergence, interaction, situation, inquiry, transformation, technology, experience Strong affinity with designerly thinking - intervention and transformation - experimentation - tradition and transcendence Can yield insights into both design and use situations Can inform design research Existing contributions - towards a coherent conceptual scaffolding
  • 32. SUMMARY HOW CAN WE CONCEPTUALISE THE DESIGN AND USE OF ENGAGING INTERACTIVE ENVIRONMENTS? DISSERTATION CONTRIBUTIONS 1. A CONCEPTUAL FOUNDATION RESEARCH APPROACH PROJECTS AND PROTOTYPES - A PRAGMATIST PERSPECTIVE 2. MEANS FOR DESIGN AND REFLECTION - TECHNIQUES FOR DESIGN AND RESEARCH PUBLICATION PRAGMATIST PERSPECTIVE 3. PROTOTYPES AND INSTALLATIONS - CRYSTALLIZATIONS OF INQUIRIES
  • 33. FURTHER PERSPECTIVES Further examinations of pragmatism in interaction design AND FUTURE WORK - experiential qualities in design and use - dialogue with other conceptual framings Design documentation and reflection Creativity and innovation in design Closed installations vs. open-ended interactive environments