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Publications Visualisation

Maps for design reflection

Together with co-authors Kim Halskov and Rune Nielsen, I have recently had the paper Maps for design reflection accepted for the journal Artifact. I will make a version of the paper available here as soon as it is officially published.

This paper introduces, applies, and discusses a set of design artefacts called maps for design reflection, intended to support design researchers in capturing, analysing, and reflecting upon design processes. The maps focus on reflection with respect to the role of sources of inspiration and design materials in the emergence and transformation of design ideas. The paper revolves around a specific case, the design of media façades – i.e. displays that are an integrated part of a building’s façade – as part of the development of material for a bid in an architectural competition for a new modern art museum in Warsaw, Poland.
We present and discuss three types of maps, namely overview maps, strand maps, and focal maps. They differ in scope as well as application: overview maps outline the entire design process and are intended for reflection upon the general trends and developments in the project, particularly with regards to the numerous concepts and materials brought into play; strand maps trace a specific design concept through its life-cycle in the design process and are intended primarily for reflection upon the transformations the concept undergoes and the various ways in which it is represented; finally, focal maps capture specific design moves and experiments and are intended for guided description of and reflection upon relevance, rationale and insights tied to these experiments.

Dalsgaard, P., Halskov, K., Nielsen, R. 2009, “Maps for design reflection”, accepted for publication in Artifact, Routledge.

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Publications

Performing Perception – Staging Aesthetics of Interaction

At the recent CHI 2009 conference in Boston, Lone Koefoed and I were invited to present our paper Performing Perception – Staging Aesthetics of Interaction, which was also recently accepted for a special issue on aesthetics of interaction in the journal Transactions on Computer-Human Interaction (TOCHI).

The paper argues that in interaction design for experience-oriented uses of technology, a central facet of aesthetics of interaction is rooted in the user’s experience of himself performing his perception. By drawing on performance theory, phenomenology, and sociology and with references to recent HCI-work on the relation between the system and the performer/user and the spectator’s relation to this dynamic, the paper discusses how the user is simultaneously operator, performer and spectator when interacting. By engaging with interactive systems, the user continuously acts out these three roles and his awareness of them is crucial in the use experience.
The paper argues that this 3-in-1 is always already shaping the user’s understanding and perception of interaction as it is staged through his experience of the object’s form and expression. Through examples ranging from everyday technologies utilizing performances of interaction to spatial contemporary artworks, digital as well as analogue, the notion of the performative spectator and the spectating performer is discussed. This discussion highlights how perception is also performative and how a focus on this aspect seems to be crucial when designing experience-oriented products, systems and services.

Dalsgaard, P., Hansen, L.K. 2008, “Performing Perception – Staging Aesthetics of Interaction”, ACM Transactions on Computer Human Interaction, vol. 15 no 3, pp 13:1-33.

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Interaction design Publications

Designing Engaging Interactive Environments: A Pragmatist Perspective

Dalsgaard, Peter (2009): Designing Engaging Interactive Environments: A Pragmatist Perspective.
PhD dissertation, Dept. of Information and Media Studies, Aarhus University (PDF, 38MB)

My PhD dissertation, Designing Engaging Interactive Environments: A Pragmatist Perspective, was handed in April 30th 2009 and defended on June 25th 2009. Below I have embedded a video of my talk at the defense – you can skip the introduction and formalities and jump to 2:50 for the main presentation. The slides are not very clear on the video, so these are embedded as a slidecast below the video. If you don’t feel like watching the proceedings, you can also download the manuscript for my presentation (.pdf) to read alongside the slides.

Summary of the dissertation:

The dissertation summarizes three years of research guided by the overarching question: “How can we conceptualize the design and use of engaging interactive environments?”. The dissertation is composed of a selection of publications framed by an overview. My primary area of concern is the design process, however it is also crucial that designers gain a reflective understanding of the use situation in addition to the design situation. For this reason, the included papers as well as the overview span both of these areas. In order to expand upon the understanding of the design and use of interactive environments, I develop a conceptual scaffolding on the basis of concepts from the pragmatist philosophy of John Dewey, with a particular focus on creativity and technology in inquiry.

My research approach is based upon practice-based engagement in experimental design cases supplemented by literature surveys and continuous discussions and analyses of the cases and the domain of study in various fora. Central parts of this work is reported on in the included papers, each of which presents a set of contributions related to specific areas of related work, research questions, methods, and discussions. In addition to these papers, the overview contributes with an explication and discussion of my research approach, labelled “research in and through design”, and the development of a pragmatist perspective that functions as a conceptual scaffolding for addressing my research question. In this pragmatist perspective, I examine and develop the concept inquiry and the notions of dialogical and distributed creativity as well as experiential and transformative technology as means for understanding the design and use of engaging interactive environments.

The contributions of the dissertation fall into three general categories:

(1) A conceptual foundation, with regards to the development of a pragmatist perspective on interaction design on the basis of key concepts drawn from the work of John Dewey in relation to my research agenda.

(2) Means for design and design reflection, with regards to the development of specific techniques for design practice and reflection, as well as the articulation and discussion of design considerations that can inform reflective interaction design practice and research.

(3) Prototypes and installations, with regards to development of interactive systems as means for exploring the overarching research question; these prototypes and installations are in themselves manifestations of and challenges to hypotheses about the design and use of interactive environments.